Supermodel/Src/Graphics/Render2D.cpp
Ian Curtis 40c8259130 Rewrite the whole project for GL4+. I figured if we removed the limitation of a legacy rendering API we could improve things a bit. With GL4+ we can do unsigned integer math in the shaders. This allows us to upload a direct copy of the real3d texture sheet, and texture directly from this memory given the x/y pos and type. This massively simplifies the binding and invalidation code. Also the crazy corner cases will work because it essentially works the same way as the original hardware.
The standard triangle render requires gl 4.1 core, so should work on mac. The quad renderer runs on 4.5 core. The legacy renderer should still work, and when enabled a regular opengl context will be created, which allows functions marked depreciated in the core profiles to still work. This will only work in windows/linux I think. Apple doesn't support this.

A GL 4.1 GPU is now the min required spec. Sorry if you have an OLDER gpu. GL 4.1 is over 12 years old now.

This is a big update so I apologise in advance if I accidently broke something :]
2022-11-07 21:33:01 +00:00

706 lines
26 KiB
C++

/**
** 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 <http://www.gnu.org/licenses/>.
**/
/*
* Render2D.cpp
*
* Implementation of the CRender2D class: OpenGL tile generator graphics.
*
* To-Do List
* ----------
* - Is there a universal solution to the 'ROLLING START' scrolling bug (Scud
* Race) and the scrolling text during Magical Truck Adventure's attract
* mode? To fix Scud Race, either the stencil mask or the h-scroll value must
* be shifted by 16 pixels. Magical Truck Adventure is similar but opposite.
* Perhaps this is a function of timing registers accessed via JTAG?
* - Is there a better way to handle the overscan regions in wide screen mode?
* Is clearing two thin viewports better than one big clear?
* - Are v-scroll values 9 or 10 bits? (Does it matter?) Lost World seems to
* have some scrolling issues.
* - A proper shut-down function is needed! OpenGL might not be available when
* the destructor for this class is called.
*
* Tile Generator Hardware Overview
* --------------------------------
*
* Model 3's medium resolution tile generator hardware appears to be derived
* from the Model 2 and System 24 chipset, but is much simpler. It consists of
* four 64x64 tile layers, comprised of 8x8 pixel tiles, with configurable
* priorities. There may be additional features but so far, no known Model 3
* games use them.
*
* VRAM is comprised of 1 MB for tile data and an additional 128 KB for the
* palette (each color occupies 32 bits). The four tilemap layers are referred
* to as: A (0), A' (1), B (2), and B' (3). Palette RAM may be located on a
* separate RAM IC.
*
* Registers
* ---------
*
* Registers are listed by their byte offset in the PowerPC address space. Each
* is 32 bits wide and little endian. Only those registers relevant to
* rendering are listed here (see CTileGen for others).
*
* Offset: Description:
*
* 0x20 Layer configuration
* 0x40 Layer A/A' color offset
* 0x44 Layer B/B' color offset
* 0x60 Layer A scroll
* 0x64 Layer A' scroll
* 0x68 Layer B scroll
* 0x6C Layer B' scroll
*
* Layer configuration is formatted as:
*
* 31 0
* ???? ???? ???? ???? pqrs tuvw ???? ????
*
* Bits 'pqrs' control the color depth of layers B', B, A', and A,
* respectively. If set, the layer's pattern data is encoded as 4 bits,
* otherwise the pixels are 8 bits.
*
* Bits 'tuvw' control priority for layers B', B, A', and A, respectively,
* which is also the relative ordering of the layers from bottom to top. For
* each layer, if its bit is clear, it will be drawn below the 3D layer,
* otherwise it is drawn on top.
*
* The remaining registers are described where appropriate further below.
*
* VRAM Memory Map
* ---------------
*
* The lower 1 MB of VRAM is used for storing tiles, per-line horizontal scroll
* values, and the stencil mask, which determines which of each pair of layers
* is displayed on a given line and column.
*
* 00000-F5FFF Tile pattern data
* F6000-F63FF Layer A horizontal scroll table (512 lines)
* F6400-F67FF Layer A' horizontal scroll table
* F6800-F6BFF Layer B horizontal scroll table
* F6C00-F6FFF Layer B' horizontal scroll table
* F7000-F77FF Mask table (assuming 4 bytes per line, 512 lines)
* F7800-F7FFF ?
* F8000-F9FFF Layer A name table
* FA000-FBFFF Layer A' name table
* FC000-FDFFF Layer B name table
* FE000-FFFFF Layer B' name table
*
* Tiles may actually address the entire 1 MB space, although in practice,
* that would conflict with the other fixed memory regions.
*
* Palette
* -------
*
* The palette stores 32768 colors. Each entry is a little endian 32-bit word.
* The upper 16 bits are unused and the lower 16 bits contain the color:
*
* 15 0
* tbbb bbgg gggr rrrr
*
* The 't' bit is for transparency. When set, pixels of that color are
* transparent, unless they are the bottom-most layer.
*
* Tile Name Table and Pattern Layout
* ----------------------------------
*
* The name table is a 64x64 array of 16-bit words serving as indices for tile
* pattern data and the palette. The first 64 words correspond to the first
* row of tiles, the next 64 to the second row, etc. Although 64x64 entries
* describes a 512x512 pixel screen, only the upper-left 62x48 tiles are
* visible when the vertical and horizontal scroll values are 0. Scrolling
* moves the 496x384 pixel 'window' around, with individual wrapping of the
* two axes.
*
* The data is actually arranged in 32-bit chunks in little endian format, so
* that tiles 0, 1, 2, and 3 will be stored as 1, 0, 3, 2. Fetching two name
* table entries as a single 32-bit word places the left tile in the high 16
* bits and the right tile in the low 16 bits.
*
* The format of a name table entry in 4-bit color mode is:
*
* 15 0
* jkpp pppp pppp iiii
*
* The pattern index is '0ppp pppp pppi iiij'. Multiplying by 32 yields the
* offset in VRAM at which the tile pattern data is stored. Note that the MSB
* of the name table entry becomes the LSB of the pattern index. This allows
* for 32768 4-bit tile patterns, each occupying 32 bytes, which means the
* whole 1 MB VRAM space can be addressed.
*
* The 4-bit pattern data is stored as 8 32-bit words. Each word stores a row
* of 8 pixels:
*
* 31 0
* aaaa bbbb cccc dddd eeee ffff gggg hhhh
*
* 'a' is the left-most pixel data. These 4-bit values are combined with bits
* from the name table to form a palette index, which determines the final
* color. For example, for pixel 'a', the 15-bit color index is:
*
* 14 0
* kpp pppp pppp aaaa
*
* Note that index bits are re-used to form the palette index, meaning that
* the pattern address partly determines the color.
*
* In 8-bit color mode, the name table entry looks like:
*
* 15 0
* ?ppp pppp iiii iiii
*
* The low 15 'p' and 'i' bits together form the pattern index, which must be
* multiplied by 64 to get the offset. The pattern data now consists of 16 32-
* bit words, each containing four 8-bit pixels:
*
* 31 0
* aaaa aaaa bbbb bbbb cccc cccc dddd dddd
*
* 'a' is the left-most pixel. Each line is therefore comprised of two 32-bit
* words. The palette index for pixel 'a' is now formed from:
*
* 14 0
* ppp pppp aaaa aaaa
*
* Stencil Mask
* ------------
*
* For any pixel position, there are in fact only two visible layers, despite
* there being four defined layers. The layers are grouped in pairs: A (the
* 'primary' layer) and A' (the 'alternate') form one pair, and B and B' form
* the other. Only one of the primary or alternate layers from each group may
* be visible at a given position. The 'stencil mask' controls this.
*
* The mask table is a bit field organized into 512 (or 384?) lines with each
* bit controlling four columns (32 pixels). The mask does not appear to be
* affected by scrolling -- that is, it does not scroll with the underlying
* tiles, which do so independently. The mask remains fixed.
*
* Each mask entry is a little endian 32-bit word. The high 16 bits control
* A/A' and the low 16 bits control B/B'. Each word controls an entire line
* (32 pixels per bit, 512 pixels per 16-bit line mask, where the first 16
* pixels are allocated to the overscan region.) If a bit is set to 1, the
* pixel from the primary layer is used, otherwise the alternate layer is
* used when the mask is 0. It is important to remember that the layers may
* have been scrolled independently. The mask operates on the final resultant
* two pixels that are determined for each location.
*
* Example of a line mask:
*
* 31 15 0
* 0111 0000 0000 1111 0000 0000 1111 1111
*
* These settings would display layer A' for the first 32 pixels of the line,
* followed by layer A for the next 96 pixels, A' for the subsequent 256
* pixels, and A for the final 128 pixels. The first 256 pixels of the line
* would display layer B' and the second 256 pixels would be from layer B.
*
* The stencil mask does not affect layer priorities, which are managed
* separately regardless of mask settings.
*
* Scrolling
* ---------
*
* Each of the four layers can be scrolled independently. Vertical scroll
* values are stored in the appropriate scroll register and horizontal scroll
* values can be sourced either from the register (in which case the entire
* layer will be scrolled uniformly) or from a table in VRAM (which contains
* independent values for each line).
*
* The scroll registers are laid out as:
*
* 31 0
* e??? ???y yyyy yyyy h??? ??xx xxxx xxxx
*
* The 'e' bit enables the layer when set. The 'y' bits comprise a vertical
* scroll value in pixels. The 'x' bits form a horizontal scroll value. If 'h'
* is set, then the VRAM table (line-by-line scrolling) is used, otherwise the
* 'x' values are applied to every line. It is also possible that the scroll
* values use more or less bits, but probably no more than 1.
*
* Each line must be wrapped back to the beginning of the same line. Likewise,
* vertical scrolling wraps around back to the top of the tilemap.
*
* The horizontal scroll table is a series of 16-bit little endian words, one
* for each line beginning at 0. It appears all the values can be used for
* scrolling (no control bits have been observed). The number of bits actually
* used by the hardware is irrelevant -- wrapping has the effect of making
* higher order bits unimportant.
*
* Layer Priorities
* ----------------
*
* The layer control register (0x20) contains 4 bits that appear to control
* layer priorities. It is assumed that the 3D graphics, output by the Real3D
* pixel processors independently of the tile generator, constitute their own
* 'layer' and that the 2D tilemaps appear in front or behind. There may be a
* specific function for each priority bit or the field may be interpreted as a
* single 4-bit value denoting preset layer orders.
*
* Color Offsets
* -------------
*
* Color offsets can be applied to the final RGB color value of every pixel.
* This is used for effects such as fading to a certain color, lightning (Lost
* World), etc. The current best guess is that the two registers control each
* pair (A/A' and B/B') of layers. The format appears to be:
*
* 31 0
* ???? ???? rrrr rrrr gggg gggg bbbb bbbb
*
* Where 'r', 'g', and 'b' appear to be signed 8-bit color offsets. Because
* they exceed the color resolution of the palette, they must be scaled
* appropriately.
*
* Color offset registers are handled in TileGen.cpp. Two palettes are computed
* -- one for A/A' and another for B/B'. These are passed to the renderer.
*/
#include "Render2D.h"
#include "Supermodel.h"
#include "Shader.h"
#include "Shaders2D.h" // fragment and vertex shaders
#include <cstring>
#include <GL/glew.h>
/******************************************************************************
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"
/******************************************************************************
Layer Rendering
This code is quite slow and badly needs to be optimized. Dirty rectangles
should be implemented first and tile pre-decoding second.
******************************************************************************/
template <int bits, bool alphaTest, bool clip>
static inline void DrawTileLine(uint32_t *line, int pixelOffset, uint16_t tile, int patternLine, const uint32_t *vram, const uint32_t *palette, uint16_t mask)
{
static_assert(bits == 4 || bits == 8, "Tiles are either 4- or 8-bit");
// For 8-bit pixels, each line of tile pattern is two words
if (bits == 8)
patternLine *= 2;
// Compute offset of pattern for this line
int patternOffset;
if (bits == 4)
{
patternOffset = ((tile & 0x3FFF) << 1) | ((tile >> 15) & 1);
patternOffset *= 32;
patternOffset /= 4;
}
else
{
patternOffset = tile & 0x3FFF;
patternOffset *= 64;
patternOffset /= 4;
}
// Name table entry provides high color bits
uint32_t colorHi = tile & ((bits == 4) ? 0x7FF0 : 0x7F00);
// Draw
if (bits == 4)
{
uint32_t pattern = vram[patternOffset + patternLine];
for (int p = 7; p >= 0; p--)
{
if (!clip || (/*pixelOffset >= 0 &&*/ (unsigned int)pixelOffset < 496u)) // the >= 0 check is accounted for, as the cast to uint makes them appear as very large unsigned values
{
uint16_t maskTest = 1 << (15-((pixelOffset+0)/32));
bool visible = (mask & maskTest) != 0;
uint32_t pixel = visible ? palette[((pattern >> (p*4)) & 0xF) | colorHi] : 0;
if (!alphaTest || (visible && (pixel >> 24) != 0)) // only draw opaque pixels
line[pixelOffset] = pixel;
}
++pixelOffset;
}
}
else
{
for (int i = 0; i < 2; i++) // 4 pixels per word
{
uint32_t pattern = vram[patternOffset + patternLine + i];
for (int p = 3; p >= 0; p--)
{
if (!clip || (/*pixelOffset >= 0 &&*/ (unsigned int)pixelOffset < 496u)) // the >= 0 check is accounted for, as the cast to uint makes them appear as very large unsigned values
{
uint16_t maskTest = 1 << (15-((pixelOffset+0)/32));
bool visible = (mask & maskTest) != 0;
uint32_t pixel = visible ? palette[((pattern >> (p*8)) & 0xFF) | colorHi] : 0;
if (!alphaTest || (visible && (pixel >> 24) != 0))
line[pixelOffset] = pixel;
}
++pixelOffset;
}
}
}
}
template <int bits, bool alphaTest>
static void DrawLayer(uint32_t *pixels, int layerNum, const uint32_t *vram, const uint32_t *regs, const uint32_t *palette)
{
const uint16_t *nameTableBase = (const uint16_t *) &vram[(0xF8000 + layerNum * 0x2000) / 4];
const uint16_t *hScrollTable = (const uint16_t *) &vram[(0xF6000 + layerNum * 0x400) / 4];
bool lineScrollMode = (regs[0x60/4 + layerNum] & 0x8000) != 0;
int hFullScroll = regs[0x60/4 + layerNum] & 0x3FF;
int vScroll = (regs[0x60/4 + layerNum] >> 16) & 0x1FF;
const uint16_t *maskTable = (const uint16_t *) &vram[0xF7000 / 4];
if (layerNum < 2) // little endian: layers A and A' use second word in each pair
maskTable += 1;
// If mask bit is clear, alternate layer is shown. We want to test for non-
// zero, so we flip the mask when drawing alternate layers (layers 1 and 3).
const uint16_t maskPolarity = (layerNum & 1) ? 0xFFFF : 0x0000;
uint32_t *line = pixels;
for (int y = 0; y < 384; y++)
{
int hScroll = (lineScrollMode ? hScrollTable[y] : hFullScroll) & 0x1FF;
int hTile = hScroll / 8;
int hFine = hScroll & 7; // horizontal pixel offset within tile line
int vFine = (y + vScroll) & 7; // vertical pixel offset within 8x8 tile
const uint16_t *nameTable = &nameTableBase[(64 * ((y + vScroll) / 8)) & 0xFFF]; // clamp to 64x64 = 0x1000
uint16_t mask = *maskTable ^ maskPolarity; // each bit covers 32 pixels
int pixelOffset = -hFine;
int extraTile = (hFine != 0) ? 1 : 0; // h-scrolling requires part of 63rd tile
// First tile may be clipped
DrawTileLine<bits, alphaTest, true>(line, pixelOffset, nameTable[(hTile ^ 1) & 63], vFine, vram, palette, mask);
++hTile;
pixelOffset += 8;
// Middle tiles will not be clipped
for (int tx = 1; tx < (62 - 1 + extraTile); tx++)
{
DrawTileLine<bits, alphaTest, false>(line, pixelOffset, nameTable[(hTile ^ 1) & 63], vFine, vram, palette, mask);
++hTile;
pixelOffset += 8;
}
// Last tile may be clipped
DrawTileLine<bits, alphaTest, true>(line, pixelOffset, nameTable[(hTile ^ 1) & 63], vFine, vram, palette, mask);
++hTile;
pixelOffset += 8;
// Advance one line
maskTable += 2;
line += 496;
}
}
std::pair<bool, bool> CRender2D::DrawTilemaps(uint32_t *pixelsBottom, uint32_t *pixelsTop)
{
unsigned priority = (m_regs[0x20/4] >> 8) & 0xF;
// Render bottom layers
bool noBottomSurface = true;
static const int bottomOrder[4] = { 3, 2, 1, 0 };
for (int i = 0; i < 4; i++)
{
int layerNum = bottomOrder[i];
bool is4Bit = (m_regs[0x20/4] & (1 << (12 + layerNum))) != 0;
bool enabled = (m_regs[0x60/4 + layerNum] & 0x80000000) != 0;
bool selected = (priority & (1 << layerNum)) == 0;
if (enabled && selected)
{
if (noBottomSurface)
{
if (is4Bit)
DrawLayer<4, false>(pixelsBottom, layerNum, m_vram, m_regs, m_palette[layerNum / 2]);
else
DrawLayer<8, false>(pixelsBottom, layerNum, m_vram, m_regs, m_palette[layerNum / 2]);
}
else
{
if (is4Bit)
DrawLayer<4, true>(pixelsBottom, layerNum, m_vram, m_regs, m_palette[layerNum / 2]);
else
DrawLayer<8, true>(pixelsBottom, layerNum, m_vram, m_regs, m_palette[layerNum / 2]);
}
noBottomSurface = false;
}
}
// Render top layers
// NOTE: layer ordering is different according to MAME (which has 3, 2, 0, 1
// for top layer). Until I see evidence that this is correct and not a typo,
// I will assume consistent layer ordering.
bool noTopSurface = true;
static const int topOrder[4] = { 3, 2, 1, 0 };
for (int i = 0; i < 4; i++)
{
int layerNum = topOrder[i];
bool is4Bit = (m_regs[0x20/4] & (1 << (12 + layerNum))) != 0;
bool enabled = (m_regs[0x60/4 + layerNum] & 0x80000000) != 0;
bool selected = (priority & (1 << layerNum)) != 0;
if (enabled && selected)
{
if (noTopSurface)
{
if (is4Bit)
DrawLayer<4, false>(pixelsTop, layerNum, m_vram, m_regs, m_palette[layerNum / 2]);
else
DrawLayer<8, false>(pixelsTop, layerNum, m_vram, m_regs, m_palette[layerNum / 2]);
}
else
{
if (is4Bit)
DrawLayer<4, true>(pixelsTop, layerNum, m_vram, m_regs, m_palette[layerNum / 2]);
else
DrawLayer<8, true>(pixelsTop, layerNum, m_vram, m_regs, m_palette[layerNum / 2]);
}
noTopSurface = false;
}
}
// Indicate whether top and bottom surfaces have to be rendered
return std::pair<bool, bool>(!noTopSurface, !noBottomSurface);
}
/******************************************************************************
Frame Display Functions
******************************************************************************/
// Draws a surface to the screen (0 is top and 1 is bottom)
void CRender2D::DisplaySurface(int surface)
{
// Shader program
m_shader.EnableShader();
glBindVertexArray(m_vao);
// Draw the surface
glActiveTexture(GL_TEXTURE0); // texture unit 0
glBindTexture(GL_TEXTURE_2D, m_texID[surface]);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindVertexArray(0);
m_shader.DisableShader();
}
// Set up viewport and OpenGL state for 2D rendering (sets up blending function but disables blending)
void CRender2D::Setup2D(bool isBottom)
{
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);
// Clear everything if requested or just overscan areas for wide screen mode
if (isBottom)
{
glClearColor(0.0, 0.0, 0.0, 0.0);
glViewport(0, 0, m_totalXPixels, m_totalYPixels);
glDisable(GL_SCISSOR_TEST); // scissor is enabled to fix the 2d/3d miss match problem
glClear(GL_COLOR_BUFFER_BIT); // we want to clear outside the scissored areas so must disable it
glEnable(GL_SCISSOR_TEST);
}
// Set up the viewport and orthogonal projection
bool stretchBottom = m_config["WideBackground"].ValueAs<bool>() && isBottom;
if (!stretchBottom)
{
glViewport(m_xOffset - m_correction, m_yOffset + m_correction, m_xPixels, m_yPixels); //Preserve aspect ratio of tile layer by constraining and centering viewport
}
}
void CRender2D::BeginFrame(void)
{
}
void CRender2D::PreRenderFrame(void)
{
// Update all layers
m_surfaces_present = DrawTilemaps(m_bottomSurface, m_topSurface);
glActiveTexture(GL_TEXTURE0); // texture unit 0
if (m_surfaces_present.first)
{
glBindTexture(GL_TEXTURE_2D, m_texID[0]);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 496, 384, GL_RGBA, GL_UNSIGNED_BYTE, m_topSurface);
}
if (m_surfaces_present.second)
{
glBindTexture(GL_TEXTURE_2D, m_texID[1]);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 496, 384, GL_RGBA, GL_UNSIGNED_BYTE, m_bottomSurface);
}
}
void CRender2D::RenderFrameBottom(void)
{
// Display bottom surface if anything was drawn there, else clear everything
Setup2D(true);
if (m_surfaces_present.second)
DisplaySurface(1);
}
void CRender2D::RenderFrameTop(void)
{
// Display top surface only if it exists
if (m_surfaces_present.first)
{
Setup2D(false);
glEnable(GL_BLEND);
DisplaySurface(0);
}
}
void CRender2D::EndFrame(void)
{
}
/******************************************************************************
Emulation Callbacks
******************************************************************************/
// Deprecated
void CRender2D::WriteVRAM(unsigned addr, uint32_t data)
{
}
/******************************************************************************
Configuration, Initialization, and Shutdown
******************************************************************************/
void CRender2D::AttachRegisters(const uint32_t *regPtr)
{
m_regs = regPtr;
DebugLog("Render2D attached registers\n");
}
void CRender2D::AttachPalette(const uint32_t *palPtr[2])
{
m_palette[0] = palPtr[0];
m_palette[1] = palPtr[1];
DebugLog("Render2D attached palette\n");
}
void CRender2D::AttachVRAM(const uint8_t *vramPtr)
{
m_vram = (uint32_t *) vramPtr;
DebugLog("Render2D attached VRAM\n");
}
// Memory pool and offsets within it
#define MEMORY_POOL_SIZE (2*512*384*4)
#define OFFSET_TOP_SURFACE 0 // 512*384*4 bytes
#define OFFSET_BOTTOM_SURFACE (512*384*4) // 512*384*4
bool CRender2D::Init(unsigned xOffset, unsigned yOffset, unsigned xRes, unsigned yRes, unsigned totalXRes, unsigned totalYRes)
{
// Allocate memory for layer surfaces
m_memoryPool = new(std::nothrow) uint8_t[MEMORY_POOL_SIZE];
if (NULL == m_memoryPool)
return ErrorLog("Insufficient memory for tilemap surfaces (need %1.1f MB).", float(MEMORY_POOL_SIZE) / 0x100000);
memset(m_memoryPool, 0, MEMORY_POOL_SIZE); // clear textures
// Set up pointers to memory regions
m_topSurface = (uint32_t *) &m_memoryPool[OFFSET_TOP_SURFACE];
m_bottomSurface = (uint32_t *) &m_memoryPool[OFFSET_BOTTOM_SURFACE];
// Resolution
m_xPixels = xRes;
m_yPixels = yRes;
m_xOffset = xOffset;
m_yOffset = yOffset;
m_totalXPixels = totalXRes;
m_totalYPixels = totalYRes;
m_correction = (UINT32)(((yRes / 384.f) * 2) + 0.5f); // for some reason the 2d layer is 2 pixels off the 3D
DebugLog("Render2D initialized (allocated %1.1f MB)\n", float(MEMORY_POOL_SIZE) / 0x100000);
return OKAY;
}
CRender2D::CRender2D(const Util::Config::Node& config)
: m_config(config),
m_vao(0)
{
DebugLog("Built Render2D\n");
m_shader.LoadShaders(s_vertexShaderSource, s_fragmentShaderSource);
m_shader.GetUniformLocationMap("tex1");
m_shader.EnableShader();
// update uniform memory
glUniform1i(m_shader.uniformLocMap["tex1"], 0); // bind to texture unit zero
m_shader.DisableShader();
// Create textures
glActiveTexture(GL_TEXTURE0); // texture unit 0
glGenTextures(2, m_texID);
for (int i = 0; i < 2; i++)
{
glBindTexture(GL_TEXTURE_2D, m_texID[i]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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, 496, 384, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
}
glGenVertexArrays(1, &m_vao);
glBindVertexArray(m_vao);
// no states needed since we do it in the shader
glBindVertexArray(0);
}
CRender2D::~CRender2D(void)
{
m_shader.UnloadShaders();
glDeleteTextures(2, m_texID);
if (m_vao) {
glDeleteVertexArrays(1, &m_vao);
m_vao = 0;
}
if (m_memoryPool)
{
delete [] m_memoryPool;
m_memoryPool = 0;
}
m_vram = 0;
m_topSurface = 0;
m_bottomSurface = 0;
DebugLog("Destroyed Render2D\n");
}