/** ** Supermodel ** A Sega Model 3 Arcade Emulator. ** Copyright 2011 Bart Trzynadlowski ** ** 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 . **/ /* * Render2D.cpp * * Implementation of the CRender2D class: OpenGL tile generator graphics. * * To-Do List * ---------- * - Add dirty rectangles? There is already some inactive code in here for * this purpose and it needs to be updated or deleted once and for all. * - Are v-scroll values 9 or 10 bits? * - Add fast paths for no scrolling (including unclipped tile rendering). * - Inline the loops in the tile renderers. * - Update description of tile generator before you forget :) * - A proper shut-down function is needed! OpenGL might not be available when * the destructor for this class is called. */ #include #include "Pkgs/glew.h" #include "Supermodel.h" #include "Graphics/Shaders2D.h" // fragment and vertex shaders /****************************************************************************** Definitions and Constants ******************************************************************************/ // Shader program files (for use in development builds only) #define VERTEX_2D_SHADER_FILE "Src/Graphics/Vertex2D.glsl" #define FRAGMENT_2D_SHADER_FILE "Src/Graphics/Fragment2D.glsl" /****************************************************************************** Tile Drawing Functions ******************************************************************************/ // Draw 4-bit tile line, no clipping performed void CRender2D::DrawTileLine4BitNoClip(UINT32 *buf, UINT16 tile, int tileLine) { unsigned tileOffset; // offset of tile pattern within VRAM unsigned palette; // color palette bits obtained from tile UINT32 pattern; // 8 pattern pixels fetched at once // Tile pattern offset: each tile occupies 32 bytes when using 4-bit pixels tileOffset = ((tile&0x3FFF)<<1) | ((tile>>15)&1); tileOffset *= 32; tileOffset /= 4; // VRAM is a UINT32 array // Upper color bits; the lower 4 bits come from the tile pattern palette = tile&0x7FF0; // Draw 8 pixels pattern = vram[tileOffset+tileLine]; *buf++ = pal[((pattern>>28)&0xF) | palette]; *buf++ = pal[((pattern>>24)&0xF) | palette]; *buf++ = pal[((pattern>>20)&0xF) | palette]; *buf++ = pal[((pattern>>16)&0xF) | palette]; *buf++ = pal[((pattern>>12)&0xF) | palette]; *buf++ = pal[((pattern>>8)&0xF) | palette]; *buf++ = pal[((pattern>>4)&0xF) | palette]; *buf++ = pal[((pattern>>0)&0xF) | palette]; } // Draw 8-bit tile line, clipped at left edge void CRender2D::DrawTileLine8BitNoClip(UINT32 *buf, UINT16 tile, int tileLine) { unsigned tileOffset; // offset of tile pattern within VRAM unsigned palette; // color palette bits obtained from tile UINT32 pattern; // 4 pattern pixels fetched at once tileLine *= 2; // 8-bit pixels, each line is two words // Tile pattern offset: each tile occupies 64 bytes when using 8-bit pixels tileOffset = tile&0x3FFF; tileOffset *= 64; tileOffset /= 4; // Upper color bits palette = tile&0x7F00; // Draw 4 pixels at a time pattern = vram[tileOffset+tileLine]; *buf++ = pal[((pattern>>24)&0xFF) | palette]; *buf++ = pal[((pattern>>16)&0xFF) | palette]; *buf++ = pal[((pattern>>8)&0xFF) | palette]; *buf++ = pal[((pattern>>0)&0xFF) | palette]; pattern = vram[tileOffset+tileLine+1]; *buf++ = pal[((pattern>>24)&0xFF) | palette]; *buf++ = pal[((pattern>>16)&0xFF) | palette]; *buf++ = pal[((pattern>>8)&0xFF) | palette]; *buf++ = pal[((pattern>>0)&0xFF) | palette]; } // Draw 4-bit tile line, clipped at left edge void CRender2D::DrawTileLine4Bit(UINT32 *buf, int offset, UINT16 tile, int tileLine) { unsigned tileOffset; // offset of tile pattern within VRAM unsigned palette; // color palette bits obtained from tile UINT32 pattern; // 8 pattern pixels fetched at once // Tile pattern offset: each tile occupies 32 bytes when using 4-bit pixels tileOffset = ((tile&0x3FFF)<<1) | ((tile>>15)&1); tileOffset *= 32; tileOffset /= 4; // VRAM is a UINT32 array // Upper color bits; the lower 4 bits come from the tile pattern palette = tile&0x7FF0; // Draw 8 pixels pattern = vram[tileOffset+tileLine]; for (int bitPos = 28; bitPos >= 0; bitPos -= 4) { if (offset >= 0) buf[offset] = pal[((pattern>>bitPos)&0xF) | palette]; ++offset; } } // Draw 4-bit tile line, clipped at right edge void CRender2D::DrawTileLine4BitRightClip(UINT32 *buf, int offset, UINT16 tile, int tileLine, int numPixels) { unsigned tileOffset; // offset of tile pattern within VRAM unsigned palette; // color palette bits obtained from tile UINT32 pattern; // 8 pattern pixels fetched at once int bitPos; // Tile pattern offset: each tile occupies 32 bytes when using 4-bit pixels tileOffset = ((tile&0x3FFF)<<1) | ((tile>>15)&1); tileOffset *= 32; tileOffset /= 4; // VRAM is a UINT32 array // Upper color bits; the lower 4 bits come from the tile pattern palette = tile&0x7FF0; // Draw 8 pixels pattern = vram[tileOffset+tileLine]; bitPos = 28; for (int i = 0; i < numPixels; i++) { buf[offset] = pal[((pattern>>bitPos)&0xF) | palette]; ++offset; bitPos -= 4; } } // Draw 8-bit tile line, clipped at left edge void CRender2D::DrawTileLine8Bit(UINT32 *buf, int offset, UINT16 tile, int tileLine) { unsigned tileOffset; // offset of tile pattern within VRAM unsigned palette; // color palette bits obtained from tile UINT32 pattern; // 4 pattern pixels fetched at once tileLine *= 2; // 8-bit pixels, each line is two words // Tile pattern offset: each tile occupies 64 bytes when using 8-bit pixels tileOffset = tile&0x3FFF; tileOffset *= 64; tileOffset /= 4; // Upper color bits palette = tile&0x7F00; // Draw 4 pixels at a time pattern = vram[tileOffset+tileLine]; for (int bitPos = 24; bitPos >= 0; bitPos -= 8) { if (offset >= 0) buf[offset] = pal[((pattern>>bitPos)&0xFF) | palette]; ++offset; } pattern = vram[tileOffset+tileLine+1]; for (int bitPos = 24; bitPos >= 0; bitPos -= 8) { if (offset >= 0) buf[offset] = pal[((pattern>>bitPos)&0xFF) | palette]; ++offset; } } // Draw 8-bit tile line, clipped at right edge void CRender2D::DrawTileLine8BitRightClip(UINT32 *buf, int offset, UINT16 tile, int tileLine, int numPixels) { unsigned tileOffset; // offset of tile pattern within VRAM unsigned palette; // color palette bits obtained from tile UINT32 pattern; // 4 pattern pixels fetched at once int bitPos; tileLine *= 2; // 8-bit pixels, each line is two words // Tile pattern offset: each tile occupies 64 bytes when using 8-bit pixels tileOffset = tile&0x3FFF; tileOffset *= 64; tileOffset /= 4; // Upper color bits palette = tile&0x7F00; // Draw 4 pixels at a time pattern = vram[tileOffset+tileLine]; bitPos = 24; for (int i = 0; (i < 4) && (i < numPixels); i++) { buf[offset] = pal[((pattern>>bitPos)&0xFF) | palette]; ++offset; bitPos -= 8; } pattern = vram[tileOffset+tileLine+1]; bitPos = 24; for (int i = 0; (i < 4) && (i < numPixels); i++) { buf[offset] = pal[((pattern>>bitPos)&0xFF) | palette]; ++offset; bitPos -= 8; } } /****************************************************************************** Layer Rendering ******************************************************************************/ /* * DrawCompleteLayer(): * * Updates the complete layer. */ void CRender2D::DrawCompleteLayer(int layerNum, const UINT16 *nameTableBase) { UINT32 *dest = surf; // destination surface to write to UINT32 *lineBufferPri = &surf[512*496]; // line buffer for primary and alternate layer UINT32 *lineBufferAlt = &surf[512*497]; UINT32 *buf; const UINT16 *maskTable; // pointer to start of mask table const UINT16 *hScrollTablePri, *hScrollTableAlt; // pointers to line scroll tables const UINT16 *nameTablePri = nameTableBase; // primary (this layer) name table const UINT16 *nameTableAlt = &nameTableBase[64*64]; // alternate layer's name table const UINT16 *nameTable; int colorDepthPri, colorDepthAlt; // primary and alternate layer color depths int hScrollPri, hScrollAlt; // primary and alternate layer scroll offsets int vScrollPri, vScrollAlt; int hFullScrollPri, hFullScrollAlt; // full-screen horizontal scroll values (from registers) int vOffset; // vertical pixel offset within tile int tx, i, j; BOOL lineScrollPri, lineScrollAlt; // line scrolling enable/disable UINT16 mask; // Determine layer color depths (1 if 4-bit, 0 if 8-bit) colorDepthPri = regs[0x20/4] & (1<<(12+layerNum*2)); colorDepthAlt = regs[0x20/4] & (1<<(12+layerNum*2+1)); // Line scroll tables hScrollTablePri = (UINT16 *) &vram[(0xF6000+layerNum*2*0x400)/4]; hScrollTableAlt = (UINT16 *) &vram[(0xF6000+layerNum*2*0x400+0x400)/4]; // Get correct offset into mask table maskTable = (UINT16 *) &vram[0xF7000/4]; if (layerNum == 0) ++maskTable; // little endian, layer 0 is second word in each pair // Load horizontal full-screen scroll values and scroll mode hFullScrollPri = regs[0x60/4+layerNum*2]&0x3FF; hFullScrollAlt = regs[0x60/4+layerNum*2+1]&0x3FF; lineScrollPri = regs[0x60/4+layerNum*2]&0x8000; lineScrollAlt = regs[0x60/4+layerNum*2+1]&0x8000; // Load vertical scroll values vScrollPri = (regs[0x60/4+layerNum*2]>>16)&0x1FF; vScrollAlt = (regs[0x60/4+layerNum*2+1]>>16)&0x1FF; // Iterate over all displayed lines for (int y = 0; y < 384; y++) { /* * Draw all tiles from primary layer first. Horizontal scrolling is not * applied yet, but vertical scrolling is taken into account. An entire * 512-pixel line is rendered so that it can be scrolled during mixing. */ nameTable = &nameTablePri[(64*((y+vScrollPri)/8)) & 0xFFF]; // clamp to 64x64=0x1000 vOffset = (y+vScrollPri)&7; buf = lineBufferPri; // output to primary line buffer for (tx = 0; tx < 64; tx += 4) // 4 tiles at a time (for masking) { if (colorDepthPri) //TODO: move this test outside of loop { DrawTileLine4BitNoClip(buf, nameTable[1], vOffset); buf += 8; DrawTileLine4BitNoClip(buf, nameTable[0], vOffset); buf += 8; DrawTileLine4BitNoClip(buf, nameTable[3], vOffset); buf += 8; DrawTileLine4BitNoClip(buf, nameTable[2], vOffset); buf += 8; } else { DrawTileLine8BitNoClip(buf, nameTable[1], vOffset); buf += 8; DrawTileLine8BitNoClip(buf, nameTable[0], vOffset); buf += 8; DrawTileLine8BitNoClip(buf, nameTable[3], vOffset); buf += 8; DrawTileLine8BitNoClip(buf, nameTable[2], vOffset); buf += 8; } // Next set of 4 tiles nameTable += 4; } /* * Draw the alternate layer wherever the primary layer was masked */ nameTable = &nameTableAlt[(64*((y+vScrollAlt)/8))&0xFFF]; vOffset = (y+vScrollAlt)&7; buf = lineBufferAlt; // output to alternate line buffer for (tx = 0; tx < 64; tx += 4) // 4 tiles at a time (for masking) { if (colorDepthAlt) //TODO: move this test outside of loop { DrawTileLine4BitNoClip(buf, nameTable[1], vOffset); buf += 8; DrawTileLine4BitNoClip(buf, nameTable[0], vOffset); buf += 8; DrawTileLine4BitNoClip(buf, nameTable[3], vOffset); buf += 8; DrawTileLine4BitNoClip(buf, nameTable[2], vOffset); buf += 8; } else { DrawTileLine8BitNoClip(buf, nameTable[1], vOffset); buf += 8; DrawTileLine8BitNoClip(buf, nameTable[0], vOffset); buf += 8; DrawTileLine8BitNoClip(buf, nameTable[3], vOffset); buf += 8; DrawTileLine8BitNoClip(buf, nameTable[2], vOffset); buf += 8; } // Next set of 4 tiles nameTable += 4; } /* * Mix the two layers into the current line under control of the * stencil mask, applying scrolling in the process. */ // Load horizontal scroll values if (lineScrollPri) hScrollPri = hScrollTablePri[y]; else hScrollPri = hFullScrollPri; if (lineScrollAlt) hScrollAlt = hScrollTableAlt[y]; else hScrollAlt = hFullScrollAlt; // Mix first 60 tiles (4 at a time) mask = *maskTable; i = hScrollPri&511; // primary line index j = hScrollAlt&511; // alternate line index for (tx = 0; tx < 60; tx += 4) { if ((mask&0x8000)) // copy tiles from primary layer { if (i <= (512-32)) // safe to use memcpy for fast blit? { memcpy(dest, &lineBufferPri[i], 32*sizeof(UINT32)); i += 32; dest += 32; } else // slow copy, wrap line boundary { for (int k = 0; k < 32; k++) { i &= 511; *dest++ = lineBufferPri[i++]; } } j += 32; // update alternate pointer as well } else // copy tiles from alternate layer { if (j <= (512-32)) { memcpy(dest, &lineBufferAlt[j], 32*sizeof(UINT32)); j += 32; dest += 32; } else { for (int k = 0; k < 32; k++) { j &= 511; *dest++ = lineBufferAlt[j++]; } } i += 32; // update primary } mask <<= 1; } // Mix last two tiles if ((mask&0x8000)) // copy tiles from primary layer { for (int k = 0; k < 16; k++) { i &= 511; *dest++ = lineBufferPri[i++]; } } else // copy from alternate { for (int k = 0; k < 16; k++) { j &= 511; *dest++ = lineBufferAlt[j++]; } } // Next line maskTable += 2; // next mask line } // Upload glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 496, 384, GL_RGBA, GL_UNSIGNED_BYTE, surf); } /* * DrawRect(): * * Draws a rectangular portion of the given layer and uploads it. Scrolling is * applied but the result must be clipped against the rectangular window * defined here by tileX, tileY, tileW, and tileH. * * Clipping for the right side is not checked, which will always work as long * as the X and Y tile positions never exceed 61 and 47, respectively (the * dimensions of the physical display; there is border space because the * layers are 64x64). * * Parameters: * layerNum Layer number (0 or 1). * nameTableBase Pointer to the layer's name table. * tileX Position of upper-left corner of rectangle on the * screen, in units of 8-pixel tiles (0-61). * tileY "" (0-47) * tileW Width of rectangular region in tiles. * tileH "" (height) */ void CRender2D::DrawRect(int layerNum, const UINT16 *nameTableBase, int tileX, int tileY, int tileW, int tileH) { UINT32 *dest = surf; // destination surface to write to const UINT16 *maskTable; // pointer to start of mask table const UINT16 *hScrollTablePri, *hScrollTableAlt; // pointers to line scroll tables const UINT16 *nameTablePri = nameTableBase; // primary (this layer) name table const UINT16 *nameTableAlt = &nameTableBase[64*64]; // alternate layer's name table const UINT16 *nameTable; int colorDepthPri, colorDepthAlt; // primary and alternate layer color depths int hScrollPri, hScrollAlt; // primary and alternate layer scroll offsets int vScrollPri, vScrollAlt; int hFullScrollPri, hFullScrollAlt; // full-screen horizontal scroll values (from registers) int hOffset, vOffset; // pixel offsets int ntOffset; // offset in name table int tx; BOOL lineScrollPri, lineScrollAlt; // line scrolling enable/disable UINT16 mask; // Determine layer color depths (1 if 4-bit, 0 if 8-bit) colorDepthPri = regs[0x20/4] & (1<<(12+layerNum*2)); colorDepthAlt = regs[0x20/4] & (1<<(12+layerNum*2+1)); // Line scroll tables hScrollTablePri = (UINT16 *) &vram[(0xF6000+layerNum*2*0x400)/4]; hScrollTableAlt = (UINT16 *) &vram[(0xF6000+layerNum*2*0x400+0x400)/4]; // Get correct offset into mask table maskTable = (UINT16 *) &vram[0xF7000/4]; if (layerNum == 0) ++maskTable; // little endian, layer 0 is second word in each pair // Load horizontal full-screen scroll values and scroll mode hFullScrollPri = regs[0x60/4+layerNum*2]&0x3FF; hFullScrollAlt = regs[0x60/4+layerNum*2+1]&0x3FF; lineScrollPri = regs[0x60/4+layerNum*2]&0x8000; lineScrollAlt = regs[0x60/4+layerNum*2+1]&0x8000; // Load vertical scroll values vScrollPri = (regs[0x60/4+layerNum*2]>>16)&0x3FF; vScrollAlt = (regs[0x60/4+layerNum*2+1]>>16)&0x3FF; // Iterate over actual line on screen for (int y = tileY*8; y < (tileY+tileH)*8; y++) { // Load horizontal scroll values if (lineScrollPri) hScrollPri = hScrollTablePri[y]; else hScrollPri = hFullScrollPri; if (lineScrollAlt) hScrollAlt = hScrollTableAlt[y]; else hScrollAlt = hFullScrollAlt; /* * Draw all tiles from primary layer first */ // Compute scroll offsets into name table and destination hOffset = -(hScrollPri&7); vOffset = (y+vScrollPri)&7; ntOffset = tileX+hScrollPri/8; // Advance name table to our line (prior to h-scrolling) nameTable = &nameTablePri[64*((y+vScrollPri)/8) & 0xFFF]; // clamp to 64x64=0x1000 // Each bit in the mask table corresponds to 4 tiles mask = maskTable[y*2]; // Render a line! //TODO: add one if scrolling for (tx = 0; tx < tileW; tx++) { if ( ((mask<<((tileX+tx)/4)) & 0x8000) ) { if (colorDepthPri) DrawTileLine4Bit(dest, hOffset, nameTable[(ntOffset^1)&63], vOffset); // make sure ^1 belongs inside parenthesis... else DrawTileLine8Bit(dest, hOffset, nameTable[(ntOffset^1)&63], vOffset); } hOffset += 8; ntOffset++; } // When scrolling, extra tile must be rendered at right edge of region if ( ((mask<<((tileX+tx)/4)) & 0x8000) ) // re-use the last mask bit (mask doesn't scroll) { if (colorDepthPri) DrawTileLine4BitRightClip(dest, hOffset, nameTable[(ntOffset^1)&63], vOffset, hScrollPri&7); else DrawTileLine8BitRightClip(dest, hOffset, nameTable[(ntOffset^1)&63], vOffset, hScrollPri&7); } /* * Draw the alternate layer wherever the primary layer was masked */ hOffset = -(hScrollAlt&7); vOffset = (y+vScrollAlt)&7; ntOffset = tileX+hScrollAlt/8; nameTable = &nameTableAlt[64*((y+vScrollAlt)/8)]; mask = maskTable[y*2]; for (tx = 0; tx < tileW; tx++) { if (0 == ((mask<<((tileX+tx)/4)) & 0x8000)) { if (colorDepthAlt) DrawTileLine4Bit(dest, hOffset, nameTable[(ntOffset^1)&63], vOffset); else DrawTileLine8Bit(dest, hOffset, nameTable[(ntOffset^1)&63], vOffset); } hOffset += 8; ntOffset++; } // When scrolling, extra tile must be rendered at right edge of region if (0 == ((mask<<((tileX+tx)/4)) & 0x8000)) // re-use the last mask bit (mask doesn't scroll) { if (colorDepthAlt) DrawTileLine4BitRightClip(dest, hOffset, nameTable[(ntOffset^1)&63], vOffset, hScrollAlt&7); else DrawTileLine8BitRightClip(dest, hOffset, nameTable[(ntOffset^1)&63], vOffset, hScrollAlt&7); } // Next line dest += tileW*8; // image surface is only as wide as the rectangle we're updating } // Upload glTexSubImage2D(GL_TEXTURE_2D, 0, tileX*8, tileY*8, tileW*8, tileH*8, GL_RGBA, GL_UNSIGNED_BYTE, surf); } // Updates any changed portions of a layer void CRender2D::UpdateLayer(int layerNum) { glBindTexture(GL_TEXTURE_2D, texID[layerNum]); allDirty = TRUE; if (allDirty) { // If everything is dirty, update the whole thing at once DrawCompleteLayer(layerNum, (UINT16 *) &vram[(0xF8000+layerNum*2*0x2000)/4]); //DrawRect(layerNum, (UINT16 *) &vram[(0xF8000+layerNum*2*0x2000)/4], 0, 0, 62, 48); memset(dirty, 0, sizeof(dirty)); } else { // Otherwise, for now, use a dumb approach that updates each rectangle individually for (int y = 0; y < 64/DIRTY_RECT_HEIGHT; y++) { for (int x = 0; x < 48/DIRTY_RECT_WIDTH; x++) { if (dirty[layerNum][y][x]) { DrawRect(layerNum, (UINT16 *) &vram[(0xF8000+layerNum*2*0x2000)/4], x*DIRTY_RECT_WIDTH, y*DIRTY_RECT_HEIGHT, DIRTY_RECT_WIDTH, DIRTY_RECT_HEIGHT); dirty[layerNum][y][x] = 0; // not dirty anymore } } } } } /****************************************************************************** Frame Display Functions ******************************************************************************/ // Draws a layer to the screen void CRender2D::DisplayLayer(int layerNum, GLfloat z) { glBindTexture(GL_TEXTURE_2D, texID[layerNum]); glBegin(GL_QUADS); glTexCoord2f(0.0f/512.0f, 0.0f); glVertex3f(0.0f, 0.0f, z); glTexCoord2f(496.0f/512.0f, 0.0f); glVertex3f(1.0f, 0.0f, z); glTexCoord2f(496.0f/512.0f, 384.0f/512.0f); glVertex3f(1.0f, 1.0f, z); glTexCoord2f(0.0f/512.0f, 384.0f/512.0f); glVertex3f(0.0f, 1.0f, z); glEnd(); } // Set up viewport and OpenGL state for 2D rendering (sets up blending function but disables blending) void CRender2D::Setup2D(void) { // Set up the viewport and orthogonal projection glViewport(xOffs, yOffs, xPixels, yPixels); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluOrtho2D(0.0, 1.0, 1.0, 0.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); // Enable texture mapping and blending glEnable(GL_TEXTURE_2D); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // alpha of 1.0 is opaque, 0 is transparent glDisable(GL_BLEND); // Disable Z-buffering glDisable(GL_DEPTH_TEST); // Shader program glUseProgram(shaderProgram); } // Convert color offset register data to RGB void CRender2D::ColorOffset(GLfloat colorOffset[3], UINT32 reg) { INT8 ir, ig, ib; ib = (reg>>16)&0xFF; ig = (reg>>8)&0xFF; ir = (reg>>0)&0xFF; /* * Uncertain how these should be interpreted. It appears to be signed, * which means the values range from -128 to +127. The division by 128 * normalizes this to roughly -1,+1. */ colorOffset[0] = (GLfloat) ir * (1.0f/128.0f); colorOffset[1] = (GLfloat) ig * (1.0f/128.0f); colorOffset[2] = (GLfloat) ib * (1.0f/128.0f); //printf("%08X -> %g,%g,%g\n", reg, colorOffset[2], colorOffset[1], colorOffset[0]); } // Bottom layers void CRender2D::BeginFrame(void) { GLfloat colorOffset[3]; // Update all layers for (int i = 0; i < 2; i++) { UpdateLayer(i); } allDirty = FALSE; // Draw bottom layer Setup2D(); ColorOffset(colorOffset, regs[0x44/4]); glUniform3fv(colorOffsetLoc, 1, colorOffset); DisplayLayer(1, 0.0); } // Top layers void CRender2D::EndFrame(void) { GLfloat colorOffset[3]; // Draw top layer Setup2D(); glEnable(GL_BLEND); ColorOffset(colorOffset, regs[0x40/4]); glUniform3fv(colorOffsetLoc, 1, colorOffset); DisplayLayer(0, -0.5); } /****************************************************************************** Emulation Callbacks ******************************************************************************/ void CRender2D::WritePalette(unsigned color, UINT32 data) { UINT8 r, g, b, a; a = 0xFF * ((data>>15)&1); // decode the RGBA (make alpha 0xFF or 0x00) a = ~a; // invert it (set on Model 3 means clear pixel) if ((data&0x8000)) r = g = b = 0; else { b = (data>>7)&0xF8; g = (data>>2)&0xF8; r = (data<<3)&0xF8; } pal[color] = (a<<24)|(b<<16)|(g<<8)|r; } void CRender2D::WriteVRAM(unsigned addr, UINT32 data) { if (vram[addr/4] == data) // do nothing if no changes return; // For now, mark everything as dirty allDirty = TRUE; // Palette if (addr >= 0x100000) { unsigned color = (addr-0x100000)/4; // color index WritePalette(color, data); } } /* * InitPalette(): * * This must be called from AttachVRAM() to initialize the palette. The reason * is that because WriteVRAM() always compares incoming data to what is already * in the VRAM, there is no actual way to initialize the palette by calling * WriteVRAM() and passing it the initial VRAM contents. It will always fail to * update because nothing is being changed. * * This function fixes the transparent pixel bug that frequently occurred when * loading save states in Supermodel 0.1a. */ void CRender2D::InitPalette(void) { for (int i = 0; i < 0x20000/4; i++) WritePalette(i, vram[0x100000/4 + i]); } /****************************************************************************** Configuration, Initialization, and Shutdown ******************************************************************************/ void CRender2D::AttachRegisters(const UINT32 *regPtr) { regs = regPtr; DebugLog("Render2D attached registers\n"); } void CRender2D::AttachVRAM(const UINT8 *vramPtr) { vram = (UINT32 *) vramPtr; InitPalette(); DebugLog("Render2D attached VRAM\n"); } #define MEMORY_POOL_SIZE (512*512*4+0x20000) BOOL CRender2D::Init(unsigned xOffset, unsigned yOffset, unsigned xRes, unsigned yRes) { float memSizeMB = (float)MEMORY_POOL_SIZE/(float)0x100000; // Load shaders if (OKAY != LoadShaderProgram(&shaderProgram,&vertexShader,&fragmentShader,NULL,NULL,vertexShaderSource,fragmentShaderSource)) return FAIL; // Get locations of the uniforms glUseProgram(shaderProgram); // bind program textureMapLoc = glGetUniformLocation(shaderProgram, "textureMap"); glUniform1i(textureMapLoc,0); // attach it to texture unit 0 colorOffsetLoc = glGetUniformLocation(shaderProgram, "colorOffset"); // Allocate memory for layer surfaces and palette memoryPool = new(std::nothrow) UINT8[MEMORY_POOL_SIZE]; if (NULL == memoryPool) return ErrorLog("Insufficient memory for tile layer surfaces (need %1.1f MB).", memSizeMB); memset(memoryPool,0,MEMORY_POOL_SIZE); // Set up pointers to memory regions surf = (UINT32 *) memoryPool; pal = (UINT32 *) &memoryPool[512*512*4]; // Resolution xPixels = xRes; yPixels = yRes; xOffs = xOffset; yOffs = yOffset; // Clear textures and dirty rectangles (all memory) memset(memoryPool, 0, MEMORY_POOL_SIZE); memset(dirty, 0, sizeof(dirty)); allDirty = TRUE; // Create textures glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glGenTextures(2, texID); for (int i = 0; i < 2; i++) { glBindTexture(GL_TEXTURE_2D, texID[i]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 512, 512, 0, GL_RGBA, GL_UNSIGNED_BYTE, surf); if (glGetError() != GL_NO_ERROR) return ErrorLog("OpenGL was unable to provide 512x512-texel texture maps for tile map layers."); } DebugLog("Render2D initialized (allocated %1.1f MB)\n", memSizeMB); return OKAY; } CRender2D::CRender2D(void) { xPixels = 496; yPixels = 384; xOffs = 0; yOffs = 0; memoryPool = NULL; vram = NULL; surf = NULL; DebugLog("Built Render2D\n"); } CRender2D::~CRender2D(void) { DestroyShaderProgram(shaderProgram,vertexShader,fragmentShader); glDeleteTextures(2, texID); if (memoryPool != NULL) { delete [] memoryPool; memoryPool = NULL; } surf = NULL; vram = NULL; DebugLog("Destroyed Render2D\n"); }