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https://github.com/RetroDECK/Supermodel.git
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c039d08c03
Late christmas present. Due to the way alpha works on the model3 adding regular anti-aliasing doesn't really work. Supersampling is very much a brute force solution, render the scene at a higher resolution and mipmap it. It's enabled via command line with the -ss option, for example -ss=4 for 4x supersampling or by adding Supersampling = 4 in the config file. Note non power of two values work as well, so 3 gives a very good balance between speed and quality. 8 will make your GPU bleed, since it is essentially rendering 64 pixels for every visible pixel on the screen.
31 lines
1,016 B
C++
31 lines
1,016 B
C++
#ifndef INCLUDED_IRENDER3D_H
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#define INCLUDED_IRENDER3D_H
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#include <cstdint>
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/*
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* IRender3D:
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*
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* Interface (abstract base class) for Real3D rendering engine.
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*/
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class IRender3D
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{
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public:
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virtual void RenderFrame(void) = 0;
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virtual void BeginFrame(void) = 0;
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virtual void EndFrame(void) = 0;
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virtual void UploadTextures(unsigned level, unsigned x, unsigned y, unsigned width, unsigned height) = 0;
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virtual void AttachMemory(const uint32_t *cullingRAMLoPtr, const uint32_t *cullingRAMHiPtr, const uint32_t *polyRAMPtr, const uint32_t *vromPtr, const uint16_t *textureRAMPtr) = 0;
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virtual void SetStepping(int stepping) = 0;
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virtual bool Init(unsigned xOffset, unsigned yOffset, unsigned xRes, unsigned yRes, unsigned totalXRes, unsigned totalYRes, unsigned aaTarget) = 0;
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virtual void SetSunClamp(bool enable) = 0;
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virtual void SetSignedShade(bool enable) = 0;
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virtual float GetLosValue(int layer) = 0;
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virtual ~IRender3D()
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{
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}
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};
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#endif // INCLUDED_IRENDER3D_H
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