/**
** Supermodel
** A Sega Model 3 Arcade Emulator.
** Copyright 2011 Bart Trzynadlowski, Nik Henson
**
** This file is part of Supermodel.
**
** Supermodel is free software: you can redistribute it and/or modify it under
** the terms of the GNU General Public License as published by the Free
** Software Foundation, either version 3 of the License, or (at your option)
** any later version.
**
** Supermodel is distributed in the hope that it will be useful, but WITHOUT
** ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
** FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
** more details.
**
** You should have received a copy of the GNU General Public License along
** with Supermodel. If not, see .
**/
/*
* Legacy3D.h
*
* Header file defining the CLegacy3D class: Supermodel's original OpenGL
* Real3D graphics engine.
*/
#ifndef INCLUDED_LEGACY3D_H
#define INCLUDED_LEGACY3D_H
#include "TextureRefs.h"
#include "Graphics/IRender3D.h"
#include
#include "Util/NewConfig.h"
#include "Types.h"
namespace Legacy3D {
/******************************************************************************
Internal Definitions and Data Structures
******************************************************************************/
// Model caches sort models by alpha (translucency) state
enum POLY_STATE
{
POLY_STATE_NORMAL = 0,
POLY_STATE_ALPHA
};
struct Vertex
{
GLfloat x,y,z; // vertex
GLfloat n[3]; // normal X, Y, Z
GLfloat u,v; // texture U, V coordinates (in texels, relative to selected texture)
GLfloat intensity; // shading intensity (if using per-vertex fixed shading)
};
struct Poly
{
Vertex Vert[4];
GLfloat n[3]; // polygon normal (used for backface culling and flat shading)
POLY_STATE state; // alpha or normal?
unsigned numVerts; // triangle (3) or quad (4)
const UINT32 *header; // pointer to Real3D 7-word polygon header
};
/*
* VBORef:
*
* Reference to model polygons stored in a VBO. Each reference has two sets of
* vertices: normal and alpha. Copies of the model with different texture
* offsets applied are searchable via the linked list of texture offset states.
*
* Technically, a model may contain a mix of layered and non-layered polygons
* but we can't support that level of granularity in the current engine. The
* useStencil flag is set only when all polygons in a model are layered, and
* also may be set when we detect that a polygon is likely to be used as a
* shadow. On the actual hardware, these are not stenciled but are most likely
* implemented with stipple masks. We cheat here to make shadows look nicer.
*/
struct VBORef
{
unsigned index[2]; // index of model polygons in VBO
unsigned numVerts[2]; // number of vertices
unsigned lutIdx; // LUT index associated with this model (for fast LUT clearing)
VBORef *nextTextureOffsetState; // linked list of models with different texture offset states
uint16_t textureOffsetState; // texture offset data for this model
bool useStencil; // whether to draw with stencil mask ("layered" polygons)
CTextureRefs texRefs; // unique texture references contained in this model
/*
* Clear():
*
* Clears the VBORef by setting all fields to 0 and clearing the texture
* references.
*/
inline void Clear(void)
{
texRefs.Clear();
lutIdx = 0;
textureOffsetState = 0;
nextTextureOffsetState = NULL;
useStencil = false;
for (int i = 0; i < 2; i++)
{
index[i] = 0;
numVerts[i] = 0;
}
}
};
// Display list items: model instances and viewport settings
struct DisplayList
{
// Viewport instance data
struct ViewportInstance
{
GLfloat projectionMatrix[4*4]; // projection matrix
GLfloat lightingParams[6]; // lighting parameters (see RenderViewport() and vertex shader)
GLfloat spotEllipse[4]; // spotlight ellipse (see RenderViewport())
GLfloat spotRange[2]; // Z range
GLfloat spotColor[3]; // color
GLfloat fogParams[5]; // fog parameters (...)
GLint x, y; // viewport coordinates (scaled and in OpenGL format)
GLint width, height; // viewport dimensions (scaled for display surface size)
};
// Model instance data
struct ModelInstance
{
GLfloat modelViewMatrix[4*4]; // model-view matrix
unsigned index; // index in VBO
unsigned numVerts; // number of vertices
GLint frontFace; // GL_CW (default), GL_CCW, or -GL_CW to indicate no culling
bool useStencil; // draw with stencil testing
};
bool isViewport; // if true, this is a viewport node
union
{
ModelInstance Model;
ViewportInstance Viewport;
} Data;
DisplayList *next; // next display list item with the same state (alpha or non-alpha)
};
/*
* ModelCache:
*
* A model cache tracks all models in a particular region (ie., VROM or polygon
* RAM). It contains a look-up table to quickly obtain VBO indices. Be careful
* when accessing the LUT, there are some special cases.
*
* If the model cache is marked dynamic, cached models may not necessarily be
* retained. Clearing the model cache is also much faster. The LUT entry for
* the last model cached will be valid, but because the LUT may not be
* cleared, one cannot assume a model exists because there is a LUT entry
* pointing to it. Always use NeedToCache() to determine whether caching is
* necessary before reading the LUT!
*/
struct ModelCache
{
// Cache type
bool dynamic;
// Vertex buffer object
unsigned vboMaxOffset; // size of VBO (in bytes)
unsigned vboCurOffset; // current offset in VBO (in bytes)
GLuint vboID; // OpenGL VBO handle
// Local vertex buffers (enough for a single model)
unsigned maxVertIdx; // size of each local vertex buffer (in vertices)
unsigned curVertIdx[2]; // current vertex index (in vertices)
GLfloat *verts[2];
// Array of cached models
unsigned maxModels; // maximum number of models
unsigned numModels; // current number stored
VBORef *Models;
/*
* Look-Up Table:
*
* Can be accessed directly with a LUT index to determine the model index.
* However, it should not be used to determine whether a model needs to be
* cached. Use NeedToCache() instead. A valid index, for example, may still
* have to be re-cached if the model cache is dynamic (polygon RAM).
*/
unsigned lutSize; // number of elements in LUT
INT16 *lut; // stores indices into Models[] or -1 if not yet cached
// Display list
unsigned maxListSize; // maximum number of display list items
unsigned listSize; // number of items in display list
DisplayList *List; // holds all display list items
DisplayList *ListHead[2]; // heads of linked lists for each state
DisplayList *ListTail[2]; // current tail node for each state
};
struct TexSheet
{
unsigned sheetNum;
unsigned mapNum;
unsigned xOffset;
unsigned yOffset;
/*
* Texture Format Buffer
*
* Records the format that a texture (at a given location within the
* texture sheet) is currently stored in. A negative value indicates the
* texture has not been accessed and converted yet and non-negative values
* correspond to the texture format bits in the polygon headers. They can
* be used to determine whether a texture needs to be updated.
*/
int texWidth[2048/32][2048/32];
int texHeight[2048/32][2048/32];
INT8 texFormat[2048/32][2048/32];
};
/******************************************************************************
CLegacy3D Classes
******************************************************************************/
/*
* CLegacy3D:
*
* 3D renderer. Lots of work to do here :)
*/
class CLegacy3D: public IRender3D
{
friend class CTextureRefs;
public:
/*
* RenderFrame(void):
*
* Renders the complete scene database. Must be called between BeginFrame() and
* EndFrame(). This function traverses the scene database and builds up display
* lists.
*/
void RenderFrame(void);
/*
* BeginFrame(void):
*
* Prepare to render a new frame. Must be called once per frame prior to
* drawing anything.
*/
void BeginFrame(void);
/*
* EndFrame(void):
*
* Signals the end of rendering for this frame. Must be called last during
* the frame.
*/
void EndFrame(void);
/*
* UploadTextures(x, y, width, height):
*
* Signals that a portion of texture RAM has been updated.
*
* Parameters:
* x X position within texture RAM.
* y Y position within texture RAM.
* width Width of texture data in texels.
* height Height.
*/
void UploadTextures(unsigned level, unsigned x, unsigned y, unsigned width, unsigned height);
/*
* AttachMemory(cullingRAMLoPtr, cullingRAMHiPtr, polyRAMPtr, vromPtr,
* textureRAMPtr):
*
* Attaches RAM and ROM areas. This must be done prior to any rendering
* otherwise the program may crash with an access violation.
*
* Parameters:
* cullingRAMLoPtr Pointer to low culling RAM (4 MB).
* cullingRAMHiPtr Pointer to high culling RAM (1 MB).
* polyRAMPtr Pointer to polygon RAM (4 MB).
* vromPtr Pointer to video ROM (64 MB).
* textureRAMPtr Pointer to texture RAM (8 MB).
*/
void AttachMemory(const UINT32 *cullingRAMLoPtr,
const UINT32 *cullingRAMHiPtr, const UINT32 *polyRAMPtr,
const UINT32 *vromPtr, const UINT16 *textureRAMPtr);
/*
* SetStepping(stepping):
*
* Sets the Model 3 hardware stepping, which also determines the Real3D
* functionality. The default is Step 1.0. This should be called prior to
* any other emulation functions and after Init().
*
* Parameters:
* stepping 0x10 for Step 1.0, 0x15 for Step 1.5, 0x20 for Step 2.0, or
* 0x21 for Step 2.1. Anything else defaults to 1.0.
*/
void SetStepping(int stepping);
/*
* Init(xOffset, yOffset, xRes, yRes, totalXRes, totalYRes):
*
* One-time initialization of the context. Must be called before any other
* members (meaning it should be called even before being attached to any
* other objects that want to use it).
*
* External shader files are loaded according to configuration settings.
*
* Parameters:
* xOffset X offset of the viewable area within OpenGL display
* surface, in pixels.
* yOffset Y offset.
* xRes Horizontal resolution of the viewable area.
* yRes Vertical resolution.
* totalXRes Horizontal resolution of the complete display area.
* totalYRes Vertical resolution.
*
* Returns:
* OKAY is successful, otherwise FAILED if a non-recoverable error
* occurred. Any allocated memory will not be freed until the
* destructor is called. Prints own error messages.
*/
bool Init(unsigned xOffset, unsigned yOffset, unsigned xRes, unsigned yRes, unsigned totalXRes, unsigned totalYRes, unsigned aaTarget);
/*
* SetSunClamp(bool enable);
*
* Sets or unsets the clamped light model
*
* Parameters:
* enable Set clamp mode
*/
void SetSunClamp(bool enable);
/*
* SetSignedShade(bool enable);
*
* Sets the sign-ness of fixed shading value
*
* Parameters:
* enable Fixed shading is expressed as signed value
*/
void SetSignedShade(bool enable);
/*
* GetLosValue(int layer);
*
* Gets the line of sight value for the priority layer
*
* Parameters:
* layer Priority layer to read from
*/
float GetLosValue(int layer);
/*
* CLegacy3D(void):
* ~CLegacy3D(void):
*
* Parameters:
* config Configuration object.
*
* Constructor and destructor.
*/
CLegacy3D(const Util::Config::Node &config);
~CLegacy3D(void);
private:
/*
* Private Members
*/
// Real3D address translation
const UINT32 *TranslateCullingAddress(UINT32 addr);
const UINT32 *TranslateModelAddress(UINT32 addr);
// Model caching and display list management
void DrawDisplayList(ModelCache *Cache, POLY_STATE state);
bool AppendDisplayList(ModelCache *Cache, bool isViewport, const struct VBORef *Model);
void ClearDisplayList(ModelCache *Cache);
int GetTextureBaseX(const Poly *P) const;
int GetTextureBaseY(const Poly *P) const;
bool InsertPolygon(ModelCache *cache, const Poly *p);
void InsertVertex(ModelCache *cache, const Vertex *v, const Poly *p, float normFlip);
struct VBORef *BeginModel(ModelCache *cache);
void EndModel(ModelCache *cache, struct VBORef *Model, int lutIdx, UINT16 textureOffsetState, bool useStencil);
struct VBORef *CacheModel(ModelCache *cache, int lutIdx, UINT16 textureOffsetState, const UINT32 *data);
struct VBORef *LookUpModel(ModelCache *cache, int lutIdx, UINT16 textureOffsetState);
void ClearModelCache(ModelCache *cache);
bool CreateModelCache(ModelCache *cache, unsigned vboMaxVerts, unsigned localMaxVerts, unsigned maxNumModels, unsigned numLUTEntries, unsigned displayListSize, bool isDynamic);
void DestroyModelCache(ModelCache *cache);
// Texture management
void DecodeTexture(int format, int x, int y, int width, int height);
// Matrix stack
void MultMatrix(UINT32 matrixOffset);
void InitMatrixStack(UINT32 matrixBaseAddr);
// Scene database traversal
bool DrawModel(UINT32 modelAddr);
void DescendCullingNode(UINT32 addr);
void DescendPointerList(UINT32 addr);
void DescendNodePtr(UINT32 nodeAddr);
void RenderViewport(UINT32 addr, int pri, bool wideScreen);
// In-frame error reporting
bool ErrorLocalVertexOverflow(void);
bool ErrorUnableToCacheModel(UINT32 modelAddr);
void ClearErrors(void);
/*
* Data
*/
const Util::Config::Node &m_config;
#ifdef DEBUG
// Debug
int m_debugHighlightPolyHeaderIdx = -1;
uint32_t m_debugHighlightPolyHeaderMask = 0;
int m_debugHighlightCullingNodeIdx = -1;
uint32_t m_debugHighlightCullingNodeMask = 0;
bool m_debugHighlightAll = false;
#endif
// Stepping
int step;
int offset; // offset to subtract for words 3 and higher of culling nodes
GLfloat vertexFactor; // fixed-point conversion factor for vertices
// Memory (passed from outside)
const UINT32 *cullingRAMLo; // 4 MB
const UINT32 *cullingRAMHi; // 1 MB
const UINT32 *polyRAM; // 4 MB
const UINT32 *vrom; // 64 MB
const UINT16 *textureRAM; // 8 MB
// Error reporting
unsigned errorMsgFlags; // tracks which errors have been printed this frame
// Real3D Base Matrix Pointer
const float *matrixBasePtr;
// Current viewport parameters (updated as viewports are traversed)
GLfloat lightingParams[6];
GLfloat fogParams[5];
GLfloat spotEllipse[4];
GLfloat spotRange[2];
GLfloat spotColor[3];
GLint viewportX, viewportY;
GLint viewportWidth, viewportHeight;
GLuint m_aaTarget;
// Scene graph processing
int listDepth; // how many lists have we recursed into
int stackDepth; // for debugging and error handling purposes
struct TextureOffset
{
int x; // x offset
int y; // y offset (wraps within 2048x1023 texel bank)
int switchBank; // 0: use bank from polygon header, 1024: swap banks
uint16_t state; // x, y, and bank states compromise a unique key
TextureOffset(uint32_t data)
: x(32 * ((data >> 7) & 0x7F)),
y(32 * (data & 0x7F)),
switchBank((data & 0x4000) >> 4),
state(data & 0x7FFF)
{}
TextureOffset()
: x(0),
y(0),
switchBank(false),
state(0)
{}
} m_textureOffset;
UINT32 m_colorTableAddr = 0x400; // address of color table in polygon RAM
// Resolution and scaling factors (to support resolutions higher than 496x384) and offsets
GLfloat xRatio, yRatio;
unsigned xOffs, yOffs;
unsigned totalXRes, totalYRes;
// Texture details
static int defaultFmtToTexSheetNum[8]; // default mapping from Model3 texture format to texture sheet
unsigned numTexMaps; // total number of texture maps
GLuint texMapIDs[9]; // GL texture IDs of texture maps
unsigned numTexSheets; // total number of texture sheets
TexSheet *texSheets; // texture sheet objects
TexSheet *fmtToTexSheet[8]; // final mapping from Model3 texture format to texture sheet
// Shader programs and input data locations
GLuint shaderProgram; // shader program object
GLuint vertexShader; // vertex shader handle
GLuint fragmentShader; // fragment shader
GLint textureMapLoc; // location of "textureMap" uniform (if available)
GLint textureMapLocs[8]; // location of "textureMap[0-7]" uniforms (if available)
GLint modelViewMatrixLoc; // uniform
GLint projectionMatrixLoc; // uniform
GLint lightingLoc; // uniform
GLint mapSizeLoc; // uniform
GLint spotEllipseLoc; // uniform
GLint spotRangeLoc; // uniform
GLint spotColorLoc; // uniform
GLint subTextureLoc; // attribute
GLint texParamsLoc; // attribute
GLint texFormatLoc; // attribute
GLint texMapLoc; // attribute
GLint transLevelLoc; // attribute
GLint lightEnableLoc; // attribute
GLint specularLoc; // attribute
GLint shininessLoc; // attribute
GLint fogIntensityLoc; // attribute
// Model caching
ModelCache VROMCache; // VROM (static) models
ModelCache PolyCache; // polygon RAM (dynamic) models
/*
* Texture Decode Buffer
*
* Textures are decoded and copied from texture RAM into this temporary buffer
* before being uploaded. Dimensions are 512x512.
*/
GLfloat *textureBuffer; // RGBA8 format
};
} // Legacy3D
#endif // INCLUDED_LEGACY3D_H