/** ** 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 . **/ /* * Render3D.h * * Header file defining the CRender3D class: OpenGL Real3D graphics engine. */ #ifndef INCLUDED_RENDER3D_H #define INCLUDED_RENDER3D_H #include "Pkgs/glew.h" /****************************************************************************** Internal Definitions and Data Structures NOTE: These should probably be moved inside the Render3D namespace at some point. ******************************************************************************/ // 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) }; struct Poly { Vertex Vert[4]; GLfloat n[3]; // polygon normal (used for backface culling) 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. */ 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) struct VBORef *nextTexOffset; // linked list of models with different texture offset states UINT16 texOffset; // texture offset data for this model }; // Display list items: model instances and viewport settings struct DisplayList { bool isViewport; // if true, this is a viewport node union { // Viewport data struct { 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) } Viewport; // Model data struct { 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 } Model; } 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 }; /****************************************************************************** CRender3D Classes ******************************************************************************/ /* * CRender3DConfig: * * Settings used by CRender3D. */ class CRender3DConfig { public: string vertexShaderFile; // path to vertex shader or "" to use internal shader string fragmentShaderFile; // fragment shader // Defaults CRender3DConfig(void) { // nothing to do, strings will be clear to begin with } }; /* * CRender3D: * * 3D renderer. Lots of work to do here :) */ class CRender3D { 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 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); /* * SetStep(stepID): * * 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: * stepID 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 SetStep(int stepID); /* * Init(xOffset, yOffset, xRes, yRes): * * 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 display surface in pixels (in case resolution * is smaller than the true display surface). * yOffset Y offset. * xRes Horizontal resolution of display surface in pixels. * yRes 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); /* * CRender3D(void): * ~CRender3D(void): * * Constructor and destructor. */ CRender3D(void); ~CRender3D(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); bool InsertPolygon(ModelCache *cache, const Poly *p); void InsertVertex(ModelCache *cache, const Vertex *v, const Poly *p, float normFlip); bool BeginModel(ModelCache *cache); struct VBORef *EndModel(ModelCache *cache, int lutIdx, UINT16 texOffset); struct VBORef *CacheModel(ModelCache *cache, int lutIdx, UINT16 texOffset, const UINT32 *data); struct VBORef *LookUpModel(ModelCache *cache, int lutIdx, UINT16 texOffset); 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); // In-frame error reporting bool ErrorLocalVertexOverflow(void); bool ErrorUnableToCacheModel(UINT32 modelAddr); void ClearErrors(void); /* * Data */ // 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; // Scene graph stack int listDepth; // how many lists have we recursed into int stackDepth; // for debugging and error handling purposes // Texture offset (during scene graph processing) GLfloat texOffsetXY[2]; // decoded X, Y offsets UINT16 texOffset; // raw texture offset data as it appears in culling node // Resolution scaling factors (to support resolutions higher than 496x384) and offsets GLfloat xRatio, yRatio; unsigned xOffs, yOffs; // Texture ID for complete 2048x2048 texture map GLuint texID; // Shader programs and input data locations GLuint shaderProgram; // shader program object GLuint vertexShader; // vertex shader handle GLuint fragmentShader; // fragment shader GLuint textureMapLoc; // location of "textureMap" uniform GLuint modelViewMatrixLoc; // uniform GLuint projectionMatrixLoc; // uniform GLuint lightingLoc; // uniform GLuint spotEllipseLoc; // uniform GLuint spotRangeLoc; // uniform GLuint spotColorLoc; // uniform GLuint subTextureLoc; // attribute GLuint texParamsLoc; // attribute GLuint texFormatLoc; // attribute GLuint transLevelLoc; // attribute GLuint lightEnableLoc; // attribute GLuint shininessLoc; // attribute GLuint fogIntensityLoc; // attribute // Model caching ModelCache VROMCache; // VROM (static) models ModelCache PolyCache; // polygon RAM (dynamic) models /* * 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 textureWidth[2048/32][2048/32]; int textureHeight[2048/32][2048/32]; INT8 textureFormat[2048/32][2048/32]; /* * 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 }; #endif // INCLUDED_RENDER3D_H