mirror of
https://github.com/RetroDECK/Supermodel.git
synced 2024-11-26 07:35:40 +00:00
40c8259130
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 :]
320 lines
9.4 KiB
C++
320 lines
9.4 KiB
C++
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/**
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** Supermodel
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** A Sega Model 3 Arcade Emulator.
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** Copyright 2011 Bart Trzynadlowski, Nik Henson
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**
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** This file is part of Supermodel.
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**
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** Supermodel is free software: you can redistribute it and/or modify it under
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** the terms of the GNU General Public License as published by the Free
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** Software Foundation, either version 3 of the License, or (at your option)
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** any later version.
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**
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** Supermodel is distributed in the hope that it will be useful, but WITHOUT
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** ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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** FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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** more details.
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**
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** You should have received a copy of the GNU General Public License along
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** with Supermodel. If not, see <http://www.gnu.org/licenses/>.
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**/
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/*
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* New3D.h
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*
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* Header file defining the CNew3D class: OpenGL Real3D graphics engine.
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*/
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#ifndef INCLUDED_NEW3D_H
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#define INCLUDED_NEW3D_H
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#include <GL/glew.h>
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#include "Types.h"
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#include "Graphics/IRender3D.h"
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#include "Model.h"
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#include "Mat4.h"
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#include "R3DShader.h"
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#include "VBO.h"
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#include "R3DData.h"
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#include "Plane.h"
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#include "Vec.h"
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#include "R3DScrollFog.h"
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#include "PolyHeader.h"
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#include "R3DFrameBuffers.h"
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#include <mutex>
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namespace New3D {
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class CNew3D : public IRender3D
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{
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public:
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/*
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* RenderFrame(void):
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*
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* Renders the complete scene database. Must be called between BeginFrame() and
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* EndFrame(). This function traverses the scene database and builds up display
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* lists.
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*/
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void RenderFrame(void);
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/*
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* BeginFrame(void):
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*
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* Prepare to render a new frame. Must be called once per frame prior to
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* drawing anything.
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*/
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void BeginFrame(void);
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/*
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* EndFrame(void):
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*
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* Signals the end of rendering for this frame. Must be called last during
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* the frame.
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*/
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void EndFrame(void);
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/*
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* UploadTextures(x, y, width, height):
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*
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* Signals that a portion of texture RAM has been updated.
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*
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* Parameters:
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* x X position within texture RAM.
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* y Y position within texture RAM.
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* width Width of texture data in texels.
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* height Height.
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*/
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void UploadTextures(unsigned level, unsigned x, unsigned y, unsigned width, unsigned height);
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/*
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* AttachMemory(cullingRAMLoPtr, cullingRAMHiPtr, polyRAMPtr, vromPtr,
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* textureRAMPtr):
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*
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* Attaches RAM and ROM areas. This must be done prior to any rendering
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* otherwise the program may crash with an access violation.
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*
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* Parameters:
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* cullingRAMLoPtr Pointer to low culling RAM (4 MB).
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* cullingRAMHiPtr Pointer to high culling RAM (1 MB).
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* polyRAMPtr Pointer to polygon RAM (4 MB).
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* vromPtr Pointer to video ROM (64 MB).
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* textureRAMPtr Pointer to texture RAM (8 MB).
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*/
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void AttachMemory(const UINT32 *cullingRAMLoPtr,
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const UINT32 *cullingRAMHiPtr, const UINT32 *polyRAMPtr,
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const UINT32 *vromPtr, const UINT16 *textureRAMPtr);
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/*
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* SetStepping(stepping):
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*
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* Sets the Model 3 hardware stepping, which also determines the Real3D
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* functionality. The default is Step 1.0. This should be called prior to
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* any other emulation functions and after Init().
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*
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* Parameters:
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* stepping 0x10 for Step 1.0, 0x15 for Step 1.5, 0x20 for Step 2.0, or
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* 0x21 for Step 2.1. Anything else defaults to 1.0.
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*/
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void SetStepping(int stepping);
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/*
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* Init(xOffset, yOffset, xRes, yRes, totalXRes, totalYRes):
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*
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* One-time initialization of the context. Must be called before any other
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* members (meaning it should be called even before being attached to any
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* other objects that want to use it).
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*
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* External shader files are loaded according to configuration settings.
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*
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* Parameters:
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* xOffset X offset of the viewable area within OpenGL display
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* surface, in pixels.
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* yOffset Y offset.
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* xRes Horizontal resolution of the viewable area.
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* yRes Vertical resolution.
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* totalXRes Horizontal resolution of the complete display area.
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* totalYRes Vertical resolution.
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*
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* Returns:
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* OKAY is successful, otherwise FAILED if a non-recoverable error
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* occurred. Any allocated memory will not be freed until the
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* destructor is called. Prints own error messages.
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*/
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bool Init(unsigned xOffset, unsigned yOffset, unsigned xRes, unsigned yRes, unsigned totalXRes, unsigned totalYRes);
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/*
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* SetSunClamp(bool enable);
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*
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* Sets or unsets the clamped light model
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*
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* Parameters:
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* enable Set clamp mode
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*/
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void SetSunClamp(bool enable);
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/*
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* SetSignedShade(bool enable);
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*
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* Sets the sign-ness of fixed shading value
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*
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* Parameters:
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* enable Fixed shading is expressed as signed value
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*/
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void SetSignedShade(bool enable);
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/*
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* GetLosValue(int layer);
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*
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* Gets the line of sight value for the priority layer
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*
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* Parameters:
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* layer Priority layer to read from
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*/
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float GetLosValue(int layer);
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/*
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* CRender3D(config):
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* ~CRender3D(void):
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*
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* Constructor and destructor.
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*
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* Parameters:
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* config Run-time configuration.
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*/
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CNew3D(const Util::Config::Node &config, const std::string& gameName);
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~CNew3D(void);
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private:
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/*
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* Private Members
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*/
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// Real3D address translation
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const UINT32 *TranslateCullingAddress(UINT32 addr);
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const UINT32 *TranslateModelAddress(UINT32 addr);
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// Matrix stack
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void MultMatrix(UINT32 matrixOffset, Mat4& mat);
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void InitMatrixStack(UINT32 matrixBaseAddr, Mat4& mat);
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// Scene database traversal
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bool DrawModel(UINT32 modelAddr);
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void DescendCullingNode(UINT32 addr);
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void DescendPointerList(UINT32 addr);
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void DescendNodePtr(UINT32 nodeAddr);
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void RenderViewport(UINT32 addr);
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// building the scene
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int GetTexFormat(int originalFormat, bool contour);
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void SetMeshValues(SortingMesh *currentMesh, PolyHeader &ph);
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void CacheModel(Model *m, const UINT32 *data);
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void CopyVertexData(const R3DPoly& r3dPoly, std::vector<FVertex>& vertexArray);
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void GetCoordinates(int width, int height, UINT16 uIn, UINT16 vIn, float uvScale, float& uOut, float& vOut);
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bool RenderScene(int priority, bool renderOverlay, Layer layer); // returns if has overlay plane
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bool IsDynamicModel(UINT32 *data); // check if the model has a colour palette
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bool IsVROMModel(UINT32 modelAddr);
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void DrawScrollFog();
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bool SkipLayer(int layer);
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void SetRenderStates();
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void DisableRenderStates();
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void TranslateLosPosition(int inX, int inY, int& outX, int& outY);
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bool ProcessLos(int priority);
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void CalcTexOffset(int offX, int offY, int page, int x, int y, int& newX, int& newY);
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/*
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* Data
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*/
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// Misc
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std::string m_gameName;
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int m_numPolyVerts;
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GLenum m_primType;
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// GPU configuration
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bool m_sunClamp;
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bool m_shadeIsSigned;
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// Stepping
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int m_step;
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int m_offset; // offset to subtract for words 3 and higher of culling nodes
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float m_vertexFactor; // fixed-point conversion factor for vertices
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// Memory (passed from outside)
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const UINT32 *m_cullingRAMLo; // 4 MB
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const UINT32 *m_cullingRAMHi; // 1 MB
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const UINT32 *m_polyRAM; // 4 MB
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const UINT32 *m_vrom; // 64 MB
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const UINT16 *m_textureRAM; // 8 MB
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// Resolution and scaling factors (to support resolutions higher than 496x384) and offsets
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float m_xRatio, m_yRatio;
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unsigned m_xOffs, m_yOffs;
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unsigned m_xRes, m_yRes; // resolution of Model 3's 496x384 display area within the window
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unsigned m_totalXRes, m_totalYRes; // total OpenGL window resolution
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// Real3D Base Matrix Pointer
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const float *m_matrixBasePtr;
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UINT32 m_colorTableAddr = 0x400; // address of color table in polygon RAM
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LODBlendTable* m_LODBlendTable;
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GLuint m_textureBuffer;
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NodeAttributes m_nodeAttribs;
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Mat4 m_modelMat; // current modelview matrix
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struct LOS
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{
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float value[4] = { 0,0,0,0 }; // line of sight value for each priority layer
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} m_los[2];
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LOS* m_losFront = &m_los[0]; // we need to double buffer this because 3d works in separate thread
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LOS* m_losBack = &m_los[1];
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std::mutex m_losMutex;
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Vertex m_prev[4]; // these are class variables because sega bass fishing starts meshes with shared vertices from the previous one
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UINT16 m_prevTexCoords[4][2]; // basically relying on undefined behavour
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std::vector<Node> m_nodes; // this represents the entire render frame
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std::vector<FVertex> m_polyBufferRam; // dynamic polys
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std::vector<FVertex> m_polyBufferRom; // rom polys
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std::unordered_map<UINT32, std::shared_ptr<std::vector<Mesh>>> m_romMap; // a hash table for all the ROM models. The meshes don't have model matrices or tex offsets yet
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GLuint m_vao;
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VBO m_vbo; // large VBO to hold our poly data, start of VBO is ROM data, ram polys follow
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R3DShader m_r3dShader;
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R3DScrollFog m_r3dScrollFog;
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R3DFrameBuffers m_r3dFrameBuffers;
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Plane m_planes[5];
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struct BBox
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{
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V4::Vec4 points[8];
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};
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struct NFPair
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{
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float zNear;
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float zFar;
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};
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NFPair m_nfPairs[4];
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int m_currentPriority;
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void CalcFrustumPlanes (Plane p[5], const float* matrix);
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void CalcBox (float distance, BBox& box);
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void TransformBox (const float *m, BBox& box);
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void MultVec (const float matrix[16], const float in[4], float out[4]);
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Clip ClipBox (const BBox& box, Plane planes[5]);
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void ClipModel (const Model *m);
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void ClipPolygon (ClipPoly& clipPoly, Plane planes[5]);
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void CalcBoxExtents (const BBox& box);
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void CalcViewport (Viewport* vp, float near, float far);
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};
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} // New3D
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#endif // INCLUDED_NEW3D_H
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