mirror of
https://github.com/RetroDECK/Supermodel.git
synced 2024-11-22 22:05:38 +00:00
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.
603 lines
22 KiB
C++
603 lines
22 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.cpp
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*
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* Implementation of the CRender2D class: OpenGL tile generator graphics.
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*
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* To-Do List
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* ----------
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* - Is there a universal solution to the 'ROLLING START' scrolling bug (Scud
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* Race) and the scrolling text during Magical Truck Adventure's attract
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* mode? To fix Scud Race, either the stencil mask or the h-scroll value must
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* be shifted by 16 pixels. Magical Truck Adventure is similar but opposite.
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* Perhaps this is a function of timing registers accessed via JTAG?
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* - Is there a better way to handle the overscan regions in wide screen mode?
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* Is clearing two thin viewports better than one big clear?
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* - Are v-scroll values 9 or 10 bits? (Does it matter?) Lost World seems to
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* have some scrolling issues.
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* - A proper shut-down function is needed! OpenGL might not be available when
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* the destructor for this class is called.
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*
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* Tile Generator Hardware Overview
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* --------------------------------
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*
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* Model 3's medium resolution tile generator hardware appears to be derived
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* from the Model 2 and System 24 chipset, but is much simpler. It consists of
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* four 64x64 tile layers, comprised of 8x8 pixel tiles, with configurable
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* priorities. There may be additional features but so far, no known Model 3
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* games use them.
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*
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* VRAM is comprised of 1 MB for tile data and an additional 128 KB for the
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* palette (each color occupies 32 bits). The four tilemap layers are referred
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* to as: A (0), A' (1), B (2), and B' (3). Palette RAM may be located on a
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* separate RAM IC.
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*
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* Registers
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* ---------
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0xF1180020: -------- -------- -------- -------- ?
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-------- -------- x------- -------- Layer 3 bitdepth (0 = 8-bit, 1 = 4-bit)
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-------- -------- -x------ -------- Layer 2 bitdepth (0 = 8-bit, 1 = 4-bit)
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-------- -------- --x----- -------- Layer 1 bitdepth (0 = 8-bit, 1 = 4-bit)
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-------- -------- ---x---- -------- Layer 0 bitdepth (0 = 8-bit, 1 = 4-bit)
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-------- -------- ----x--- -------- Layer 3 priority (0 = below 3D, 1 = above 3D)
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-------- -------- -----x-- -------- Layer 2 priority (0 = below 3D, 1 = above 3D)
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-------- -------- ------x- -------- Layer 1 priority (0 = below 3D, 1 = above 3D)
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-------- -------- -------x -------- Layer 0 priority (0 = below 3D, 1 = above 3D)
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0xF1180040: Foreground layer color modulation
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-------- xxxxxxxx -------- -------- Red component
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-------- -------- xxxxxxxx -------- Green component
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-------- -------- -------- xxxxxxxx Blue component
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0xF1180044: Background layer color modulation
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-------- xxxxxxxx -------- -------- Red component
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-------- -------- xxxxxxxx -------- Green component
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-------- -------- -------- xxxxxxxx Blue component
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0xF1180060: x------- -------- -------- -------- Layer 0 enable
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-------x xxxxxxxx -------- -------- Layer 0 Y scroll position
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-------- -------- x------- -------- Layer 0 X line scroll enable
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-------- -------- -------x xxxxxxxx Layer 0 X scroll position
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0xF1180064: x------- -------- -------- -------- Layer 1 enable
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-------x xxxxxxxx -------- -------- Layer 1 Y scroll position
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-------- -------- x------- -------- Layer 1 X line scroll enable
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-------- -------- -------x xxxxxxxx Layer 1 X scroll position
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0xF1180068: x------- -------- -------- -------- Layer 2 enable
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-------x xxxxxxxx -------- -------- Layer 2 Y scroll position
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-------- -------- x------- -------- Layer 2 X line scroll enable
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-------- -------- -------x xxxxxxxx Layer 2 X scroll position
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0xF118006C: x------- -------- -------- -------- Layer 3 enable
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-------x xxxxxxxx -------- -------- Layer 3 Y scroll position
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-------- -------- x------- -------- Layer 3 X line scroll enable
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-------- -------- -------x xxxxxxxx Layer 3 X scroll position
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*
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* VRAM Memory Map
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* ---------------
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*
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* The lower 1 MB of VRAM is used for storing tiles, per-line horizontal scroll
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* values, and the stencil mask, which determines which of each pair of layers
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* is displayed on a given line and column.
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*
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* 00000-F5FFF Tile pattern data
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* F6000-F63FF Layer A horizontal scroll table (512 lines)
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* F6400-F67FF Layer A' horizontal scroll table
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* F6800-F6BFF Layer B horizontal scroll table
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* F6C00-F6FFF Layer B' horizontal scroll table
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* F7000-F77FF Mask table (assuming 4 bytes per line, 512 lines)
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* F7800-F7FFF ?
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* F8000-F9FFF Layer A name table
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* FA000-FBFFF Layer A' name table
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* FC000-FDFFF Layer B name table
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* FE000-FFFFF Layer B' name table
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*
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* Tiles may actually address the entire 1 MB space, although in practice,
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* that would conflict with the other fixed memory regions.
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*
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* Palette
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* -------
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*
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* The palette stores 32768 colors. Each entry is a little endian 32-bit word.
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* The upper 16 bits are unused and the lower 16 bits contain the color:
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*
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* 15 0
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* tbbb bbgg gggr rrrr
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*
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* The 't' bit is for transparency. When set, pixels of that color are
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* transparent, unless they are the bottom-most layer.
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*
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* Tile Name Table and Pattern Layout
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* ----------------------------------
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*
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* The name table is a 64x64 array of 16-bit words serving as indices for tile
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* pattern data and the palette. The first 64 words correspond to the first
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* row of tiles, the next 64 to the second row, etc. Although 64x64 entries
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* describes a 512x512 pixel screen, only the upper-left 62x48 tiles are
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* visible when the vertical and horizontal scroll values are 0. Scrolling
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* moves the 496x384 pixel 'window' around, with individual wrapping of the
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* two axes.
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*
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* The data is actually arranged in 32-bit chunks in little endian format, so
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* that tiles 0, 1, 2, and 3 will be stored as 1, 0, 3, 2. Fetching two name
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* table entries as a single 32-bit word places the left tile in the high 16
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* bits and the right tile in the low 16 bits.
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*
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* The format of a name table entry in 4-bit color mode is:
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*
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* 15 0
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* jkpp pppp pppp iiii
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*
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* The pattern index is '0ppp pppp pppi iiij'. Multiplying by 32 yields the
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* offset in VRAM at which the tile pattern data is stored. Note that the MSB
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* of the name table entry becomes the LSB of the pattern index. This allows
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* for 32768 4-bit tile patterns, each occupying 32 bytes, which means the
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* whole 1 MB VRAM space can be addressed.
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*
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* The 4-bit pattern data is stored as 8 32-bit words. Each word stores a row
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* of 8 pixels:
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*
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* 31 0
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* aaaa bbbb cccc dddd eeee ffff gggg hhhh
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*
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* 'a' is the left-most pixel data. These 4-bit values are combined with bits
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* from the name table to form a palette index, which determines the final
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* color. For example, for pixel 'a', the 15-bit color index is:
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*
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* 14 0
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* kpp pppp pppp aaaa
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*
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* Note that index bits are re-used to form the palette index, meaning that
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* the pattern address partly determines the color.
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*
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* In 8-bit color mode, the name table entry looks like:
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*
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* 15 0
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* ?ppp pppp iiii iiii
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*
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* The low 15 'p' and 'i' bits together form the pattern index, which must be
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* multiplied by 64 to get the offset. The pattern data now consists of 16 32-
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* bit words, each containing four 8-bit pixels:
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*
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* 31 0
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* aaaa aaaa bbbb bbbb cccc cccc dddd dddd
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*
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* 'a' is the left-most pixel. Each line is therefore comprised of two 32-bit
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* words. The palette index for pixel 'a' is now formed from:
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*
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* 14 0
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* ppp pppp aaaa aaaa
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*
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* Stencil Mask
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* ------------
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*
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* For any pixel position, there are in fact only two visible layers, despite
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* there being four defined layers. The layers are grouped in pairs: A (the
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* 'primary' layer) and A' (the 'alternate') form one pair, and B and B' form
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* the other. Only one of the primary or alternate layers from each group may
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* be visible at a given position. The 'stencil mask' controls this.
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*
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* The mask table is a bit field organized into 512 (or 384?) lines with each
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* bit controlling four columns (32 pixels). The mask does not appear to be
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* affected by scrolling -- that is, it does not scroll with the underlying
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* tiles, which do so independently. The mask remains fixed.
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*
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* Each mask entry is a little endian 32-bit word. The high 16 bits control
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* A/A' and the low 16 bits control B/B'. Each word controls an entire line
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* (32 pixels per bit, 512 pixels per 16-bit line mask, where the first 16
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* pixels are allocated to the overscan region.) If a bit is set to 1, the
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* pixel from the primary layer is used, otherwise the alternate layer is
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* used when the mask is 0. It is important to remember that the layers may
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* have been scrolled independently. The mask operates on the final resultant
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* two pixels that are determined for each location.
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*
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* Example of a line mask:
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*
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* 31 15 0
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* 0111 0000 0000 1111 0000 0000 1111 1111
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*
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* These settings would display layer A' for the first 32 pixels of the line,
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* followed by layer A for the next 96 pixels, A' for the subsequent 256
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* pixels, and A for the final 128 pixels. The first 256 pixels of the line
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* would display layer B' and the second 256 pixels would be from layer B.
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*
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* The stencil mask does not affect layer priorities, which are managed
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* separately regardless of mask settings.
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*
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* Scrolling
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* ---------
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*
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* Each of the four layers can be scrolled independently. Vertical scroll
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* values are stored in the appropriate scroll register and horizontal scroll
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* values can be sourced either from the register (in which case the entire
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* layer will be scrolled uniformly) or from a table in VRAM (which contains
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* independent values for each line).
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*
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* The scroll registers are laid out as:
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*
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* 31 0
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* e??? ???y yyyy yyyy h??? ??xx xxxx xxxx
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*
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* The 'e' bit enables the layer when set. The 'y' bits comprise a vertical
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* scroll value in pixels. The 'x' bits form a horizontal scroll value. If 'h'
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* is set, then the VRAM table (line-by-line scrolling) is used, otherwise the
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* 'x' values are applied to every line. It is also possible that the scroll
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* values use more or less bits, but probably no more than 1.
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*
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* Each line must be wrapped back to the beginning of the same line. Likewise,
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* vertical scrolling wraps around back to the top of the tilemap.
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*
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* The horizontal scroll table is a series of 16-bit little endian words, one
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* for each line beginning at 0. It appears all the values can be used for
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* scrolling (no control bits have been observed). The number of bits actually
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* used by the hardware is irrelevant -- wrapping has the effect of making
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* higher order bits unimportant.
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*
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* Layer Priorities
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* ----------------
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*
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* The layer control register (0x20) contains 4 bits that appear to control
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* layer priorities. It is assumed that the 3D graphics, output by the Real3D
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* pixel processors independently of the tile generator, constitute their own
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* 'layer' and that the 2D tilemaps appear in front or behind. There may be a
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* specific function for each priority bit or the field may be interpreted as a
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* single 4-bit value denoting preset layer orders.
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*
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* Color Offsets
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* -------------
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*
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* Color offsets can be applied to the final RGB color value of every pixel.
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* This is used for effects such as fading to a certain color, lightning (Lost
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* World), etc. The current best guess is that the two registers control each
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* pair (A/A' and B/B') of layers. The format appears to be:
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*
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* 31 0
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* ???? ???? rrrr rrrr gggg gggg bbbb bbbb
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*
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* Where 'r', 'g', and 'b' appear to be signed 8-bit color offsets. Because
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* they exceed the color resolution of the palette, they must be scaled
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* appropriately.
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*
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* Color offset registers are handled in TileGen.cpp. Two palettes are computed
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* -- one for A/A' and another for B/B'. These are passed to the renderer.
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*/
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#include "Render2D.h"
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#include "Supermodel.h"
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#include "Shader.h"
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#include "Shaders2D.h" // fragment and vertex shaders
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#include <cstring>
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#include <GL/glew.h>
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/******************************************************************************
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Frame Display Functions
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******************************************************************************/
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// Set up viewport and OpenGL state for 2D rendering (sets up blending function but disables blending)
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void CRender2D::Setup2D(bool isBottom)
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{
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // alpha of 1.0 is opaque, 0 is transparent
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// Disable Z-buffering
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glDisable(GL_DEPTH_TEST);
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// Clear everything if requested or just overscan areas for wide screen mode
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if (isBottom)
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{
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if (m_aaTarget) {
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glBindFramebuffer(GL_FRAMEBUFFER, m_aaTarget); // set target if needed
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}
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glClearColor(0.0, 0.0, 0.0, 0.0);
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glViewport (0, 0, m_totalXPixels, m_totalYPixels);
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glDisable (GL_SCISSOR_TEST); // scissor is enabled to fix the 2d/3d miss match problem
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glClear (GL_COLOR_BUFFER_BIT); // we want to clear outside the scissored areas so must disable it
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glEnable (GL_SCISSOR_TEST);
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if (m_aaTarget) {
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glBindFramebuffer(GL_FRAMEBUFFER, 0); // restore target if needed
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}
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}
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// Set up the viewport and orthogonal projection
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bool stretchBottom = m_config["WideBackground"].ValueAs<bool>() && isBottom;
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if (!stretchBottom)
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{
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glViewport(m_xOffset - m_correction, m_yOffset + m_correction, m_xPixels, m_yPixels); //Preserve aspect ratio of tile layer by constraining and centering viewport
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}
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}
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void CRender2D::DrawSurface(GLuint textureID)
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{
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if (m_aaTarget) {
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glBindFramebuffer(GL_FRAMEBUFFER, m_aaTarget); // set target if needed
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}
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m_shader.EnableShader();
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glEnable (GL_BLEND);
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glBindVertexArray (m_vao);
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glActiveTexture (GL_TEXTURE0); // texture unit 0
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glBindTexture (GL_TEXTURE_2D, textureID);
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glDrawArrays (GL_TRIANGLE_STRIP, 0, 4);
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glBindVertexArray (0);
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glDisable (GL_BLEND);
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m_shader.DisableShader();
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if (m_aaTarget) {
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glBindFramebuffer(GL_FRAMEBUFFER, 0); // restore target if needed
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}
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}
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float CRender2D::LineToPercentStart(int lineNumber)
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{
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return lineNumber / 384.0f;
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}
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float CRender2D::LineToPercentEnd(int lineNumber)
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{
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return (lineNumber + 1) / 384.0f;
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}
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void CRender2D::BeginFrame(void)
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{
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}
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void CRender2D::PreRenderFrame(void)
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{
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glDisable(GL_SCISSOR_TEST);
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glViewport(0, 0, 496, 384);
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m_shaderTileGen.EnableShader();
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glActiveTexture(GL_TEXTURE0); // texture unit 0
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glBindTexture(GL_TEXTURE_2D, m_vramTexID);
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 512, 512, GL_RED_INTEGER, GL_UNSIGNED_INT, m_vram);
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glActiveTexture(GL_TEXTURE1); // texture unit 1
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glBindTexture(GL_TEXTURE_2D, m_paletteTexID);
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 128, 256, GL_RED_INTEGER, GL_UNSIGNED_INT, m_vram + 0x40000);
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glActiveTexture(GL_TEXTURE0); // texture unit 1
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glUniform1uiv(m_shaderTileGen.uniformLocMap["regs"], 32, m_regs);
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glBindVertexArray(m_vao);
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m_fboBottom.Set();
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glClearColor(0, 0, 0, 0);
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glClear(GL_COLOR_BUFFER_BIT);
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glEnable(GL_BLEND);
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// render bottom layer
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for (int i = 4; i-- > 0;) {
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if (!IsEnabled(i)) {
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continue;
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}
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if (Above3D(i)) {
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continue;
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}
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glUniform1i(m_shaderTileGen.uniformLocMap["layerNumber"], i);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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}
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m_fboTop.Set();
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glClear(GL_COLOR_BUFFER_BIT);
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// render top layer
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for (int i = 4; i-- > 0;) {
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if (!IsEnabled(i)) {
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continue;
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}
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if (!Above3D(i)) {
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continue;
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}
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glUniform1i(m_shaderTileGen.uniformLocMap["layerNumber"], i);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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}
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glBindVertexArray(0);
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m_shaderTileGen.DisableShader();
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m_fboBottom.Disable();
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glDisable(GL_BLEND);
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}
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void CRender2D::RenderFrameBottom(void)
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{
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Setup2D(true);
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DrawSurface(m_fboBottom.GetTextureID());
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}
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void CRender2D::RenderFrameTop(void)
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{
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Setup2D(false);
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DrawSurface(m_fboTop.GetTextureID());
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}
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void CRender2D::EndFrame(void)
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{
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}
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/******************************************************************************
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Emulation Callbacks
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******************************************************************************/
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// Deprecated
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void CRender2D::WriteVRAM(unsigned addr, uint32_t data)
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{
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}
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/******************************************************************************
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Configuration, Initialization, and Shutdown
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******************************************************************************/
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void CRender2D::AttachRegisters(const uint32_t* regPtr)
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{
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m_regs = regPtr;
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DebugLog("Render2D attached registers\n");
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}
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|
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void CRender2D::AttachPalette(const uint32_t* palPtr[2])
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|
{
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m_palette[0] = palPtr[0];
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|
m_palette[1] = palPtr[1];
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|
DebugLog("Render2D attached palette\n");
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|
}
|
|
|
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void CRender2D::AttachVRAM(const uint8_t* vramPtr)
|
|
{
|
|
m_vram = (uint32_t*)vramPtr;
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|
DebugLog("Render2D attached VRAM\n");
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|
}
|
|
|
|
bool CRender2D::Init(unsigned xOffset, unsigned yOffset, unsigned xRes, unsigned yRes, unsigned totalXRes, unsigned totalYRes, unsigned aaTarget)
|
|
{
|
|
// Resolution
|
|
m_xPixels = xRes;
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|
m_yPixels = yRes;
|
|
m_xOffset = xOffset;
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|
m_yOffset = yOffset;
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|
m_totalXPixels = totalXRes;
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|
m_totalYPixels = totalYRes;
|
|
m_correction = (UINT32)(((yRes / 384.f) * 2) + 0.5f); // for some reason the 2d layer is 2 pixels off the 3D
|
|
m_aaTarget = aaTarget;
|
|
|
|
return OKAY;
|
|
}
|
|
|
|
CRender2D::CRender2D(const Util::Config::Node& config)
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|
: m_config(config),
|
|
m_vao(0),
|
|
m_vram(nullptr),
|
|
m_palette{nullptr},
|
|
m_regs(nullptr)
|
|
{
|
|
DebugLog("Built Render2D\n");
|
|
|
|
m_shader.LoadShaders(s_vertexShaderSource, s_fragmentShaderSource);
|
|
m_shader.GetUniformLocationMap("tex1");
|
|
m_shader.EnableShader();
|
|
|
|
// update uniform memory
|
|
glUniform1i(m_shader.uniformLocMap["tex1"], 0); // texture unit zero
|
|
|
|
m_shader.DisableShader();
|
|
|
|
m_shaderTileGen.LoadShaders(s_vertexShaderTileGen, s_fragmentShaderTileGen);
|
|
m_shaderTileGen.GetUniformLocationMap("vram");
|
|
m_shaderTileGen.GetUniformLocationMap("palette");
|
|
m_shaderTileGen.GetUniformLocationMap("regs");
|
|
m_shaderTileGen.GetUniformLocationMap("layerNumber");
|
|
m_shaderTileGen.GetUniformLocationMap("lineStart");
|
|
m_shaderTileGen.GetUniformLocationMap("lineEnd");
|
|
|
|
m_shaderTileGen.EnableShader();
|
|
|
|
glUniform1i(m_shaderTileGen.uniformLocMap["vram"], 0); // texture unit 0
|
|
glUniform1i(m_shaderTileGen.uniformLocMap["palette"], 1); // texture unit 1
|
|
glUniform1f(m_shaderTileGen.uniformLocMap["lineStart"], LineToPercentStart(0));
|
|
glUniform1f(m_shaderTileGen.uniformLocMap["lineEnd"], LineToPercentEnd(383));
|
|
|
|
m_shaderTileGen.DisableShader();
|
|
|
|
glGenVertexArrays(1, &m_vao);
|
|
glBindVertexArray(m_vao);
|
|
// no states needed since we do it in the shader
|
|
glBindVertexArray(0);
|
|
|
|
glGenTextures(1, &m_vramTexID);
|
|
glBindTexture(GL_TEXTURE_2D, m_vramTexID);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_R32UI, 512, 512, 0, GL_RED_INTEGER, GL_UNSIGNED_INT, nullptr);
|
|
|
|
glGenTextures(1, &m_paletteTexID);
|
|
glBindTexture(GL_TEXTURE_2D, m_paletteTexID);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_R32UI, 128, 256, 0, GL_RED_INTEGER, GL_UNSIGNED_INT, nullptr);
|
|
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
|
|
m_fboBottom.Create(496, 384);
|
|
m_fboTop.Create(496, 384);
|
|
}
|
|
|
|
CRender2D::~CRender2D(void)
|
|
{
|
|
m_shader.UnloadShaders();
|
|
m_shaderTileGen.UnloadShaders();
|
|
|
|
if (m_vramTexID) {
|
|
glDeleteTextures(1, &m_vramTexID);
|
|
m_vramTexID = 0;
|
|
}
|
|
|
|
if (m_paletteTexID) {
|
|
glDeleteTextures(1, &m_paletteTexID);
|
|
m_paletteTexID = 0;
|
|
}
|
|
|
|
if (m_vao) {
|
|
glDeleteVertexArrays(1, &m_vao);
|
|
m_vao = 0;
|
|
}
|
|
|
|
m_fboBottom.Destroy();
|
|
m_fboTop.Destroy();
|
|
|
|
m_vram = nullptr;
|
|
|
|
DebugLog("Destroyed Render2D\n");
|
|
}
|
|
|
|
bool CRender2D::IsEnabled(int layerNumber)
|
|
{
|
|
return (m_regs[0x60 / 4 + layerNumber] & 0x80000000) > 0;
|
|
}
|
|
|
|
bool CRender2D::Above3D(int layerNumber)
|
|
{
|
|
return (m_regs[0x20 / 4] >> (8 + layerNumber)) & 0x1;
|
|
}
|