mirror of
https://github.com/RetroDECK/Supermodel.git
synced 2024-11-27 08:05:41 +00:00
d318efe58c
- Moved Logger.h to OSD/, cleaned up comments. - Command line and config file parsing have been rewritten. - Began replacing C standard library headers with C++ versions (eg. stdio.h -> cstdio). I think I got most of them, but not all.
1432 lines
45 KiB
C++
1432 lines
45 KiB
C++
/**
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** Supermodel
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** A Sega Model 3 Arcade Emulator.
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** Copyright 2011 Bart Trzynadlowski
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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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* Render3D.cpp
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*
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* Core module for OpenGL-based Real3D graphics engine.
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*
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*
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* Optimization To-Do List
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* -----------------------
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*
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* 1. Do not store matrices in a uniform, use glLoadMatrix() in MODELVIEW mode.
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* It will no longer be necessary to compute normal matrix!
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* 2. Move stuff into vertex shader (vision by 2048? Subtract of 0.5,0.5 for bilinear filtering?)
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* 3. Just one call to BufferSubData rather than 2
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*
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* Spotlight
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* ---------
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*
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* Spotlight illumination occurs between two Z ranges within an ellipse
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* specified in coordinates that ought to be relative to the viewport. They
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* actually appear to be defined in terms of physical display coordinates
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* regardless of the size of the viewport, although this has not been 100%
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* confirmed.
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*
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* The parameters that describe the ellipse in display coordinates are:
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*
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* cx,cy Center point.
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* a,b Width (or rather, half-width) and height of spotlight.
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*
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* These correspond to the standard form of the ellipse equation:
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*
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* ((x-cx)/a)^2 + ((y-cy)/b)^2 = 1
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*
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* It is trivial to test whether a point lies inside an ellipse by plugging
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* it into the equation and checking to see if it is less than or equal to
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* 1. The a and b parameters appear to be stored as values w and h, which
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* range from 0 to 255 (according to the Scud Race debug menu) but which
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* may be up to 16 bits (this has not been observed). They are already
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* inverted, scaled by the screen size, and squared.
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*
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* w = (496/a)^2 -> a = 496/sqrt(w)
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* h = (384/b)^2 -> b = 384/sqrt(h)
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*
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* This is mostly a guess. It is almost certain, however, based on
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* observations of the Scud Race backfire effect that w and h are related
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* to spotlight size in an inverse-square-root fashion. The spotlight in
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* view 3 should be smaller than in view 4, but the values are actually
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* larger. Here is some data:
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*
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* View 3:
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* X,Y=247,342
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* W,H=24,16
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* N,F=1e-9,200
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* Car translation length: 4.93
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* View 4:
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* X,Y=247,317
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* W,H=48,32
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* N,F=1e-9,200
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* Car translation length: 7.5
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*
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* The translation length is the total translation vector for the car model
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* extracted by applying the scene matrices. Note that sqrt(48/24) = 1.4
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* and 7.5/4.93 = 1.52, a fairly close match.
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*
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* It remains unknown whether the spotlight parameters are relative to the
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* physical display resolution (496x384), as computed here, or the viewport
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* size. What is needed is an example of a spotlight in a viewport whose
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* dimensions are not 496x384.
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*
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* The spotlight near and far ranges are in viewspace (eye) coordinates.
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* The inverse of the near range is specified and the far range is stored
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* as a displacement (I think) from the near range. Color is RGB111.
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*
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* The spotlight should be smooth at the edges. Using the magnitude of the
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* ellipse test works well -- when it is 1.0, the spotlight should be fully
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* attenuated (0 intensity) and when it is 0.0, render at full intensity.
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*
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* Alpha Processing
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* ----------------
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* When processing "alpha" (translucent) polygons, alpha values range from 0.0,
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* completely transparent, to 1.0, completely opaque. This appears to be the
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* same convention as for Model 3 and corresponds to a blend mode setting of:
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* glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA).
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*
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* For all texels and colors which do not include an alpha channel, for
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* translucency to work properly, the alpha channel must be set to opaque.
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* Contour textures use T=1 to indicate transparency, therefore their alpha
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* value must be inverted.
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*
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* Translucent Polygons
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* --------------------
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* The 32-level polygon translucency appears to be applied as follows
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*
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* 1. If polygon is untextured, fragment color is the polygon color and
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* the translucency level becomes the alpha channel.
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* 2. If contour textures are used, the translucency level becomes the
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* alpha channel regardless of the contour bit. I assume that contour
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* bit processing is still carried out, if enabled, however.
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* 3. If the texture format is RGBA4, translucency is multiplied by texel
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* alpha.
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* 4. Other texture formats: ???
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*
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* A simple way to handle this is to force alpha to 1.0 for polygon colors,
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* discard fragments if required by the contour setting (forcing alpha to 1.0
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* otherwise), and then in the end, multiplying whatever alpha value remains by
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* the translucency level.
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*
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* List of Safeguards
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* ------------------
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* During boot-up, many games load up scene data that cannot feasibly be
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* processed (way too many models). This occurs in Scud Race and Virtual On 2,
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* for example. This is currently being handled by attempting to detect the
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* defective scenes.
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*
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* 1. Scud Race: the coordinate system matrix is checked for vectors whose
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* magnitudes are not 1.0.
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* 2. Virtual On 2: model 0x200000 is not rendered.
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*
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* There are probably better ways of doing it.
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*
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* To-Do List
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* ----------
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* - Can some of the floating point flag attribs be replaced with ints?
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*/
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#include <cmath>
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#include "Supermodel.h"
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#include "Graphics/Shaders3D.h" // fragment and vertex shaders
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// Microsoft doesn't provide isnan() and isinf()
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#ifdef _MSC_VER
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#include <float.h>
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#define ISNAN(x) (_isnan(x))
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#define ISINF(x) (!_finite(x))
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#else
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#define ISNAN(x) (std::isnan(x))
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#define ISINF(x) (std::isinf(x))
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#endif
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/******************************************************************************
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Definitions and Constants
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******************************************************************************/
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// Shader program files
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#define VERTEX_SHADER_FILE "Src/Graphics/Vertex.glsl"
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#define FRAGMENT_SHADER_FILE "Src/Graphics/Fragment.glsl"
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// Model cache settings
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#define NUM_STATIC_VERTS 700000 // suggested maximum number of static vertices
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#define NUM_DYNAMIC_VERTS 64000 // "" dynamic vertices
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#define NUM_LOCAL_VERTS 32768 // size of local vertex buffer
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#define NUM_STATIC_MODELS 10000 // maximum number of unique static models to cache
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#define NUM_DYNAMIC_MODELS 1024 // maximum number of unique dynamic models to cache
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#define NUM_DISPLAY_LIST_ITEMS 10000 // maximum number of model instances displayed per frame
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// Scene traversal stack
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#define STACK_SIZE 1024
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/******************************************************************************
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Texture Management
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******************************************************************************/
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void CRender3D::DecodeTexture(int format, int x, int y, int width, int height)
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{
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int xi, yi, i;
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UINT16 texel;
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GLfloat c, a;
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x &= 2047;
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y &= 2047;
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if ((x+width)>2048 || (y+height)>2048)
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return;
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if (width > 512 || height > 512)
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{
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//ErrorLog("Encountered a texture that is too large (%d,%d,%d,%d)", x, y, width, height);
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return;
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}
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// Check to see if ALL texture tiles have been properly decoded
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if ((textureFormat[y/32][x/32]==format) && (textureWidth[y/32][x/32]>=width) && (textureHeight[y/32][x/32]>=height))
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return;
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// Copy and decode
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i = 0;
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switch (format)
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{
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default:
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case 0: // T1RGB5
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for (yi = y; yi < (y+height); yi++)
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{
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for (xi = x; xi < (x+width); xi++)
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{
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textureBuffer[i++] = (GLfloat) ((textureRAM[yi*2048+xi]>>10)&0x1F) * (1.0f/31.0f); // R
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textureBuffer[i++] = (GLfloat) ((textureRAM[yi*2048+xi]>>5)&0x1F) * (1.0f/31.0f); // G
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textureBuffer[i++] = (GLfloat) ((textureRAM[yi*2048+xi]>>0)&0x1F) * (1.0f/31.0f); // B
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textureBuffer[i++] = ((textureRAM[yi*2048+xi]&0x8000)?0.0f:1.0f); // T
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}
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}
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break;
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case 7: // RGBA4
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for (yi = y; yi < (y+height); yi++)
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{
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for (xi = x; xi < (x+width); xi++)
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{
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textureBuffer[i++] = (GLfloat) ((textureRAM[yi*2048+xi]>>12)&0xF) * (1.0f/15.0f); // R
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textureBuffer[i++] = (GLfloat) ((textureRAM[yi*2048+xi]>>8)&0xF) * (1.0f/15.0f); // G
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textureBuffer[i++] = (GLfloat) ((textureRAM[yi*2048+xi]>>4)&0xF) * (1.0f/15.0f); // B
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textureBuffer[i++] = (GLfloat) ((textureRAM[yi*2048+xi]>>0)&0xF) * (1.0f/15.0f); // A
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}
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}
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break;
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case 5: // 8-bit grayscale
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for (yi = y; yi < (y+height); yi++)
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{
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for (xi = x; xi < (x+width); xi++)
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{
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/*
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texel = textureRAM[yi*2048+xi];
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c = (GLfloat) (texel&0xFF) * (1.0f/255.0f);
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textureBuffer[i++] = c;
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textureBuffer[i++] = c;
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textureBuffer[i++] = c;
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textureBuffer[i++] = 1.0;
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*/
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// Interpret as 8-bit grayscale
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texel = textureRAM[yi*2048+xi];
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c = (GLfloat) texel * (1.0f/255.0f);
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textureBuffer[i++] = c;
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textureBuffer[i++] = c;
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textureBuffer[i++] = c;
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textureBuffer[i++] = 1.0f;
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}
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}
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break;
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case 4: // 8-bit, L4A4
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for (yi = y; yi < (y+height); yi++)
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{
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for (xi = x; xi < (x+width); xi++)
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{
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texel = textureRAM[yi*2048+xi];
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//c = (GLfloat) (~texel&0x0F) * (1.0f/15.0f);
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//a = (GLfloat) ((texel>>4)&0xF) * (1.0f/15.0f);
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c = (GLfloat) ((texel>>4)&0xF) * (1.0f/15.0f); // seems to work better in Lost World (raptor shadows)
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a = (GLfloat) (texel&0xF) * (1.0f/15.0f);
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textureBuffer[i++] = c;
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textureBuffer[i++] = c;
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textureBuffer[i++] = c;
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textureBuffer[i++] = a;
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}
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}
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break;
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case 6: // 8-bit grayscale? (How does this differ from format 5? Alpha values?)
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for (yi = y; yi < (y+height); yi++)
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{
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for (xi = x; xi < (x+width); xi++)
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{
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/*
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texel = textureRAM[yi*2048+xi];
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c = (GLfloat) ((texel>>4)&0xF) * (1.0f/15.0f);
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a = (GLfloat) (texel&0xF) * (1.0f/15.0f);
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textureBuffer[i++] = c;
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textureBuffer[i++] = c;
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textureBuffer[i++] = c;
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textureBuffer[i++] = a;
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*/
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texel = textureRAM[yi*2048+xi]&0xFF;
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c = (GLfloat) texel * (1.0f/255.0f);
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textureBuffer[i++] = c;
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textureBuffer[i++] = c;
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textureBuffer[i++] = c;
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textureBuffer[i++] = 1.0f;
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}
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}
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break;
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case 2: // Unknown (all 16 bits appear present in Daytona 2, but only lower 8 bits in Le Mans 24)
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for (yi = y; yi < (y+height); yi++)
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{
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for (xi = x; xi < (x+width); xi++)
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{
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texel = textureRAM[yi*2048+xi];
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a = (GLfloat) ((texel>>4)&0xF) * (1.0f/15.0f);
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c = (GLfloat) (texel&0xF) * (1.0f/15.0f);
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textureBuffer[i++] = c;
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textureBuffer[i++] = c;
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textureBuffer[i++] = c;
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textureBuffer[i++] = a;
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//printf("%04X\n", textureRAM[yi*2048+xi]);
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/*
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texel = textureRAM[yi*2048+xi]&0xFF;
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c = (GLfloat) texel * (1.0f/255.0f);
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textureBuffer[i++] = c;
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textureBuffer[i++] = c;
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textureBuffer[i++] = c;
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textureBuffer[i++] = 1.0f;
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*/
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}
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}
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break;
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case 3: // Interleaved A4L4 (high byte)
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for (yi = y; yi < (y+height); yi++)
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{
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for (xi = x; xi < (x+width); xi++)
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{
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texel = textureRAM[yi*2048+xi]>>8;
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c = (GLfloat) (texel&0xF) * (1.0f/15.0f);
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a = (GLfloat) (texel>>4) * (1.0f/15.0f);
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textureBuffer[i++] = c;
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textureBuffer[i++] = c;
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textureBuffer[i++] = c;
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textureBuffer[i++] = a;
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}
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}
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break;
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case 1: // Interleaved A4L4 (low byte)
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for (yi = y; yi < (y+height); yi++)
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{
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for (xi = x; xi < (x+width); xi++)
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{
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// Interpret as A4L4
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texel = textureRAM[yi*2048+xi]&0xFF;
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c = (GLfloat) (texel&0xF) * (1.0f/15.0f);
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a = (GLfloat) (texel>>4) * (1.0f/15.0f);
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textureBuffer[i++] = c;
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textureBuffer[i++] = c;
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textureBuffer[i++] = c;
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textureBuffer[i++] = a;
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}
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}
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break;
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}
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// Upload the texture
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glBindTexture(GL_TEXTURE_2D, texID);
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glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, width, height, GL_RGBA, GL_FLOAT, textureBuffer);
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// Mark as decoded
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textureFormat[y/32][x/32] = format;
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textureWidth[y/32][x/32] = width;
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textureHeight[y/32][x/32] = height;
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}
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// Signals that new textures have been uploaded. Flushes model caches. Be careful not to exceed bounds!
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void CRender3D::UploadTextures(unsigned x, unsigned y, unsigned width, unsigned height)
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{
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unsigned xi, yi;
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// Make everything red
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#ifdef DEBUG
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for (int i = 0; i < 512*512; )
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{
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textureBuffer[i++] = 1.0f;
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textureBuffer[i++] = 0.0f;
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textureBuffer[i++] = 0.0f;
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textureBuffer[i++] = 1.0f;
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}
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#endif
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for (xi = x/32; xi < (x+width)/32; xi++)
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for (yi = y/32; yi < (y+height)/32; yi++)
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{
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textureFormat[yi][xi] = -1;
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textureWidth[yi][xi] = -1;
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textureHeight[yi][xi] = -1;
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}
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ClearModelCache(&VROMCache);
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ClearModelCache(&PolyCache);
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}
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/******************************************************************************
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Real3D Address Translation
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Functions that interpret word-granular Real3D addresses and return pointers.
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******************************************************************************/
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// Translates 24-bit culling RAM addresses
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const UINT32 *CRender3D::TranslateCullingAddress(UINT32 addr)
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{
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addr &= 0x00FFFFFF; // caller should have done this already
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if ((addr>=0x800000) && (addr<0x840000))
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return &cullingRAMHi[addr&0x3FFFF];
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else if (addr < 0x100000)
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return &cullingRAMLo[addr];
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#ifdef DEBUG
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ErrorLog("TranslateCullingAddress(): invalid address: %06X", addr);
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#endif
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return NULL;
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}
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// Translates model references
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const UINT32 *CRender3D::TranslateModelAddress(UINT32 modelAddr)
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{
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modelAddr &= 0x00FFFFFF; // caller should have done this already
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if (modelAddr < 0x100000)
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return &polyRAM[modelAddr];
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else
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return &vrom[modelAddr];
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}
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/******************************************************************************
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Stack Management
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Matrix and processing stack (for the experimental stack-based scene parser).
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******************************************************************************/
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// Macro to generate column-major (OpenGL) index from y,x subscripts
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#define CMINDEX(y,x) (x*4+y)
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/*
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* MultMatrix():
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*
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* Multiplies the matrix stack by the specified Real3D matrix. The matrix
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* index is a 12-bit number specifying a matrix number relative to the base.
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* The base matrix MUST be set up before calling this function.
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*/
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void CRender3D::MultMatrix(UINT32 matrixOffset)
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{
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GLfloat m[4*4];
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const float *src = &matrixBasePtr[matrixOffset*12];
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if (matrixBasePtr==NULL) // LA Machineguns
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return;
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m[CMINDEX(0, 0)] = src[3];
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m[CMINDEX(0, 1)] = src[4];
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m[CMINDEX(0, 2)] = src[5];
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m[CMINDEX(0, 3)] = src[0];
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m[CMINDEX(1, 0)] = src[6];
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m[CMINDEX(1, 1)] = src[7];
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m[CMINDEX(1, 2)] = src[8];
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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);
|
|
}
|
|
|
|
/*
|
|
* Push():
|
|
*
|
|
* Pushes a pointer onto the processing stack and, optionally, pushes the
|
|
* current matrix onto the matrix stack. Note that the high nibble is used by
|
|
* Supermodel to encode commands (such as pushing the matrix stack, and other
|
|
* operations within the stack machine). We must be careful to ensure that no
|
|
* games ever write data to this high nibble.
|
|
*/
|
|
void CRender3D::Push(UINT32 ptr, BOOL pushMatrix)
|
|
{
|
|
#ifdef DEBUG
|
|
if ((ptr&0xF0000000)) // high nibble already being used for something!
|
|
printf("Push(): MSB already in use!\n");
|
|
#endif
|
|
|
|
// MSB of address is used to encode whether or not matrix has been pushed
|
|
if (pushMatrix)
|
|
ptr |= 0x80000000;
|
|
|
|
if (stackTop < stackSize)
|
|
{
|
|
stack[stackTop++] = ptr;
|
|
if (pushMatrix)
|
|
{
|
|
glPushMatrix();
|
|
#ifdef DEBUG
|
|
if (glGetError() == GL_STACK_OVERFLOW)
|
|
printf("GL stack overflow\n");
|
|
#endif
|
|
}
|
|
}
|
|
else
|
|
{
|
|
stackOverflow = TRUE; // signal that a stack overflow occurred
|
|
#ifdef DEBUG
|
|
printf("stack overflow\n");
|
|
#endif
|
|
}
|
|
}
|
|
|
|
// Pop the stack
|
|
UINT32 CRender3D::Pop(void)
|
|
{
|
|
UINT32 ptr;
|
|
|
|
if (stackTop > 0)
|
|
{
|
|
ptr = stack[--stackTop];
|
|
if ((ptr&0x80000000))
|
|
{
|
|
glPopMatrix();
|
|
ptr &= 0x7FFFFFFF;
|
|
}
|
|
return ptr;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
// Clear the stack
|
|
void CRender3D::ClearStack(void)
|
|
{
|
|
stackTop = 0;
|
|
stackOverflow = FALSE;
|
|
}
|
|
|
|
|
|
/******************************************************************************
|
|
Scene Database
|
|
|
|
Complete scene database traversal and rendering.
|
|
******************************************************************************/
|
|
|
|
/*
|
|
* 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 (modelAddr < 0x100000)
|
|
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 :(
|
|
}
|
|
}
|
|
|
|
// 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();
|
|
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;
|
|
}
|
|
}
|
|
|
|
/*
|
|
* StackMachine():
|
|
*
|
|
* The new scene traversal engine. Uses a "processing stack" to avoid
|
|
* recursion when traversing the scene graph. The real hardware almost
|
|
* certainly does something similar, although it probably does not use a stack
|
|
* for everything (for instance, display lists).
|
|
*
|
|
* If the OpenGL stack is pushed/popped as frequently as the node pointers, it
|
|
* will rapidly overflow. Therefore, it is only saved when necessary (while
|
|
* processing the first link in a culling node).
|
|
*
|
|
* Some games have been observed to create circular references in their display
|
|
* lists (a culling node at some point will call the same display list from
|
|
* which it was called). To handle this unusual situation, the stack machine
|
|
* function maintains a small "stack" of list pointers. To pop this stack,
|
|
* specially encoded pointers are pushed on the processing stack. It is assumed
|
|
* that no games use the upper nibble of the node pointers for anything.
|
|
*
|
|
* Problems
|
|
* --------
|
|
* For some reason, terminating early can corrupt the OpenGL stack, so I've
|
|
* added code to pop everything. It's still slower than the recursive method.
|
|
*/
|
|
void CRender3D::StackMachine(UINT32 nodeAddr)
|
|
{
|
|
unsigned listStackDepth = 0;
|
|
|
|
// Push this address on to the stack to begin the process
|
|
Push(nodeAddr,FALSE);
|
|
|
|
// Process the stack (keep popping until all finished)
|
|
while (stackTop > 0)
|
|
{
|
|
unsigned nodeType;
|
|
|
|
// Pop
|
|
nodeAddr = Pop();
|
|
|
|
// Check for our special "list stack" indicator
|
|
if ((nodeAddr&0x40000000))
|
|
{
|
|
listStackDepth--;
|
|
continue;
|
|
}
|
|
|
|
// Determine how to process this node
|
|
nodeType = (nodeAddr>>24)&0xFF; // extract type
|
|
nodeAddr &= 0x00FFFFFF; // extract the address itself
|
|
if (nodeAddr == 0) // ignore null links
|
|
continue;
|
|
switch (nodeType)
|
|
{
|
|
/*
|
|
* Unknown
|
|
*/
|
|
default:
|
|
//printf("ATTENTION: Unknown pointer format: %08X\n\n", nodeAddr);
|
|
break;
|
|
|
|
/*
|
|
* Model
|
|
*/
|
|
case 0x01:
|
|
case 0x03: // perhaps bit 1 is a flag?
|
|
if (DrawModel(nodeAddr&0x00FFFFFF))
|
|
goto PopAll;
|
|
break;
|
|
|
|
/*
|
|
* Display List
|
|
*
|
|
* Circular references in display lists are handled with a nasty hack
|
|
* here which abuses the processing stack by encoding a bit into the
|
|
* highest nibble of a pointer. Note that we may have to maintain an
|
|
* actual list stack in case more than a few nested lists are used
|
|
* without circular references (in that case, we would have to scan the
|
|
* list stack each time for duplicates). For now, we use the simple
|
|
* approach.
|
|
*/
|
|
case 0x04:
|
|
const UINT32 *list;
|
|
|
|
list = TranslateCullingAddress(nodeAddr);
|
|
if (NULL == list)
|
|
break;
|
|
|
|
// Push our special "list stack" indicator onto the stack, if there is room
|
|
if (listStackDepth > 4) // probably indicates a recursive list
|
|
break;
|
|
else
|
|
{
|
|
Push(0x40000000,NULL);
|
|
listStackDepth++;
|
|
}
|
|
|
|
// Push all list elements onto stack (they will be processed backwards)
|
|
for (int i = 0; ; i++)
|
|
{
|
|
nodeAddr = list[i]&0x00FFFFFF; // clear upper 8 bits to ensure this is processed as a culling node
|
|
if (nodeAddr==0) // we went too far, the display list has ended
|
|
break;
|
|
//if (((list[i]>>24)&0xFC) != 0)
|
|
// ErrorLog("Unrecognized pointer format in display list: %08X\n", list[i]);
|
|
if (!(list[i]&0x01000000)) // Fighting Vipers (this bit seems to indicate "do not process"
|
|
{
|
|
if ((nodeAddr != 0) && (nodeAddr != 0x800800))
|
|
Push(nodeAddr,FALSE); // don't need to save matrix (each culling node saves/restores matrix)
|
|
}
|
|
|
|
if ((list[i]&0x02000000)) // list terminator
|
|
break;
|
|
}
|
|
|
|
break;
|
|
|
|
/*
|
|
* Culling Node
|
|
*
|
|
* The current matrix stack must be saved when processing a culling
|
|
* node and restored after the first link is finished. Therefore,
|
|
* the only point at which the matrix needs to be saved is when pushing
|
|
* the second link onto the processing stack. In other words, the
|
|
* second link is more of a "JUMP" than a nested "CALL."
|
|
*/
|
|
case 0x00:
|
|
const UINT32 *node, *lodTable;
|
|
UINT32 matrixOffset, node1Ptr, node2Ptr;
|
|
float x, y, z;
|
|
|
|
// Get pointer
|
|
node = TranslateCullingAddress(nodeAddr);
|
|
if (NULL == node) // invalid address, ignore
|
|
break;
|
|
|
|
// 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];
|
|
|
|
// Push second link on stack (this also saves current matrix and will ensure it is restored)
|
|
Push(node2Ptr,TRUE);
|
|
|
|
// Apply matrix and translation, then process first link
|
|
if ((node[0x00]&0x10)) // apply translation vector
|
|
glTranslatef(x,y,z);
|
|
else if (matrixOffset) // multiply matrix, if specified
|
|
MultMatrix(matrixOffset);
|
|
|
|
if ((node[0x00]&0x08)) // 4-element LOD table
|
|
{
|
|
lodTable = TranslateCullingAddress(node1Ptr);
|
|
if (NULL != lodTable)
|
|
{
|
|
if ((node[0x03-offset]&0x20000000))
|
|
Push(lodTable[0]&0x00FFFFFF,FALSE); // process as culling node
|
|
else
|
|
{
|
|
if (DrawModel(lodTable[0]&0x00FFFFFF))
|
|
goto PopAll;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
Push(node1Ptr,FALSE);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
// Check for overflows and abort
|
|
if (stackOverflow)
|
|
{
|
|
ErrorLog("Stack overflow in scene database!");
|
|
return;
|
|
}
|
|
}
|
|
|
|
// Pop everything off the stack (ensures OpenGL matrix stack will be cleared)
|
|
PopAll:
|
|
while (stackTop > 0)
|
|
Pop();
|
|
}
|
|
|
|
// 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)
|
|
viewportX = xOffs + (GLint) ((float)vpX*xRatio);
|
|
viewportY = yOffs + (GLint) ((float)(384-(vpY+vpHeight))*yRatio);
|
|
viewportWidth = (GLint) ((float)vpWidth*xRatio);
|
|
viewportHeight = (GLint) ((float)vpHeight*yRatio);
|
|
glMatrixMode(GL_PROJECTION);
|
|
glLoadIdentity();
|
|
gluPerspective(fovYDegrees,(GLfloat)vpWidth/(GLfloat)vpHeight,0.1f,1e5);
|
|
|
|
// 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 stack machine to traverse display list
|
|
//ClearStack();
|
|
//StackMachine(nodeAddr);
|
|
|
|
// 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 map
|
|
glUseProgram(shaderProgram);
|
|
glBindTexture(GL_TEXTURE_2D, texID);
|
|
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);
|
|
glEnableVertexAttribArray(subTextureLoc);
|
|
glEnableVertexAttribArray(texParamsLoc);
|
|
glEnableVertexAttribArray(texFormatLoc);
|
|
glEnableVertexAttribArray(transLevelLoc);
|
|
glEnableVertexAttribArray(lightEnableLoc);
|
|
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);
|
|
}
|
|
|
|
// Disable VBO client states
|
|
glDisableVertexAttribArray(fogIntensityLoc);
|
|
glDisableVertexAttribArray(lightEnableLoc);
|
|
glDisableVertexAttribArray(transLevelLoc);
|
|
glDisableVertexAttribArray(texFormatLoc);
|
|
glDisableVertexAttribArray(texParamsLoc);
|
|
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)
|
|
{
|
|
// Allocate memory for texture buffer
|
|
textureBuffer = new(std::nothrow) GLfloat[512*512*4];
|
|
if (NULL == textureBuffer)
|
|
return ErrorLog("Insufficient memory for texture decode buffer.");
|
|
|
|
// Allocate memory for scene stack
|
|
stackSize = STACK_SIZE;
|
|
stack = new(std::nothrow) UINT32[STACK_SIZE];
|
|
if (NULL == stack)
|
|
return ErrorLog("Insufficient memory for scene stack.");
|
|
|
|
// Create texture map
|
|
glGetError(); // clear error flag
|
|
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
|
glGenTextures(1, &texID);
|
|
glActiveTexture(GL_TEXTURE0); // texture unit 0
|
|
glBindTexture(GL_TEXTURE_2D, texID);
|
|
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, 2048, 2048, 0, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, 0);
|
|
if (glGetError() != GL_NO_ERROR)
|
|
return ErrorLog("OpenGL was unable to provide a 2048x2048-texel texture map.");
|
|
|
|
// 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, 0x400000/4, 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;
|
|
|
|
// Load shaders
|
|
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;
|
|
if (OKAY != LoadShaderProgram(&shaderProgram,&vertexShader,&fragmentShader,vsFile,fsFile,vertexShaderSource,fragmentShaderSource))
|
|
return FAIL;
|
|
|
|
// Bind the texture to the "textureMap" uniform so fragment shader can access it
|
|
textureMapLoc = glGetUniformLocation(shaderProgram, "textureMap");
|
|
glUseProgram(shaderProgram); // bind program
|
|
glUniform1i(textureMapLoc,0); // attach it to texture unit 0
|
|
|
|
// Get location of the rest of the uniforms
|
|
modelViewMatrixLoc = glGetUniformLocation(shaderProgram,"modelViewMatrix");
|
|
projectionMatrixLoc = glGetUniformLocation(shaderProgram,"projectionMatrix");
|
|
lightingLoc = glGetUniformLocation(shaderProgram, "lighting");
|
|
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");
|
|
transLevelLoc = glGetAttribLocation(shaderProgram,"transLevel");
|
|
lightEnableLoc = glGetAttribLocation(shaderProgram,"lightEnable");
|
|
fogIntensityLoc = glGetAttribLocation(shaderProgram,"fogIntensity");
|
|
|
|
// 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;
|
|
stack = 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(1,&texID);
|
|
|
|
DestroyModelCache(&VROMCache);
|
|
DestroyModelCache(&PolyCache);
|
|
|
|
cullingRAMLo = NULL;
|
|
cullingRAMHi = NULL;
|
|
polyRAM = NULL;
|
|
vrom = NULL;
|
|
textureRAM = NULL;
|
|
|
|
if (textureBuffer != NULL)
|
|
delete [] textureBuffer;
|
|
textureBuffer = NULL;
|
|
|
|
if (stack != NULL)
|
|
delete [] stack;
|
|
stack = NULL;
|
|
|
|
DebugLog("Destroyed Render3D\n");
|
|
}
|