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https://github.com/RetroDECK/Supermodel.git
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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 :]
213 lines
6.6 KiB
C++
213 lines
6.6 KiB
C++
/**
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** Supermodel
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** A Sega Model 3 Arcade Emulator.
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** Copyright 2011-2012 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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* Render2D.h
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*
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* Header file defining the CRender2D class: OpenGL tile generator graphics.
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*/
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#ifndef INCLUDED_RENDER2D_H
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#define INCLUDED_RENDER2D_H
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#include <GL/glew.h>
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#include "Util/NewConfig.h"
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#include "New3D/GLSLShader.h"
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/*
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* CRender2D:
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*
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* Tile generator graphics engine. This must be constructed and initialized
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* before being attached to any objects that want to make use of it. Apart from
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* the constructor, all members assume that a global GL device
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* context is available and that GL functions may be called.
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*/
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class CRender2D
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{
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public:
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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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* PreRenderFrame(void):
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*
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* Draws the all top layers (above 3D graphics) and bottom layers (below 3D
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* graphics) but does not yet display them. May send data to the GPU.
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*/
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void PreRenderFrame(void);
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/*
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* RenderFrameBottom(void):
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*
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* Overwrites the color buffer with bottom surface that was pre-rendered by
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* the last call to PreRenderFrame().
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*/
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void RenderFrameBottom(void);
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/*
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* RenderFrameTop(void):
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*
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* Draws the top surface (if it exists) that was pre-rendered by the last
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* call to PreRenderFrame(). Previously drawn graphics layers will be visible
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* through transparent regions.
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*/
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void RenderFrameTop(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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* WriteVRAM(addr, data):
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*
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* Indicates what will be written next to the tile generator's RAM. The
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* VRAM address must not have yet been updated, to allow the renderer to
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* check for changes. Data is accepted in the same form as the tile
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* generator: the MSB is what was written to addr+3. This function is
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* intended to facilitate on-the-fly decoding of tiles and palette data.
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*
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* Parameters:
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* addr Address in tile generator RAM. Caller must ensure it is
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* clamped to the range 0x000000 to 0x11FFFF because this
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* function does not.
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* data The data to write.
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*/
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void WriteVRAM(unsigned addr, uint32_t data);
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/*
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* AttachRegisters(regPtr):
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*
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* Attaches tile generator registers. This must be done prior to any
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* rendering otherwise the program may crash with an access violation.
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*
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* Parameters:
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* regPtr Pointer to the base of the tile generator registers. There
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* are assumed to be 64 in all.
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*/
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void AttachRegisters(const uint32_t *regPtr);
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/*
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* AttachPalette(palPtr):
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*
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* Attaches tile generator palettes. This must be done prior to any
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* rendering.
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*
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* Parameters:
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* palPtr Pointer to two palettes. The first is for layers A/A' and
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* the second is for B/B'.
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*/
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void AttachPalette(const uint32_t *palPtr[2]);
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/*
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* AttachVRAM(vramPtr):
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*
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* Attaches tile generator RAM. 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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* vramPtr Pointer to the base of the tile generator RAM (0x120000
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* bytes). VRAM is assumed to be in little endian format.
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*/
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void AttachVRAM(const uint8_t *vramPtr);
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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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* 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. 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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* CRender2D(config):
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* ~CRender2D(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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CRender2D(const Util::Config::Node &config);
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~CRender2D(void);
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private:
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// Private member functions
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std::pair<bool, bool> DrawTilemaps(uint32_t *destBottom, uint32_t *destTop);
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void DisplaySurface(int surface);
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void Setup2D(bool isBottom);
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// Run-time configuration
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const Util::Config::Node &m_config;
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// Data received from tile generator device object
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const uint32_t *m_vram;
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const uint32_t *m_palette[2]; // palettes for A/A' and B/B'
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const uint32_t *m_regs;
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// OpenGL data
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GLuint m_texID[2]; // IDs for the 2 layer textures (top and bottom)
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unsigned m_xPixels = 496; // display surface resolution
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unsigned m_yPixels = 384; // ...
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unsigned m_xOffset = 0; // offset
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unsigned m_yOffset = 0;
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unsigned m_totalXPixels; // total display surface resolution
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unsigned m_totalYPixels;
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unsigned m_correction = 0;
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GLuint m_vao;
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GLSLShader m_shader;
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// PreRenderFrame() tracks which surfaces exist in current frame
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std::pair<bool, bool> m_surfaces_present = std::pair<bool, bool>(false, false);
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// Buffers
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uint8_t *m_memoryPool = 0; // all memory is allocated here
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uint32_t *m_topSurface = 0; // 512x384x32bpp pixel surface for top layers
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uint32_t *m_bottomSurface = 0; // bottom layers
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};
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#endif // INCLUDED_RENDER2D_H
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