/** ** Supermodel ** A Sega Model 3 Arcade Emulator. ** Copyright 2011-2012 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.cpp * * Core module for OpenGL-based Real3D graphics engine. * * * Optimization To-Do List * ----------------------- * * 0. Optimize backface culling. Is it possible to compute normal matrix only * when needed? Should also be more careful about OpenGL state info, such as * the winding mode. * 1. Do not store matrices in a uniform, use glLoadMatrix() in MODELVIEW mode. * It will no longer be necessary to compute normal matrix! * 2. Move stuff into vertex shader (vision by 2048? Subtract of 0.5,0.5 for bilinear filtering?) * 3. Just one call to BufferSubData rather than 2 * * Spotlight * --------- * * Spotlight illumination occurs between two Z ranges within an ellipse * specified in coordinates that ought to be relative to the viewport. They * actually appear to be defined in terms of physical display coordinates * regardless of the size of the viewport, although this has not been 100% * confirmed. * * The parameters that describe the ellipse in display coordinates are: * * cx,cy Center point. * a,b Width (or rather, half-width) and height of spotlight. * * These correspond to the standard form of the ellipse equation: * * ((x-cx)/a)^2 + ((y-cy)/b)^2 = 1 * * It is trivial to test whether a point lies inside an ellipse by plugging * it into the equation and checking to see if it is less than or equal to * 1. The a and b parameters appear to be stored as values w and h, which * range from 0 to 255 (according to the Scud Race debug menu) but which * may be up to 16 bits (this has not been observed). They are already * inverted, scaled by the screen size, and squared. * * w = (496/a)^2 -> a = 496/sqrt(w) * h = (384/b)^2 -> b = 384/sqrt(h) * * This is mostly a guess. It is almost certain, however, based on * observations of the Scud Race backfire effect that w and h are related * to spotlight size in an inverse-square-root fashion. The spotlight in * view 3 should be smaller than in view 4, but the values are actually * larger. Here is some data: * * View 3: * X,Y=247,342 * W,H=24,16 * N,F=1e-9,200 * Car translation length: 4.93 * View 4: * X,Y=247,317 * W,H=48,32 * N,F=1e-9,200 * Car translation length: 7.5 * * The translation length is the total translation vector for the car model * extracted by applying the scene matrices. Note that sqrt(48/24) = 1.4 * and 7.5/4.93 = 1.52, a fairly close match. * * It remains unknown whether the spotlight parameters are relative to the * physical display resolution (496x384), as computed here, or the viewport * size. What is needed is an example of a spotlight in a viewport whose * dimensions are not 496x384. * * The spotlight near and far ranges are in viewspace (eye) coordinates. * The inverse of the near range is specified and the far range is stored * as a displacement (I think) from the near range. Color is RGB111. * * The spotlight should be smooth at the edges. Using the magnitude of the * ellipse test works well -- when it is 1.0, the spotlight should be fully * attenuated (0 intensity) and when it is 0.0, render at full intensity. * * Alpha Processing * ---------------- * When processing "alpha" (translucent) polygons, alpha values range from 0.0, * completely transparent, to 1.0, completely opaque. This appears to be the * same convention as for Model 3 and corresponds to a blend mode setting of: * glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA). * * For all texels and colors which do not include an alpha channel, for * translucency to work properly, the alpha channel must be set to opaque. * Contour textures use T=1 to indicate transparency, therefore their alpha * value must be inverted. * * Translucent Polygons * -------------------- * The 32-level polygon translucency appears to be applied as follows * * 1. If polygon is untextured, fragment color is the polygon color and * the translucency level becomes the alpha channel. * 2. If contour textures are used, the translucency level becomes the * alpha channel regardless of the contour bit. I assume that contour * bit processing is still carried out, if enabled, however. * 3. If the texture format is RGBA4, translucency is multiplied by texel * alpha. * 4. Other texture formats: ??? * * A simple way to handle this is to force alpha to 1.0 for polygon colors, * discard fragments if required by the contour setting (forcing alpha to 1.0 * otherwise), and then in the end, multiplying whatever alpha value remains by * the translucency level. * * List of Safeguards * ------------------ * During boot-up, many games load up scene data that cannot feasibly be * processed (way too many models). This occurs in Scud Race and Virtual On 2, * for example. This is currently being handled by attempting to detect the * defective scenes. * * 1. Scud Race: the coordinate system matrix is checked for vectors whose * magnitudes are not 1.0. * 2. Virtual On 2: model 0x200000 is not rendered. * * There are probably better ways of doing it. * * To-Do List * ---------- * - Can some of the floating point flag attribs be replaced with ints? */ #include #include "Supermodel.h" #include "Graphics/Shaders3D.h" // fragment and vertex shaders // Microsoft doesn't provide isnan() and isinf() #ifdef _MSC_VER #include #define ISNAN(x) (_isnan(x)) #define ISINF(x) (!_finite(x)) #else #define ISNAN(x) (std::isnan(x)) #define ISINF(x) (std::isinf(x)) #endif /****************************************************************************** Definitions and Constants ******************************************************************************/ // Shader program files #define VERTEX_SHADER_FILE "Src/Graphics/Vertex.glsl" #define FRAGMENT_SHADER_FILE "Src/Graphics/Fragment.glsl" // Model cache settings #define NUM_STATIC_VERTS 700000 // suggested maximum number of static vertices #define NUM_DYNAMIC_VERTS 64000 // "" dynamic vertices #define NUM_LOCAL_VERTS 32768 // size of local vertex buffer #define NUM_STATIC_MODELS 10000 // maximum number of unique static models to cache #define NUM_DYNAMIC_MODELS 1024 // maximum number of unique dynamic models to cache #define NUM_DISPLAY_LIST_ITEMS 10000 // maximum number of model instances displayed per frame // Scene traversal stack #define STACK_SIZE 1024 /****************************************************************************** Texture Management ******************************************************************************/ // Default mapping from Model3 texture format to texture sheet. // Currently this is just a simple 1-to-1 mapping but if/when more formats get added, sheets will start to get reused. int CRender3D::defaultFmtToTexSheetNum[] = { 0, // Fmt 0 -> 0 1, // 1 -> 1 2, // 2 -> 2 3, // 3 -> 3 4, // 4 -> 4 5, // 5 -> 5 6, // 6 -> 6 7 // 7 -> 7 }; void CRender3D::DecodeTexture(int format, int x, int y, int width, int height) { int xi, yi, i; UINT16 texel; GLfloat c, a; x &= 2047; y &= 2047; if ((x+width)>2048 || (y+height)>2048) return; if (width > 512 || height > 512) { //ErrorLog("Encountered a texture that is too large (%d,%d,%d,%d)", x, y, width, height); return; } // Map Model3 format to texture sheet TexSheet *texSheet = fmtToTexSheet[format]; // Check to see if ALL texture tiles have been properly decoded on texture sheet if ((texSheet->texFormat[y/32][x/32] == format) && (texSheet->texWidth[y/32][x/32] >= width) && (texSheet->texHeight[y/32][x/32] >= height)) return; //printf("Decoding texture format %u: %u x %u @ (%u, %u) sheet %u\n", format, width, height, x, y, texNum); // Copy and decode i = 0; switch (format) { default: // Unknown for (yi = y; yi < (y+height); yi++) { for (xi = x; xi < (x+width); xi++) { textureBuffer[i++] = 0.0; // R textureBuffer[i++] = 0.0; // G textureBuffer[i++] = 1.0f; // B textureBuffer[i++] = 1.0f; // A } } break; case 0: // T1RGB5 for (yi = y; yi < (y+height); yi++) { for (xi = x; xi < (x+width); xi++) { textureBuffer[i++] = (GLfloat) ((textureRAM[yi*2048+xi]>>10)&0x1F) * (1.0f/31.0f); // R textureBuffer[i++] = (GLfloat) ((textureRAM[yi*2048+xi]>>5)&0x1F) * (1.0f/31.0f); // G textureBuffer[i++] = (GLfloat) ((textureRAM[yi*2048+xi]>>0)&0x1F) * (1.0f/31.0f); // B textureBuffer[i++] = ((textureRAM[yi*2048+xi]&0x8000)?0.0f:1.0f); // T } } break; case 7: // RGBA4 for (yi = y; yi < (y+height); yi++) { for (xi = x; xi < (x+width); xi++) { textureBuffer[i++] = (GLfloat) ((textureRAM[yi*2048+xi]>>12)&0xF) * (1.0f/15.0f); // R textureBuffer[i++] = (GLfloat) ((textureRAM[yi*2048+xi]>>8)&0xF) * (1.0f/15.0f); // G textureBuffer[i++] = (GLfloat) ((textureRAM[yi*2048+xi]>>4)&0xF) * (1.0f/15.0f); // B textureBuffer[i++] = (GLfloat) ((textureRAM[yi*2048+xi]>>0)&0xF) * (1.0f/15.0f); // A } } break; case 5: // 8-bit grayscale for (yi = y; yi < (y+height); yi++) { for (xi = x; xi < (x+width); xi++) { /* texel = textureRAM[yi*2048+xi]; c = (GLfloat) (texel&0xFF) * (1.0f/255.0f); textureBuffer[i++] = c; textureBuffer[i++] = c; textureBuffer[i++] = c; textureBuffer[i++] = 1.0; */ // Interpret as 8-bit grayscale texel = textureRAM[yi*2048+xi]; c = (GLfloat) texel * (1.0f/255.0f); textureBuffer[i++] = c; textureBuffer[i++] = c; textureBuffer[i++] = c; textureBuffer[i++] = 1.0f; } } break; case 4: // 8-bit, L4A4 for (yi = y; yi < (y+height); yi++) { for (xi = x; xi < (x+width); xi++) { texel = textureRAM[yi*2048+xi]; //c = (GLfloat) (~texel&0x0F) * (1.0f/15.0f); //a = (GLfloat) ((texel>>4)&0xF) * (1.0f/15.0f); c = (GLfloat) ((texel>>4)&0xF) * (1.0f/15.0f); // seems to work better in Lost World (raptor shadows) a = (GLfloat) (texel&0xF) * (1.0f/15.0f); textureBuffer[i++] = c; textureBuffer[i++] = c; textureBuffer[i++] = c; textureBuffer[i++] = a; } } break; case 6: // 8-bit grayscale? (How does this differ from format 5? Alpha values?) for (yi = y; yi < (y+height); yi++) { for (xi = x; xi < (x+width); xi++) { /* texel = textureRAM[yi*2048+xi]; c = (GLfloat) ((texel>>4)&0xF) * (1.0f/15.0f); a = (GLfloat) (texel&0xF) * (1.0f/15.0f); textureBuffer[i++] = c; textureBuffer[i++] = c; textureBuffer[i++] = c; textureBuffer[i++] = a; */ texel = textureRAM[yi*2048+xi]&0xFF; c = (GLfloat) texel * (1.0f/255.0f); textureBuffer[i++] = c; textureBuffer[i++] = c; textureBuffer[i++] = c; textureBuffer[i++] = 1.0f; } } break; case 2: // Unknown (all 16 bits appear present in Daytona 2, but only lower 8 bits in Le Mans 24) for (yi = y; yi < (y+height); yi++) { for (xi = x; xi < (x+width); xi++) { texel = textureRAM[yi*2048+xi]; a = (GLfloat) ((texel>>4)&0xF) * (1.0f/15.0f); c = (GLfloat) (texel&0xF) * (1.0f/15.0f); textureBuffer[i++] = c; textureBuffer[i++] = c; textureBuffer[i++] = c; textureBuffer[i++] = a; //printf("%04X\n", textureRAM[yi*2048+xi]); /* texel = textureRAM[yi*2048+xi]&0xFF; c = (GLfloat) texel * (1.0f/255.0f); textureBuffer[i++] = c; textureBuffer[i++] = c; textureBuffer[i++] = c; textureBuffer[i++] = 1.0f; */ } } break; case 3: // Interleaved A4L4 (high byte) for (yi = y; yi < (y+height); yi++) { for (xi = x; xi < (x+width); xi++) { texel = textureRAM[yi*2048+xi]>>8; c = (GLfloat) (texel&0xF) * (1.0f/15.0f); a = (GLfloat) (texel>>4) * (1.0f/15.0f); textureBuffer[i++] = c; textureBuffer[i++] = c; textureBuffer[i++] = c; textureBuffer[i++] = a; } } break; case 1: // Interleaved A4L4 (low byte) for (yi = y; yi < (y+height); yi++) { for (xi = x; xi < (x+width); xi++) { // Interpret as A4L4 texel = textureRAM[yi*2048+xi]&0xFF; c = (GLfloat) (texel&0xF) * (1.0f/15.0f); a = (GLfloat) (texel>>4) * (1.0f/15.0f); textureBuffer[i++] = c; textureBuffer[i++] = c; textureBuffer[i++] = c; textureBuffer[i++] = a; } } break; } // Upload texture to correct position within texture map glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glActiveTexture(GL_TEXTURE0 + texSheet->mapNum); // activate correct texture unit glBindTexture(GL_TEXTURE_2D, texMapIDs[texSheet->mapNum]); // bind correct texture map glTexSubImage2D(GL_TEXTURE_2D, 0, texSheet->xOffset + x, texSheet->yOffset + y, width, height, GL_RGBA, GL_FLOAT, textureBuffer); // Mark texture as decoded texSheet->texFormat[y/32][x/32] = format; texSheet->texWidth[y/32][x/32] = width; texSheet->texHeight[y/32][x/32] = height; } // Signals that new textures have been uploaded. Flushes model caches. Be careful not to exceed bounds! void CRender3D::UploadTextures(unsigned x, unsigned y, unsigned width, unsigned height) { unsigned texSheet, xi, yi; // Make everything red #ifdef DEBUG for (int i = 0; i < 512*512; ) { textureBuffer[i++] = 1.0f; textureBuffer[i++] = 0.0f; textureBuffer[i++] = 0.0f; textureBuffer[i++] = 1.0f; } #endif // Update all texture sheets for (texSheet = 0; texSheet < numTexSheets; texSheet++) { for (xi = x/32; xi < (x+width)/32; xi++) { for (yi = y/32; yi < (y+height)/32; yi++) { texSheets[texSheet].texFormat[yi][xi] = -1; texSheets[texSheet].texWidth[yi][xi] = -1; texSheets[texSheet].texHeight[yi][xi] = -1; } } } } /****************************************************************************** Real3D Address Translation Functions that interpret word-granular Real3D addresses and return pointers. ******************************************************************************/ // Translates 24-bit culling RAM addresses const UINT32 *CRender3D::TranslateCullingAddress(UINT32 addr) { addr &= 0x00FFFFFF; // caller should have done this already if ((addr>=0x800000) && (addr<0x840000)) return &cullingRAMHi[addr&0x3FFFF]; else if (addr < 0x100000) return &cullingRAMLo[addr]; #ifdef DEBUG ErrorLog("TranslateCullingAddress(): invalid address: %06X", addr); #endif return NULL; } // Translates model references const UINT32 *CRender3D::TranslateModelAddress(UINT32 modelAddr) { modelAddr &= 0x00FFFFFF; // caller should have done this already if (modelAddr < 0x100000) return &polyRAM[modelAddr]; else return &vrom[modelAddr]; } /****************************************************************************** Matrix Stack ******************************************************************************/ // Macro to generate column-major (OpenGL) index from y,x subscripts #define CMINDEX(y,x) (x*4+y) /* * MultMatrix(): * * Multiplies the matrix stack by the specified Real3D matrix. The matrix * index is a 12-bit number specifying a matrix number relative to the base. * The base matrix MUST be set up before calling this function. */ void CRender3D::MultMatrix(UINT32 matrixOffset) { GLfloat m[4*4]; const float *src = &matrixBasePtr[matrixOffset*12]; if (matrixBasePtr==NULL) // LA Machineguns return; m[CMINDEX(0, 0)] = src[3]; m[CMINDEX(0, 1)] = src[4]; m[CMINDEX(0, 2)] = src[5]; m[CMINDEX(0, 3)] = src[0]; m[CMINDEX(1, 0)] = src[6]; m[CMINDEX(1, 1)] = src[7]; m[CMINDEX(1, 2)] = src[8]; m[CMINDEX(1, 3)] = src[1]; m[CMINDEX(2, 0)] = src[9]; m[CMINDEX(2, 1)] = src[10]; m[CMINDEX(2, 2)] = src[11]; m[CMINDEX(2, 3)] = src[2]; m[CMINDEX(3, 0)] = 0.0; m[CMINDEX(3, 1)] = 0.0; m[CMINDEX(3, 2)] = 0.0; m[CMINDEX(3, 3)] = 1.0; glMultMatrixf(m); } /* * InitMatrixStack(): * * Initializes the modelview (model space -> view space) matrix stack and * Real3D coordinate system. These are the last transforms to be applied (and * the first to be defined on the stack) before projection. * * Model 3 games tend to define the following unusual base matrix: * * 0 0 -1 0 * 1 0 0 0 * 0 -1 0 0 * 0 0 0 1 * * When this is multiplied by a column vector, the output is: * * -Z * X * -Y * 1 * * My theory is that the Real3D GPU accepts vectors in Z,X,Y order. The games * store everything as X,Y,Z and perform the translation at the end. The Real3D * also has Y and Z coordinates opposite of the OpenGL convention. This * function inserts a compensating matrix to undo these things. * * NOTE: This function assumes we are in GL_MODELVIEW matrix mode. */ void CRender3D::InitMatrixStack(UINT32 matrixBaseAddr) { GLfloat m[4*4]; // This matrix converts vectors back from the weird Model 3 Z,X,Y ordering // and also into OpenGL viewspace (-Y,-Z) m[CMINDEX(0,0)]=0.0; m[CMINDEX(0,1)]=1.0; m[CMINDEX(0,2)]=0.0; m[CMINDEX(0,3)]=0.0; m[CMINDEX(1,0)]=0.0; m[CMINDEX(1,1)]=0.0; m[CMINDEX(1,2)]=-1.0; m[CMINDEX(1,3)]=0.0; m[CMINDEX(2,0)]=-1.0; m[CMINDEX(2,1)]=0.0; m[CMINDEX(2,2)]=0.0; m[CMINDEX(2,3)]=0.0; m[CMINDEX(3,0)]=0.0; m[CMINDEX(3,1)]=0.0; m[CMINDEX(3,2)]=0.0; m[CMINDEX(3,3)]=1.0; if (step > 0x10) glLoadMatrixf(m); else { // Scaling seems to help w/ Step 1.0's extremely large coordinates GLfloat s = 1.0f/2048.0f; glLoadIdentity(); glScalef(s,s,s); glMultMatrixf(m); } // Set matrix base address and apply matrix #0 (coordinate system matrix) matrixBasePtr = (float *) TranslateCullingAddress(matrixBaseAddr); MultMatrix(0); } /****************************************************************************** Scene Database Complete scene database traversal and rendering. ******************************************************************************/ static bool IsDynamicModel(const UINT32 *data, UINT32 modelAddr) { if (data == NULL) return false; // Models in polygon RAM are always dynamic if (modelAddr < 0x100000) return true; // VROM models are only dynamic if they reference polygon RAM via color palette indices bool done; do { // Check if polygon has color palette reference, if so polygon is dynamic and can return here if ((data[1]&2) == 0) return true; if (data[6] == 0) break; // Get number of vertices unsigned numVerts = (data[0]&0x40 ? 4 : 3); // Deduct number of reused verts if (data[0]&1) numVerts--; if (data[0]&2) numVerts--; if (data[0]&4) numVerts--; if (data[0]&8) numVerts--; done = data[1]&4; // Skip header and vertices to next polygon data += 7 + numVerts * 4; } while (!done); return false; } /* * DrawModel(): * * Draw the specified model (adds it to the display list). This is where vertex * buffer overflows and display list overflows will be detected. An attempt is * made to salvage the situation if this occurs, so if DrawModel() returns * FAIL, it is a serious matter and rendering should be aborted for the frame. * * The current texture offset state, texOffset, is also used. Models are cached * for each unique texOffset. */ bool CRender3D::DrawModel(UINT32 modelAddr) { ModelCache *Cache; const UINT32 *model; int lutIdx; struct VBORef *ModelRef; //if (modelAddr==0x7FFF00) // Fighting Vipers (this is not polygon data!) // return; if (modelAddr == 0x200000) // Virtual On 2 (during boot-up, causes slow-down) return OKAY; model = TranslateModelAddress(modelAddr); // Determine whether model is in polygon RAM or VROM if (IsDynamicModel(model, modelAddr)) Cache = &PolyCache; else Cache = &VROMCache; // Look up the model in the LUT and cache it if necessary lutIdx = modelAddr&0xFFFFFF; ModelRef = LookUpModel(Cache, lutIdx, texOffset); if (NULL == ModelRef) { // Attempt to cache the model ModelRef = CacheModel(Cache, lutIdx, texOffset, model); if (NULL == ModelRef) { // Model could not be cached. Render what we have so far and try again. DrawDisplayList(&VROMCache, POLY_STATE_NORMAL); DrawDisplayList(&PolyCache, POLY_STATE_NORMAL); DrawDisplayList(&VROMCache, POLY_STATE_ALPHA); DrawDisplayList(&PolyCache, POLY_STATE_ALPHA); ClearModelCache(&VROMCache); ClearModelCache(&PolyCache); // Try caching again... ModelRef = CacheModel(Cache, lutIdx, texOffset, model); if (NULL == ModelRef) return ErrorUnableToCacheModel(modelAddr); // nothing we can do :( } } // If cache is static then decode all the texture references contained in the cached model // before rendering (models in dynamic cache will have been decoded already in CacheModel) if (!Cache->dynamic) ModelRef->texRefs.DecodeAllTextures(this); // Add to display list return AppendDisplayList(Cache, false, ModelRef); } // Descends into a 10-word culling node void CRender3D::DescendCullingNode(UINT32 addr) { const UINT32 *node, *lodTable; UINT32 matrixOffset, node1Ptr, node2Ptr; float x, y, z, oldTexOffsetX, oldTexOffsetY; int tx, ty; UINT16 oldTexOffset; ++stackDepth; // Stack depth of 64 is too small for Star Wars Trilogy (Hoth) if (stackDepth>=(512+64)) // safety (prevent overflows -- OpenGL matrix stack will still overflow by this point) { --stackDepth; return; } node = TranslateCullingAddress(addr); if (NULL == node) { --stackDepth; return; } // Debug: texture offset? (NOTE: offsets 1 and 2 don't exist on step 1.0) //if (node[0x02]&0xFFFF) // printf("%X -> %02X %04X\n", addr, node[0x00]&0xFF, node[0x02]&0xFFFF); // Extract known fields node1Ptr = node[0x07-offset]; node2Ptr = node[0x08-offset]; matrixOffset = node[0x03-offset]&0xFFF; x = *(float *) &node[0x04-offset]; y = *(float *) &node[0x05-offset]; z = *(float *) &node[0x06-offset]; // Texture offset? oldTexOffsetX = texOffsetXY[0]; // save old offsets oldTexOffsetY = texOffsetXY[1]; oldTexOffset = texOffset; if (!offset) // Step 1.5+ { tx = 32*((node[0x02]>>7)&0x3F); ty = 32*(node[0x02]&0x3F) + ((node[0x02]&0x4000)?1024:0); // TODO: 5 or 6 bits for Y coord? if ((node[0x02]&0x8000)) // apply texture offsets, else retain current ones { texOffsetXY[0] = (GLfloat) tx; texOffsetXY[1] = (GLfloat) ty; texOffset = node[0x02]&0x7FFF; //printf("Tex Offset: %d, %d (%08X %08X)\n", tx, ty, node[0x02], node1Ptr); } } // Apply matrix and translation glPushMatrix(); if ((node[0x00]&0x10)) // apply translation vector glTranslatef(x,y,z); else if (matrixOffset) // multiply matrix, if specified MultMatrix(matrixOffset); // Descend down first link if ((node[0x00]&0x08)) // 4-element LOD table { lodTable = TranslateCullingAddress(node1Ptr); if (NULL != lodTable) { if ((node[0x03-offset]&0x20000000)) DescendCullingNode(lodTable[0]&0xFFFFFF); else DrawModel(lodTable[0]&0xFFFFFF); } } else DescendNodePtr(node1Ptr); // Proceed to second link glPopMatrix(); if ((node[0x00] & 0x07) != 0x06) // seems to indicate second link is invalid (fixes circular references) DescendNodePtr(node2Ptr); --stackDepth; // Restore old texture offsets texOffsetXY[0] = oldTexOffsetX; texOffsetXY[1] = oldTexOffsetY; texOffset = oldTexOffset; } // A list of pointers. MAME assumes that these may only point to culling nodes. void CRender3D::DescendPointerList(UINT32 addr) { const UINT32 *list; UINT32 nodeAddr; int listEnd; if (listDepth > 2) // several Step 2.1 games require this safeguard return; list = TranslateCullingAddress(addr); if (NULL == list) return; ++listDepth; // Traverse the list forward and print it out listEnd = 0; while (1) { if ((list[listEnd] & 0x02000000)) // end of list (?) break; if ((list[listEnd] == 0) || (((list[listEnd])>>24) != 0)) { //printf("ATTENTION: Unknown list termination: %08X.\n", list[listEnd]); listEnd--; // back up to last valid list element break; } ++listEnd; } // Traverse the list backward and descend into each pointer while (listEnd >= 0) { nodeAddr = list[listEnd]&0x00FFFFFF; // clear upper 8 bits to ensure this is processed as a culling node if (!(list[listEnd]&0x01000000))//Fighting Vipers { if ((nodeAddr != 0) && (nodeAddr != 0x800800)) { DescendCullingNode(nodeAddr); } //else // printf("Strange pointers encountered\n"); } --listEnd; } --listDepth; } /* * DescendNodePtr(): * * The old scene traversal engine. Recursively descends into a node pointer. */ void CRender3D::DescendNodePtr(UINT32 nodeAddr) { // Ignore null links if ((nodeAddr&0x00FFFFFF) == 0) return; switch ((nodeAddr>>24)&0xFF) // pointer type encoded in upper 8 bits { case 0x00: // culling node DescendCullingNode(nodeAddr&0xFFFFFF); break; case 0x01: // model (perhaps bit 1 is a flag in this case?) case 0x03: DrawModel(nodeAddr&0xFFFFFF); break; case 0x04: // pointer list DescendPointerList(nodeAddr&0xFFFFFF); break; default: //printf("ATTENTION: Unknown pointer format: %08X\n\n", nodeAddr); break; } } // Draws viewports of the given priority void CRender3D::RenderViewport(UINT32 addr, int pri) { GLfloat color[8][3] = // RGB1 translation { { 0.0, 0.0, 0.0 }, // off { 0.0, 0.0, 1.0 }, // blue { 0.0, 1.0, 0.0 }, // green { 0.0, 1.0, 1.0 }, // cyan { 1.0, 0.0, 0.0 }, // red { 1.0, 0.0, 1.0 }, // purple { 1.0, 1.0, 0.0 }, // yellow { 1.0, 1.0, 1.0 } // white }; const UINT32 *vpnode; UINT32 nextAddr, nodeAddr, matrixBase; int curPri; int vpX, vpY, vpWidth, vpHeight; int spotColorIdx; GLfloat vpTopAngle, vpBotAngle, fovYDegrees; GLfloat scrollFog, scrollAtt; // Translate address and obtain pointer vpnode = TranslateCullingAddress(addr); if (NULL == vpnode) return; curPri = (vpnode[0x00] >> 3) & 3; // viewport priority nextAddr = vpnode[0x01] & 0xFFFFFF; // next viewport nodeAddr = vpnode[0x02]; // scene database node pointer // Recursively process next viewport if (vpnode[0x01] == 0) // memory probably hasn't been set up yet, abort return; if (vpnode[0x01] != 0x01000000) RenderViewport(vpnode[0x01],pri); // If the priority doesn't match, do not process if (curPri != pri) return; // Fetch viewport parameters (TO-DO: would rounding make a difference?) vpX = (vpnode[0x1A]&0xFFFF)>>4; // viewport X (12.4 fixed point) vpY = (vpnode[0x1A]>>20)&0xFFF; // viewport Y (12.4) vpWidth = (vpnode[0x14]&0xFFFF)>>2; // width (14.2) vpHeight = (vpnode[0x14]>>18)&0x3FFF; // height (14.2) matrixBase = vpnode[0x16]&0xFFFFFF; // matrix base address // Field of view and clipping vpTopAngle = (float) asin(*(float *)&vpnode[0x0E]); // FOV Y upper half-angle (radians) vpBotAngle = (float) asin(*(float *)&vpnode[0x12]); // FOV Y lower half-angle fovYDegrees = (vpTopAngle+vpBotAngle)*(float)(180.0/3.14159265358979323846); // TO-DO: investigate clipping planes // Set up viewport and projection (TO-DO: near and far clipping) glMatrixMode(GL_PROJECTION); glLoadIdentity(); if (g_Config.wideScreen && (vpX==0) && (vpWidth>=495) && (vpY==0) && (vpHeight >= 383)) // only expand viewports that occupy whole screen { // Wide screen hack only modifies X axis and not the Y FOV viewportX = 0; viewportY = yOffs + (GLint) ((float)(384-(vpY+vpHeight))*yRatio); viewportWidth = totalXRes; viewportHeight = (GLint) ((float)vpHeight*yRatio); gluPerspective(fovYDegrees,(GLfloat)viewportWidth/(GLfloat)viewportHeight,0.1f,1e5); // use actual full screen ratio to get proper X FOV //printf("viewportX=%d, viewportY=%d, viewportWidth=%d, viewportHeight=%d\tvpY=%d vpHeight=%d\n", viewportX, viewportY, viewportWidth, viewportHeight, vpY,vpHeight); } else { viewportX = xOffs + (GLint) ((float)vpX*xRatio); viewportY = yOffs + (GLint) ((float)(384-(vpY+vpHeight))*yRatio); viewportWidth = (GLint) ((float)vpWidth*xRatio); viewportHeight = (GLint) ((float)vpHeight*yRatio); gluPerspective(fovYDegrees,(GLfloat)vpWidth/(GLfloat)vpHeight,0.1f,1e5); // use Model 3 viewport ratio } // Lighting (note that sun vector points toward sun -- away from vertex) lightingParams[0] = *(float *) &vpnode[0x05]; // sun X lightingParams[1] = *(float *) &vpnode[0x06]; // sun Y lightingParams[2] = *(float *) &vpnode[0x04]; // sun Z lightingParams[3] = *(float *) &vpnode[0x07]; // sun intensity lightingParams[4] = (float) ((vpnode[0x24]>>8)&0xFF) * (1.0f/255.0f); // ambient intensity lightingParams[5] = 0.0; // reserved // Spotlight spotColorIdx = (vpnode[0x20]>>11)&7; // spotlight color index spotEllipse[0] = (float) ((vpnode[0x1E]>>3)&0x1FFF); // spotlight X position (fractional component?) spotEllipse[1] = (float) ((vpnode[0x1D]>>3)&0x1FFF); // spotlight Y spotEllipse[2] = (float) ((vpnode[0x1E]>>16)&0xFFFF); // spotlight X size (16-bit? May have fractional component below bit 16) spotEllipse[3] = (float) ((vpnode[0x1D]>>16)&0xFFFF); // spotlight Y size spotRange[0] = 1.0f/(*(float *) &vpnode[0x21]); // spotlight start spotRange[1] = *(float *) &vpnode[0x1F]; // spotlight extent spotColor[0] = color[spotColorIdx][0]; // spotlight color spotColor[1] = color[spotColorIdx][1]; spotColor[2] = color[spotColorIdx][2]; //printf("(%g,%g),(%g,%g),(%g,%g) -> \n", spotEllipse[0], spotEllipse[1], spotEllipse[2], spotEllipse[3], spotRange[0], spotRange[1]); // Spotlight is applied on a per pixel basis, must scale its position and size to screen spotEllipse[1] = 384.0f-spotEllipse[1]; spotRange[1] += spotRange[0]; // limit spotEllipse[2] = 496.0f/sqrt(spotEllipse[2]); // spotlight appears to be specified in terms of physical resolution (unconfirmed) spotEllipse[3] = 384.0f/sqrt(spotEllipse[3]); // Scale the spotlight to the OpenGL viewport spotEllipse[0] = spotEllipse[0]*xRatio + xOffs; spotEllipse[1] = spotEllipse[1]*yRatio + yOffs; spotEllipse[2] *= xRatio; spotEllipse[3] *= yRatio; // Fog fogParams[0] = (float) ((vpnode[0x22]>>16)&0xFF) * (1.0f/255.0f); // fog color R fogParams[1] = (float) ((vpnode[0x22]>>8)&0xFF) * (1.0f/255.0f); // fog color G fogParams[2] = (float) ((vpnode[0x22]>>0)&0xFF) * (1.0f/255.0f); // fog color B fogParams[3] = *(float *) &vpnode[0x23]; // fog density fogParams[4] = (float) (INT16) (vpnode[0x25]&0xFFFF)*(1.0f/255.0f); // fog start if (ISINF(fogParams[3]) || ISNAN(fogParams[3]) || ISINF(fogParams[4]) || ISNAN(fogParams[4])) // Star Wars Trilogy fogParams[3] = fogParams[4] = 0.0f; // Unknown light/fog parameters scrollFog = (float) (vpnode[0x20]&0xFF) * (1.0f/255.0f); // scroll fog scrollAtt = (float) (vpnode[0x24]&0xFF) * (1.0f/255.0f); // scroll attenuation //printf("scrollFog = %g, scrollAtt = %g\n", scrollFog, scrollAtt); //printf("Fog: R=%02X G=%02X B=%02X density=%g (%X) %d start=%g\n", ((vpnode[0x22]>>16)&0xFF), ((vpnode[0x22]>>8)&0xFF), ((vpnode[0x22]>>0)&0xFF), fogParams[3], vpnode[0x23], (fogParams[3]==fogParams[3]), fogParams[4]); // Clear texture offsets before proceeding texOffsetXY[0] = 0.0; texOffsetXY[1] = 0.0; texOffset = 0x0000; // Set up coordinate system and base matrix glMatrixMode(GL_MODELVIEW); InitMatrixStack(matrixBase); // Safeguard: weird coordinate system matrices usually indicate scenes that will choke the renderer if (NULL != matrixBasePtr) { float m21, m32, m13; // Get the three elements that are usually set and see if their magnitudes are 1 m21 = matrixBasePtr[6]; m32 = matrixBasePtr[10]; m13 = matrixBasePtr[5]; m21 *= m21; m32 *= m32; m13 *= m13; if ((m21>1.05) || (m21<0.95)) return; if ((m32>1.05) || (m32<0.95)) return; if ((m13>1.05) || (m13<0.95)) return; } // Render AppendDisplayList(&VROMCache, true, 0); // add a viewport display list node AppendDisplayList(&PolyCache, true, 0); stackDepth = 0; listDepth = 0; // Descend down the node link: Use recursive traversal DescendNodePtr(nodeAddr); } void CRender3D::RenderFrame(void) { // Begin frame ClearErrors(); // must be cleared each frame //printf("BEGIN FRAME\n"); // Z buffering (Z buffer is cleared by display list viewport nodes) glDepthFunc(GL_LESS); glEnable(GL_DEPTH_TEST); // Bind Real3D shader program and texture maps glUseProgram(shaderProgram); for (unsigned mapNum = 0; mapNum < numTexMaps; mapNum++) { // Map Model3 format to texture unit and texture unit to texture sheet number glActiveTexture(GL_TEXTURE0 + mapNum); // activate correct texture unit glBindTexture(GL_TEXTURE_2D, texMapIDs[mapNum]); // bind correct texture sheet glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // fragment shader performs its own interpolation glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); } // Enable VBO client states glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_NORMAL_ARRAY); glEnableClientState(GL_COLOR_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); if (subTextureLoc != -1) glEnableVertexAttribArray(subTextureLoc); if (texParamsLoc != -1) glEnableVertexAttribArray(texParamsLoc); if (texFormatLoc != -1) glEnableVertexAttribArray(texFormatLoc); if (texMapLoc != -1) glEnableVertexAttribArray(texMapLoc); if (transLevelLoc != -1) glEnableVertexAttribArray(transLevelLoc); if (lightEnableLoc != -1) glEnableVertexAttribArray(lightEnableLoc); if (shininessLoc != -1) glEnableVertexAttribArray(shininessLoc); if (fogIntensityLoc != -1) glEnableVertexAttribArray(fogIntensityLoc); // Draw //ClearModelCache(&VROMCache); // debug ClearModelCache(&PolyCache); for (int pri = 0; pri <= 3; pri++) { glClear(GL_DEPTH_BUFFER_BIT); //ClearModelCache(&PolyCache); ClearDisplayList(&PolyCache); ClearDisplayList(&VROMCache); RenderViewport(0x800000,pri); DrawDisplayList(&VROMCache, POLY_STATE_NORMAL); DrawDisplayList(&PolyCache, POLY_STATE_NORMAL); DrawDisplayList(&VROMCache, POLY_STATE_ALPHA); DrawDisplayList(&PolyCache, POLY_STATE_ALPHA); } glFrontFace(GL_CW); // restore front face // Disable VBO client states if (fogIntensityLoc != -1) glDisableVertexAttribArray(fogIntensityLoc); if (shininessLoc != -1) glDisableVertexAttribArray(shininessLoc); if (lightEnableLoc != -1) glDisableVertexAttribArray(lightEnableLoc); if (transLevelLoc != -1) glDisableVertexAttribArray(transLevelLoc); if (texMapLoc != -1) glDisableVertexAttribArray(texMapLoc); if (texFormatLoc != -1) glDisableVertexAttribArray(texFormatLoc); if (texParamsLoc != -1) glDisableVertexAttribArray(texParamsLoc); if (subTextureLoc != -1) glDisableVertexAttribArray(subTextureLoc); glDisableClientState(GL_COLOR_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_NORMAL_ARRAY); glDisableClientState(GL_VERTEX_ARRAY); } void CRender3D::EndFrame(void) { } void CRender3D::BeginFrame(void) { } /****************************************************************************** Configuration, Initialization, and Shutdown ******************************************************************************/ void CRender3D::AttachMemory(const UINT32 *cullingRAMLoPtr, const UINT32 *cullingRAMHiPtr, const UINT32 *polyRAMPtr, const UINT32 *vromPtr, const UINT16 *textureRAMPtr) { cullingRAMLo = cullingRAMLoPtr; cullingRAMHi = cullingRAMHiPtr; polyRAM = polyRAMPtr; vrom = vromPtr; textureRAM = textureRAMPtr; DebugLog("Render3D attached Real3D memory regions\n"); } void CRender3D::SetStep(int stepID) { step = stepID; if ((step!=0x10) && (step!=0x15) && (step!=0x20) && (step!=0x21)) { DebugLog("Render3D: Unrecognized stepping: %d.%d\n", (step>>4)&0xF, step&0xF); step = 0x10; } if (step > 0x10) { offset = 0; // culling nodes are 10 words vertexFactor = (1.0f/2048.0f); // vertices are in 13.11 format } else { offset = 2; // 8 words vertexFactor = (1.0f/128.0f); // 17.7 } DebugLog("Render3D set to Step %d.%d\n", (step>>4)&0xF, step&0xF); } bool CRender3D::Init(unsigned xOffset, unsigned yOffset, unsigned xRes, unsigned yRes, unsigned totalXResParam, unsigned totalYResParam) { // Allocate memory for texture buffer textureBuffer = new(std::nothrow) GLfloat[512*512*4]; if (NULL == textureBuffer) return ErrorLog("Insufficient memory for texture decode buffer."); glGetError(); // clear error flag // Create model caches and VBOs if (CreateModelCache(&VROMCache, NUM_STATIC_VERTS, NUM_LOCAL_VERTS, NUM_STATIC_MODELS, 0x4000000/4, NUM_DISPLAY_LIST_ITEMS, false)) return FAIL; if (CreateModelCache(&PolyCache, NUM_DYNAMIC_VERTS, NUM_LOCAL_VERTS, NUM_DYNAMIC_MODELS, 0x4000000/4, NUM_DISPLAY_LIST_ITEMS, true)) return FAIL; // Initialize lighting parameters (updated as viewports are traversed) lightingParams[0] = 0.0; lightingParams[1] = 0.0; lightingParams[2] = 0.0; lightingParams[3] = 0.0; lightingParams[4] = 1.0; // full ambient intensity in case we want to render a standalone model lightingParams[5] = 0.0; // Resolution and offset within physical display area xRatio = (GLfloat) xRes / 496.0f; yRatio = (GLfloat) yRes / 384.0f; xOffs = xOffset; yOffs = yOffset; totalXRes = totalXResParam; totalYRes = totalYResParam; // Get ideal number of texture sheets required by default mapping from Model3 texture format to texture sheet unsigned idealTexSheets = 0; for (unsigned fmt = 0; fmt < 8; fmt++) { int sheetNum = defaultFmtToTexSheetNum[fmt]; idealTexSheets = max(idealTexSheets, sheetNum + 1); } // Get upper limit for number of texture maps to use from max number of texture units supported by video card GLint glMaxTexUnits; glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &glMaxTexUnits); unsigned maxTexMaps = max(1, min(g_Config.maxTexMaps, glMaxTexUnits)); // Get upper limit for extent of texture maps to use from max texture size supported by video card GLint maxTexSize; glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTexSize); unsigned mapExtent = max(1, min(g_Config.maxTexMapExtent, maxTexSize / 2048)); unsigned mapSize = 2048 * mapExtent; while (mapExtent > 1) { if ((mapExtent - 1) * (mapExtent - 1) < idealTexSheets) { // Use a GL proxy texture to double check max texture size returned above glTexImage2D(GL_PROXY_TEXTURE_2D, 0, GL_RGBA8, mapSize, mapSize, 0, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, NULL); GLint glTexWidth; glGetTexLevelParameteriv(GL_PROXY_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &glTexWidth); if (glTexWidth == mapSize) break; } mapExtent--; mapSize -= 2048; } // Load shaders, using multi-sheet shader if requested. const char *vsFile = g_Config.vertexShaderFile.size() ? g_Config.vertexShaderFile.c_str() : NULL; const char *fsFile = g_Config.fragmentShaderFile.size() ? g_Config.fragmentShaderFile.c_str() : NULL; const char *fragmentShaderSource = (g_Config.multiTexture ? fragmentShaderMultiSheetSource : fragmentShaderSingleSheetSource); // single texture shader if (OKAY != LoadShaderProgram(&shaderProgram,&vertexShader,&fragmentShader,vsFile,fsFile,vertexShaderSource,fragmentShaderSource)) return FAIL; // Try locating default "textureMap" uniform in shader program glUseProgram(shaderProgram); // bind program textureMapLoc = glGetUniformLocation(shaderProgram, "textureMap"); // If exists, bind to first texture unit unsigned mapCount = 0; if (textureMapLoc != -1) glUniform1i(textureMapLoc, mapCount++); // Try locating "textureMap[0-7]" uniforms in shader program for (unsigned mapNum = 0; mapNum < 8 && mapCount < maxTexMaps; mapNum++) { char uniformName[12]; sprintf(uniformName, "textureMap%u", mapNum); textureMapLocs[mapNum] = glGetUniformLocation(shaderProgram, uniformName); // If exist, bind to remaining texture units if (textureMapLocs[mapNum] != -1) glUniform1i(textureMapLocs[mapNum], mapCount++); } // Check sucessully located at least one "textureMap" uniform in shader program if (mapCount == 0) return ErrorLog("Fragment shader must contain at least one 'textureMap' uniform."); InfoLog("Located and bound %u 'textureMap' uniform(s) in fragment shader.", mapCount); // Readjust map extent so as to utilise as many texture maps found in shader program as possible while (mapExtent > 1 && mapCount * (mapExtent - 1) * (mapExtent - 1) >= idealTexSheets) { mapExtent--; mapSize -= 2048; } // Create required number of GL textures for texture maps, decreasing map extent if memory is insufficent unsigned sheetsPerMap = mapExtent * mapExtent; while (true) { numTexMaps = min(mapCount, 1 + (idealTexSheets - 1) / sheetsPerMap); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glGenTextures(numTexMaps, texMapIDs); bool okay = true; for (unsigned mapNum = 0; mapNum < numTexMaps; mapNum++) { glActiveTexture(GL_TEXTURE0 + mapNum); // activate correct texture unit glBindTexture(GL_TEXTURE_2D, texMapIDs[mapNum]); // bind correct texture sheet glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // fragment shader performs its own interpolation glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, mapSize, mapSize, 0, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, 0); if (glGetError() != GL_NO_ERROR) { // Ran out of video memory or texture size is too large numTexMaps = mapNum; okay = false; break; } } if (okay || mapExtent == 1) break; // Delete textures, decrease extent and try again glDeleteTextures(numTexMaps, texMapIDs); mapExtent--; mapSize -= 2048; sheetsPerMap = mapExtent * mapExtent; } // Check successfully created at least one texture map if (numTexMaps == 0) return ErrorLog("OpenGL was unable to provide any 2048x2048-texel texture maps."); InfoLog("Created %u %ux%u-texel GL texture map(s).", numTexMaps, mapSize, mapSize); // Create texture sheet objects and assign them to texture maps numTexSheets = min(numTexMaps * sheetsPerMap, idealTexSheets); texSheets = new(std::nothrow) TexSheet[numTexSheets]; if (texSheets == NULL) return ErrorLog("Unable to assign memory for %u texture sheet objects.", numTexSheets); for (unsigned sheetNum = 0; sheetNum < numTexSheets; sheetNum++) { unsigned mapNum = sheetNum / sheetsPerMap; unsigned posInMap = sheetNum % sheetsPerMap; texSheets[sheetNum].sheetNum = sheetNum; texSheets[sheetNum].mapNum = mapNum; texSheets[sheetNum].xOffset = 2048 * (posInMap % mapExtent); texSheets[sheetNum].yOffset = 2048 * (posInMap / mapExtent); } // Assign Model3 texture formats to texture sheets (cannot just use default mapping as may have ended up with fewer // texture sheets than anticipated) for (unsigned fmt = 0; fmt < 8; fmt++) { int sheetNum = defaultFmtToTexSheetNum[fmt] % numTexSheets; fmtToTexSheet[fmt] = &texSheets[sheetNum]; } InfoLog("Mapped %u Model3 texture formats to %u texture sheet(s) in %u %ux%u-texel texture map(s).", 8, numTexSheets, numTexMaps, mapSize, mapSize); // Get location of the rest of the uniforms modelViewMatrixLoc = glGetUniformLocation(shaderProgram,"modelViewMatrix"); projectionMatrixLoc = glGetUniformLocation(shaderProgram,"projectionMatrix"); lightingLoc = glGetUniformLocation(shaderProgram, "lighting"); mapSizeLoc = glGetUniformLocation(shaderProgram, "mapSize"); spotEllipseLoc = glGetUniformLocation(shaderProgram, "spotEllipse"); spotRangeLoc = glGetUniformLocation(shaderProgram, "spotRange"); spotColorLoc = glGetUniformLocation(shaderProgram, "spotColor"); // Get locations of custom vertex attributes subTextureLoc = glGetAttribLocation(shaderProgram,"subTexture"); texParamsLoc = glGetAttribLocation(shaderProgram,"texParams"); texFormatLoc = glGetAttribLocation(shaderProgram,"texFormat"); texMapLoc = glGetAttribLocation(shaderProgram,"texMap"); transLevelLoc = glGetAttribLocation(shaderProgram,"transLevel"); lightEnableLoc = glGetAttribLocation(shaderProgram,"lightEnable"); shininessLoc = glGetAttribLocation(shaderProgram,"shininess"); fogIntensityLoc = glGetAttribLocation(shaderProgram,"fogIntensity"); // Set map size if (mapSizeLoc != -1) glUniform1f(mapSizeLoc, (GLfloat)mapSize); // Additional OpenGL stuff glFrontFace(GL_CW); // polygons are uploaded w/ clockwise winding glCullFace(GL_BACK); glEnable(GL_CULL_FACE); glClearDepth(1.0); glEnable(GL_TEXTURE_2D); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); // Mark all textures as dirty UploadTextures(0,0,2048,2048); DebugLog("Render3D initialized\n"); return OKAY; } CRender3D::CRender3D(void) { cullingRAMLo = NULL; cullingRAMHi = NULL; polyRAM = NULL; vrom = NULL; textureRAM = NULL; textureBuffer = NULL; texSheets = NULL; // Clear model cache pointers so we can safely destroy them if init fails for (int i = 0; i < 2; i++) { VROMCache.verts[i] = NULL; PolyCache.verts[i] = NULL; VROMCache.Models = NULL; PolyCache.Models = NULL; VROMCache.lut = NULL; PolyCache.lut = NULL; VROMCache.List = NULL; PolyCache.List = NULL; VROMCache.ListHead[i] = NULL; PolyCache.ListHead[i] = NULL; VROMCache.ListTail[i] = NULL; PolyCache.ListTail[i] = NULL; } DebugLog("Built Render3D\n"); } CRender3D::~CRender3D(void) { DestroyShaderProgram(shaderProgram,vertexShader,fragmentShader); if (glBindBuffer != NULL) // we may have failed earlier due to lack of OpenGL 2.0 functions glBindBuffer(GL_ARRAY_BUFFER, 0); // disable VBOs by binding to 0 glDeleteTextures(numTexMaps, texMapIDs); DestroyModelCache(&VROMCache); DestroyModelCache(&PolyCache); cullingRAMLo = NULL; cullingRAMHi = NULL; polyRAM = NULL; vrom = NULL; textureRAM = NULL; if (texSheets != NULL) delete [] texSheets; if (textureBuffer != NULL) delete [] textureBuffer; textureBuffer = NULL; DebugLog("Destroyed Render3D\n"); }