mirror of
https://github.com/RetroDECK/Supermodel.git
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1296 lines
55 KiB
C++
1296 lines
55 KiB
C++
/**
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** Supermodel
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** A Sega Model 3 Arcade Emulator.
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** Copyright 2011-2016 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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* Models.cpp
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*
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* Model parsing, caching, and drawing.
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*
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* Polygon header bits:
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*
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* 31 30 29 28 27 26 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
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* +---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+
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* 0 | S | S | S | S | S | S | CW| ID| ID| ID| ID| ID| ID| ID| ID| ID| ID| ID| ID| ID| ID| ID|DS1|DS2| SE|TYP|PNT|SMO|LNK|LNK|LNK|LNK|
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* +---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+
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* 1 | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X |EDG|TAS|FIX|DBL|SMT|END|COL|LOS|
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* +---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+
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* 2 | Y | Y | Y | Y | Y | Y | Y | Y | Y | Y | Y | Y | Y | Y | Y | Y | Y | Y | Y | Y | Y | Y | Y | Y |MTX|MTX|MTX|MTE|MLD|MLD|TXM|TYM|
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* +---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+
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* 3 | Z | Z | Z | Z | Z | Z | Z | Z | Z | Z | Z | Z | Z | Z | Z | Z | Z | Z | Z | Z | Z | Z | Z | Z |TXS|TYS|TXW|TXW|TXW|TXH|TXH|TXH|
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* +---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+
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* 4 |S/R|S/R|S/R|S/R|S/R|S/R|S/R|S/R|S/G|S/G|S/G|S/G|I/G|I/G|I/G|I/G|I/B|I/B|I/B|I/B|I/B|I/B|I/B|I/B|MAP| TP|TX?| TX| TX| TX| TX| TX|
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* +---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+
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* 5 |TNP|TNP|TNP|TNP|TNP|TNP|TNP|TNP|TNP|TNP|TNP|TNP|TNP|TNP|TNP|TNP|TNP|TNP|TNP|TNP|TNP|TNP|TNP|TNP| TX|TY?|TY?| TY| TY| TY| TY| TY|
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* +---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+
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* 6 |TRN|MOF|MOF|MOF|MOF|MOF|MOF|MOF|OPQ| TL| TL| TL| TL| TL|PAT|LUM|FOG|FOG|FOG|FOG|FOG|TEN|TFM|TFM|TFM|SHI|SHI|HIP|LAY|TLM|TLM|TLM|
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* +---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+
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*
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* S Specular Specular coefficient
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* CW Clockwise Clockwise data
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* ID Node Identifier A numerical identifier that increments for each polygon in the model
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* DS1 Discard 1 Indicates polygon is invalid and must be discarded
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* DS2 Discard 2 Indicates polygon is invalid and must be discarded
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* SE Enable specular Enable specular lighting
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* TYP Vertex Count (Type) 0 = Triangle, 1 = Quad
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* PNT Polygon is Points ?
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* SMO Smoothing ?
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* LNK Link Strip link information
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* X Normal X Lighting normal X component (2.22 fixed-point)
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* Y Normal Y
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* Z Normal Z
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* EDG Edge On Translucency ?
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* TAS Texture Address Scale Texture coordinate format: 0 = 13.3 unsigned fixed-point, 1 = unsigned 16 bits
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* FIX Fixed Shading 0 = Vertex normals are present, 1 = Vertex normal X contains fixed shading intensity
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* DBL Double-sided 0 = Single-sided polygon, 1 = Double-sided
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* SMT Smooth Shading 0 = Flat shading (use polygon normal), 1 = Smooth shading (use vertex normals)
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* END Last polygon 1 = Last polygon in model
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* COL Actual Color Polygon color format: 0 = Color table index (S, I), 1 = RGB
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* LOS No LOS Return ?
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* MTX Microtexture Map Select
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* MTE Microtexture Enable 0 = No microtexture, 1 = Microtexture enabled
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* MLD Microtexture Min LOD ?
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* TXM X Mirror Texture repeat mode: 0 = Wrap, 1 = Mirror
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* TYM Y Mirror
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* TXS X Wrap Smoothing 0 = No wrap smoothing, 1 = Affects texture sampling across wrapped boundary
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* TYS Y Wrap Smoothing
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* TXW Map Size X Texture map size: 000 = 32, 001 = 64, 010 = 128, 011 = 256, 100 = 512
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* TXH Map Size Y
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* S Sensor color index Color table index when using sensor colors (unknown how to enable)
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* I Color index Color table index for non-sensor color mode
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* R Red
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* G Green
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* B Blue
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* MAP Translator Map Select ?
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* TP Even Bank Select Texture page: 0 = First 2048x1024 page, 1 = Second page
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* TX Texture X Texture X position within page in units of 32 pixels
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* TY Texture Y Texture Y position within page in units of 32 pixels
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* TNP Texture NP ?
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* TRN Contour Texture Enable 0 = No transparency, 1 = Process A1RGB5 pixels with A set as transparent (note: affects other alpha formats, too)
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* MOF Translator Map Offset ?
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* OPQ Opaque 0 = Polygon is translucent (32 levels of transparency), 1 = Polygon is opaque
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* TL Transparency Level 32 levels of transparency
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* PAT Tanslucency Pattern Select
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* LUM Luminous Feature 0 = Lighting enabled, 1 = Lighting disabled (luminous)
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* FOG Light Modifier Effect of fog on luminous polygons (0 = full fog effect, 31 = no fog)
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* TEN Enable Texture Modulation 0 = Do not texture, 1 = Texture
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* TFM Texture Mode Texture format
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* SHI Shininess
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* HIP High Priority 1 = High priority polygon (drawn on top of all polygons in viewport w/out Z testing?)
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* LAY Layered Polygon 1 = Layered polygon (some sort of stencil processing)
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* TLM Translucency Mode ?
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*
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* TO-DO List:
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* -----------
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* - More should be predecoded into the polygon structures, so that things like
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* texture base coordinates are not re-decoded in two different places!
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*/
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#include <cmath>
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#include <cstring>
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#include "Supermodel.h"
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#include "Legacy3D.h"
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#ifdef DEBUG
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extern int g_testPolyHeaderIdx;
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extern uint32_t g_testPolyHeaderMask;
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#endif
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namespace Legacy3D {
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/******************************************************************************
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Definitions and Constants
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******************************************************************************/
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/*
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* VBO Vertex Layout
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*
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* All vertex information is stored in an array of GLfloats. Offset and size
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* information is defined here for now.
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*/
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#define VBO_VERTEX_OFFSET_X 0 // vertex X
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#define VBO_VERTEX_OFFSET_Y 1 // vertex Y
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#define VBO_VERTEX_OFFSET_Z 2 // vertex Z
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#define VBO_VERTEX_OFFSET_NX 3 // normal X
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#define VBO_VERTEX_OFFSET_NY 4 // normal Y
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#define VBO_VERTEX_OFFSET_NZ 5 // normal Z
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#define VBO_VERTEX_OFFSET_R 6 // color (untextured polys) and material (textured polys) R
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#define VBO_VERTEX_OFFSET_G 7 // color and material G
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#define VBO_VERTEX_OFFSET_B 8 // color and material B
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#define VBO_VERTEX_OFFSET_TRANSLUCENCE 9 // translucence level (0.0 fully transparent, 1.0 opaque)
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#define VBO_VERTEX_OFFSET_LIGHTENABLE 10 // lighting enabled (0.0 luminous, 1.0 light enabled)
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#define VBO_VERTEX_OFFSET_SPECULAR 11 // specular coefficient (0.0 if disabled)
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#define VBO_VERTEX_OFFSET_SHININESS 12 // shininess (specular power)
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#define VBO_VERTEX_OFFSET_FOGINTENSITY 13 // fog intensity (0.0 no fog applied, 1.0 all fog applied)
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#define VBO_VERTEX_OFFSET_U 14 // texture U coordinate (in texels, relative to sub-texture)
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#define VBO_VERTEX_OFFSET_V 15 // texture V coordinate
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#define VBO_VERTEX_OFFSET_TEXTURE_X 16 // sub-texture parameters, X (position in overall texture map, in texels)
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#define VBO_VERTEX_OFFSET_TEXTURE_Y 17 // "" Y ""
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#define VBO_VERTEX_OFFSET_TEXTURE_W 18 // sub-texture parameters, width of texture in texels
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#define VBO_VERTEX_OFFSET_TEXTURE_H 19 // "" height of texture in texels
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#define VBO_VERTEX_OFFSET_TEXPARAMS_EN 20 // texture parameter: ==1 texturing enabled, ==0 disabled (per-polygon)
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#define VBO_VERTEX_OFFSET_TEXPARAMS_TRANS 21 // texture parameter: >=0 use transparency bit, <0 no transparency (per-polygon)
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#define VBO_VERTEX_OFFSET_TEXPARAMS_UWRAP 22 // texture parameters: U wrap mode: ==1 mirrored repeat, ==0 normal repeat
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#define VBO_VERTEX_OFFSET_TEXPARAMS_VWRAP 23 // "" V wrap mode ""
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#define VBO_VERTEX_OFFSET_TEXFORMAT 24 // texture format 0-7 (also ==0 indicates contour texture - see also texParams.trans)
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#define VBO_VERTEX_OFFSET_TEXMAP 25 // texture map number
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#define VBO_VERTEX_SIZE 26 // total size (may include padding for alignment)
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/******************************************************************************
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Math Routines
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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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static void CrossProd(GLfloat out[3], const GLfloat a[3], const GLfloat b[3])
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{
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out[0] = a[1]*b[2]-a[2]*b[1];
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out[1] = a[2]*b[0]-a[0]*b[2];
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out[2] = a[0]*b[1]-a[1]*b[0];
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}
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// 3x3 matrix used (upper-left of m[])
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static void MultMat3Vec3(GLfloat out[3], const GLfloat m[4*4], const GLfloat v[3])
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{
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out[0] = m[CMINDEX(0,0)]*v[0]+m[CMINDEX(0,1)]*v[1]+m[CMINDEX(0,2)]*v[2];
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out[1] = m[CMINDEX(1,0)]*v[0]+m[CMINDEX(1,1)]*v[1]+m[CMINDEX(1,2)]*v[2];
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out[2] = m[CMINDEX(2,0)]*v[0]+m[CMINDEX(2,1)]*v[1]+m[CMINDEX(2,2)]*v[2];
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}
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static GLfloat Sign(GLfloat x)
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{
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if (x > 0.0f)
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return 1.0f;
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else if (x < 0.0f)
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return -1.0f;
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return 0.0f;
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}
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// Inverts and transposes a 3x3 matrix (upper-left of the 4x4), returning a
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// 4x4 matrix with the extra components undefined (do not use them!)
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static void InvertTransposeMat3(GLfloat out[4*4], GLfloat m[4*4])
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{
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GLfloat invDet;
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GLfloat a00 = m[CMINDEX(0,0)], a01 = m[CMINDEX(0,1)], a02 = m[CMINDEX(0,2)];
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GLfloat a10 = m[CMINDEX(1,0)], a11 = m[CMINDEX(1,1)], a12 = m[CMINDEX(1,2)];
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GLfloat a20 = m[CMINDEX(2,0)], a21 = m[CMINDEX(2,1)], a22 = m[CMINDEX(2,2)];
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invDet = 1.0f/(a00*(a22*a11-a21*a12)-a10*(a22*a01-a21*a02)+a20*(a12*a01-a11*a02));
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out[CMINDEX(0,0)] = invDet*(a22*a11-a21*a12); out[CMINDEX(1,0)] = invDet*(-(a22*a01-a21*a02)); out[CMINDEX(2,0)] = invDet*(a12*a01-a11*a02);
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out[CMINDEX(0,1)] = invDet*(-(a22*a10-a20*a12)); out[CMINDEX(1,1)] = invDet*(a22*a00-a20*a02); out[CMINDEX(2,1)] = invDet*(-(a12*a00-a10*a02));
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out[CMINDEX(0,2)] = invDet*(a21*a10-a20*a11); out[CMINDEX(1,2)] = invDet*(-(a21*a00-a20*a01)); out[CMINDEX(2,2)] = invDet*(a11*a00-a10*a01);
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}
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/*
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static void PrintMatrix(GLfloat m[4*4])
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{
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for (int i = 0; i < 3; i++)
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{
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for (int j = 0; j < 3; j++)
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printf("%g\t", m[CMINDEX(i,j)]);
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printf("\n");
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}
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}
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*/
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/******************************************************************************
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Display Lists
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Every instance of a model encountered in the scene database during rendering
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is stored in the display list along with its current transformation matrices
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and other state information. Display lists are bound to model caches for
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performance: only one VBO has to be bound for an entire display list.
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Binding display lists to model caches may cause priority problems among
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alpha polygons. Therefore, it may be necessary in the future to decouple them.
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******************************************************************************/
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// Draws the display list
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void CLegacy3D::DrawDisplayList(ModelCache *Cache, POLY_STATE state)
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{
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// Bind and activate VBO (pointers activate currently bound VBO)
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glBindBuffer(GL_ARRAY_BUFFER, Cache->vboID);
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glVertexPointer(3, GL_FLOAT, VBO_VERTEX_SIZE*sizeof(GLfloat), (GLvoid *) (VBO_VERTEX_OFFSET_X*sizeof(GLfloat)));
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glNormalPointer(GL_FLOAT, VBO_VERTEX_SIZE*sizeof(GLfloat), (GLvoid *) (VBO_VERTEX_OFFSET_NX*sizeof(GLfloat)));
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glTexCoordPointer(2, GL_FLOAT, VBO_VERTEX_SIZE*sizeof(GLfloat), (GLvoid *) (VBO_VERTEX_OFFSET_U*sizeof(GLfloat)));
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glColorPointer(3, GL_FLOAT, VBO_VERTEX_SIZE*sizeof(GLfloat), (GLvoid *) (VBO_VERTEX_OFFSET_R*sizeof(GLfloat)));
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if (subTextureLoc != -1) glVertexAttribPointer(subTextureLoc, 4, GL_FLOAT, GL_FALSE, VBO_VERTEX_SIZE*sizeof(GLfloat), (GLvoid *) (VBO_VERTEX_OFFSET_TEXTURE_X*sizeof(GLfloat)));
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if (texParamsLoc != -1) glVertexAttribPointer(texParamsLoc, 4, GL_FLOAT, GL_FALSE, VBO_VERTEX_SIZE*sizeof(GLfloat), (GLvoid *) (VBO_VERTEX_OFFSET_TEXPARAMS_EN*sizeof(GLfloat)));
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if (texFormatLoc != -1) glVertexAttribPointer(texFormatLoc, 1, GL_FLOAT, GL_FALSE, VBO_VERTEX_SIZE*sizeof(GLfloat), (GLvoid *) (VBO_VERTEX_OFFSET_TEXFORMAT*sizeof(GLfloat)));
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if (texMapLoc != -1) glVertexAttribPointer(texMapLoc, 1, GL_FLOAT, GL_FALSE, VBO_VERTEX_SIZE*sizeof(GLfloat), (GLvoid *) (VBO_VERTEX_OFFSET_TEXMAP*sizeof(GLfloat)));
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if (transLevelLoc != -1) glVertexAttribPointer(transLevelLoc, 1, GL_FLOAT, GL_FALSE, VBO_VERTEX_SIZE*sizeof(GLfloat), (GLvoid *) (VBO_VERTEX_OFFSET_TRANSLUCENCE*sizeof(GLfloat)));
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if (lightEnableLoc != -1) glVertexAttribPointer(lightEnableLoc, 1, GL_FLOAT, GL_FALSE, VBO_VERTEX_SIZE*sizeof(GLfloat), (GLvoid *) (VBO_VERTEX_OFFSET_LIGHTENABLE*sizeof(GLfloat)));
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if (shininessLoc != -1) glVertexAttribPointer(shininessLoc, 1, GL_FLOAT, GL_FALSE, VBO_VERTEX_SIZE*sizeof(GLfloat), (GLvoid *) (VBO_VERTEX_OFFSET_SHININESS*sizeof(GLfloat)));
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if (specularLoc != -1) glVertexAttribPointer(specularLoc, 1, GL_FLOAT, GL_FALSE, VBO_VERTEX_SIZE*sizeof(GLfloat), (GLvoid *) (VBO_VERTEX_OFFSET_SPECULAR*sizeof(GLfloat)));
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if (fogIntensityLoc != -1) glVertexAttribPointer(fogIntensityLoc, 1, GL_FLOAT, GL_FALSE, VBO_VERTEX_SIZE*sizeof(GLfloat), (GLvoid *) (VBO_VERTEX_OFFSET_FOGINTENSITY*sizeof(GLfloat)));
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// Set up state
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if (state == POLY_STATE_ALPHA)
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{
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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}
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else
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{
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glDisable(GL_BLEND);
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}
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bool stencilEnabled = false;
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glDisable(GL_STENCIL_TEST);
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// Draw if there are items in the list
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const DisplayList *D = Cache->ListHead[state];
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while (D != NULL)
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{
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if (D->isViewport)
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{
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if (D->next != NULL) // if nothing follows, no point in doing this
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{
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if (!D->next->isViewport)
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{
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if (lightingLoc != -1) glUniform3fv(lightingLoc, 2, D->Data.Viewport.lightingParams);
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if (projectionMatrixLoc != -1) glUniformMatrix4fv(projectionMatrixLoc, 1, GL_FALSE, D->Data.Viewport.projectionMatrix);
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glFogf(GL_FOG_DENSITY, D->Data.Viewport.fogParams[3]);
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glFogf(GL_FOG_START, D->Data.Viewport.fogParams[4]);
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glFogfv(GL_FOG_COLOR, &(D->Data.Viewport.fogParams[0]));
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if (spotEllipseLoc != -1) glUniform4fv(spotEllipseLoc, 1, D->Data.Viewport.spotEllipse);
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if (spotRangeLoc != -1) glUniform2fv(spotRangeLoc, 1, D->Data.Viewport.spotRange);
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if (spotColorLoc != -1) glUniform3fv(spotColorLoc, 1, D->Data.Viewport.spotColor);
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glViewport(D->Data.Viewport.x, D->Data.Viewport.y, D->Data.Viewport.width, D->Data.Viewport.height);
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}
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}
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}
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else
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{
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const DisplayList::ModelInstance &Model = D->Data.Model;
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if (stencilEnabled != Model.useStencil)
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{
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if (Model.useStencil)
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glEnable(GL_STENCIL_TEST);
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else
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glDisable(GL_STENCIL_TEST);
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stencilEnabled = Model.useStencil;
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}
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if (Model.frontFace == -GL_CW)
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{
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// No backface culling (all normals have lost their Z component)
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glDisable(GL_CULL_FACE);
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}
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else
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{
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// Use appropriate winding convention
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GLint frontFace;
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glGetIntegerv(GL_FRONT_FACE, &frontFace);
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if (frontFace != Model.frontFace)
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glFrontFace(Model.frontFace);
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}
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if (modelViewMatrixLoc != -1)
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glUniformMatrix4fv(modelViewMatrixLoc, 1, GL_FALSE, Model.modelViewMatrix);
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glDrawArrays(GL_TRIANGLES, Model.index, Model.numVerts);
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if (Model.frontFace == -GL_CW)
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glEnable(GL_CULL_FACE);
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}
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D = D->next;
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}
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}
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// Appends an instance of a model or viewport to the display list, copying over the required state information
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bool CLegacy3D::AppendDisplayList(ModelCache *Cache, bool isViewport, const struct VBORef *Model)
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{
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if ((Cache->listSize+2) > Cache->maxListSize) // a model may have 2 states (viewports are added to both display lists)
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return FAIL;
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//return ErrorLog("Display list is full.");
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// Insert states into the display list
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size_t lm = 0;
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for (size_t i = 0; i < 2; i++)
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{
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if (isViewport)
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{
|
|
// Get index for new display list item and advance to next one
|
|
lm = Cache->listSize++;
|
|
|
|
// Viewport parameters
|
|
Cache->List[lm].Data.Viewport.x = viewportX;
|
|
Cache->List[lm].Data.Viewport.y = viewportY;
|
|
Cache->List[lm].Data.Viewport.width = viewportWidth;
|
|
Cache->List[lm].Data.Viewport.height = viewportHeight;
|
|
|
|
// Copy over lighting and fog state
|
|
memcpy(Cache->List[lm].Data.Viewport.lightingParams, lightingParams, sizeof(lightingParams));
|
|
memcpy(Cache->List[lm].Data.Viewport.fogParams, fogParams, sizeof(fogParams));
|
|
memcpy(Cache->List[lm].Data.Viewport.spotEllipse, spotEllipse, sizeof(spotEllipse));
|
|
memcpy(Cache->List[lm].Data.Viewport.spotRange, spotRange, sizeof(spotRange));
|
|
memcpy(Cache->List[lm].Data.Viewport.spotColor, spotColor, sizeof(spotColor));
|
|
|
|
// Copy projection matrix
|
|
glGetFloatv(GL_PROJECTION_MATRIX, Cache->List[lm].Data.Viewport.projectionMatrix);
|
|
}
|
|
else if (Model->numVerts[i] > 0) // vertices exist for this state
|
|
{
|
|
// Get index for new display list item and advance to next one
|
|
lm = Cache->listSize++;
|
|
|
|
// Point to VBO for current model and state
|
|
Cache->List[lm].Data.Model.index = Model->index[i];
|
|
Cache->List[lm].Data.Model.numVerts = Model->numVerts[i];
|
|
|
|
// Misc. parameters
|
|
Cache->List[lm].Data.Model.useStencil = Model->useStencil;
|
|
|
|
// Copy modelview matrix
|
|
glGetFloatv(GL_MODELVIEW_MATRIX, Cache->List[lm].Data.Model.modelViewMatrix);
|
|
|
|
/*
|
|
* Determining if winding was reversed (but not polygon normal):
|
|
*
|
|
* Real3D performs backface culling in view space based on the
|
|
* polygon normal unlike OpenGL, which uses the computed normal
|
|
* from the edges (in screen space) of the polygon. Consequently,
|
|
* it is possible to create a matrix that mirrors an axis without
|
|
* rotating the normal, which in turn flips the polygon winding and
|
|
* makes it invisible in OpenGL but not on Real3D, because the
|
|
* normal is still facing the right way.
|
|
*
|
|
* To detect such a situation, we create a fictitious polygon with
|
|
* edges X = [1 0 0] and Y = [0 1 0], with normal Z = [0 0 1]. We
|
|
* rotate the edges by the matrix then compute a normal P, which is
|
|
* what OpenGL would use for culling. We transform the normal Z by
|
|
* the normal matrix (normals are special and must be multiplied by
|
|
* Transpose(Inverse(M)), not M). If the Z components of P and the
|
|
* transformed Z vector have opposite signs, the OpenGL winding
|
|
* mode must be switched in order to draw correctly. The X axis may
|
|
* have been flipped, for example, changing the winding mode while
|
|
* leaving the polygon normal unaffected. OpenGL would erroneously
|
|
* discard these polygons, so we flip the winding convention,
|
|
* ensuring they are drawn correctly.
|
|
*
|
|
* We have to adjust the Z vector (fictitious normal) by the sign
|
|
* of the Z axis specified by the coordinate system matrix (#0).
|
|
* This is described further in InsertPolygon(), where the vertices
|
|
* are ordered in clockwise fashion.
|
|
*/
|
|
static const GLfloat x[3] = { 1.0f, 0.0f, 0.0f };
|
|
static const GLfloat y[3] = { 0.0f, 1.0f, 0.0f };
|
|
const GLfloat z[3] = { 0.0f, 0.0f, -1.0f*matrixBasePtr[0x5] };
|
|
GLfloat m[4*4];
|
|
GLfloat xT[3], yT[3], zT[3], pT[3];
|
|
|
|
InvertTransposeMat3(m,Cache->List[lm].Data.Model.modelViewMatrix);
|
|
MultMat3Vec3(xT,Cache->List[lm].Data.Model.modelViewMatrix,x);
|
|
MultMat3Vec3(yT,Cache->List[lm].Data.Model.modelViewMatrix,y);
|
|
MultMat3Vec3(zT,m,z);
|
|
CrossProd(pT,xT,yT);
|
|
|
|
float s = Sign(zT[2]*pT[2]);
|
|
if (s < 0.0f)
|
|
Cache->List[lm].Data.Model.frontFace = GL_CCW;
|
|
else if (s > 0.0f)
|
|
Cache->List[lm].Data.Model.frontFace = GL_CW;
|
|
else
|
|
Cache->List[lm].Data.Model.frontFace = -GL_CW;
|
|
}
|
|
else // nothing to do, continue loop
|
|
continue;
|
|
|
|
// Update list pointers and set list node type
|
|
Cache->List[lm].isViewport = isViewport;
|
|
Cache->List[lm].next = NULL; // current end of list
|
|
if (Cache->ListHead[i] == NULL)
|
|
{
|
|
Cache->ListHead[i] = &(Cache->List[lm]);
|
|
Cache->ListTail[i] = Cache->ListHead[i];
|
|
}
|
|
else
|
|
{
|
|
Cache->ListTail[i]->next = &(Cache->List[lm]);
|
|
Cache->ListTail[i] = &(Cache->List[lm]);
|
|
}
|
|
}
|
|
|
|
return OKAY;
|
|
}
|
|
|
|
// Clears the display list in preparation for a new frame
|
|
void CLegacy3D::ClearDisplayList(ModelCache *Cache)
|
|
{
|
|
Cache->listSize = 0;
|
|
for (size_t i = 0; i < 2; i++)
|
|
{
|
|
Cache->ListHead[i] = NULL;
|
|
Cache->ListTail[i] = NULL;
|
|
}
|
|
}
|
|
|
|
|
|
/******************************************************************************
|
|
Model Caching
|
|
|
|
Note that as vertices are inserted into the appropriate local vertex buffer
|
|
(sorted by polygon state -- alpha and normal), the VBO index is advanced to
|
|
reserve space and does not correspond to the actual position of each vertex.
|
|
Vertices are copied in batches sorted by state when the model is complete.
|
|
******************************************************************************/
|
|
|
|
int CLegacy3D::GetTextureBaseX(const Poly *P) const
|
|
{
|
|
int x = 32 * (((P->header[4] & 0x7F) << 1) | ((P->header[5] >> 7) & 1));
|
|
return (x + m_textureOffset.x) & 2047;
|
|
}
|
|
|
|
int CLegacy3D::GetTextureBaseY(const Poly *P) const
|
|
{
|
|
int y = 32 * (P->header[5] & 0x7F);
|
|
int bank = (P->header[4] & 0x40) << 4;
|
|
return ((y + m_textureOffset.y) & 1023) + (bank ^ m_textureOffset.switchBank);
|
|
}
|
|
|
|
// Inserts a vertex into the local vertex buffer, incrementing both the local and VBO pointers. The normal is scaled by normFlip.
|
|
void CLegacy3D::InsertVertex(ModelCache *Cache, const Vertex *V, const Poly *P, float normFlip)
|
|
{
|
|
// Texture selection
|
|
unsigned texEnable = P->header[6]&0x400;
|
|
unsigned texFormat = (P->header[6]>>7)&7;
|
|
GLfloat texWidth = (GLfloat) (32<<((P->header[3]>>3)&7));
|
|
GLfloat texHeight = (GLfloat) (32<<((P->header[3]>>0)&7));
|
|
TexSheet *texSheet = fmtToTexSheet[texFormat]; // get X, Y offset of texture sheet within texture map
|
|
GLfloat texBaseX = (GLfloat)(texSheet->xOffset + GetTextureBaseX(P));
|
|
GLfloat texBaseY = (GLfloat)(texSheet->yOffset + GetTextureBaseY(P));
|
|
|
|
/*
|
|
* Lighting and Color Modulation:
|
|
*
|
|
* It appears that there is a modulate bit which causes the polygon color
|
|
* to be multiplied by texel colors. However, if polygons are luminous,
|
|
* this appears to be disabled (not quite correct yet, though).
|
|
*
|
|
* Color Table
|
|
* -----------
|
|
* 1. Color table base is definitely at 0x400 for most games.
|
|
* 2. There are two color indexes in header[4]. One between bits 31-20 and
|
|
* the other between bits 19-8. Sometimes they are set the same, sometimes
|
|
* they differ by 1. They must either be selectable or apply to different
|
|
* sides of the polygon. Indexed colors appear to be enabled by
|
|
* !(header[1]&2).
|
|
* 3. Bits 19-8 are needed to make Daytona 2 lights blink. They also seem to
|
|
* work well for Scud Race.
|
|
* 4. Two bits, header[4]&0x80 and header[3]&0x80, seem to affect color
|
|
* modulation (multiplication of RGB or indexed color value by texels).
|
|
* header[4] works best in Sega Rally 2 but header[3] works a bit better
|
|
* elsewhere.
|
|
* 5. !(header[4]&0x80) is sufficient to get blinking lights to work in
|
|
* Daytona and also fixes shadows under the overpass (spiral turn) on the
|
|
* expert course. But, it makes the waterfalls on Scud's medium course too
|
|
* dark. The waterfalls have !(header[1]&2), which seems to indicate they
|
|
* use indexed colors, but they are too dark when used. header[3]&0x80 is
|
|
* 0, which if interpreted as modulation off, makes waterfalls appear
|
|
* correctly. If !(header[4]&0x80) is used instead, it is enabled, and
|
|
* modulation fails. Blinking lights in Scud Race (medium, expert courses)
|
|
* seem to work with both.
|
|
* 6. Forcing modulation to be enabled in color index mode does not seem to
|
|
* work because of the Scud Race waterfalls (they seem to dislike being
|
|
* modulated).
|
|
* 7. A possibly important test case, in addition to waterfalls, are the red
|
|
* traffic cones at the start of the Desert course in Sega Rally 2's
|
|
* championship mode. When !header[4]&0x80 is used, colors are mostly
|
|
* correct, but cones are too dark. Need to investigate further.
|
|
*/
|
|
|
|
unsigned lightEnable = !(P->header[6]&0x00010000);
|
|
|
|
// Material color
|
|
GLfloat r = 1.0;
|
|
GLfloat g = 1.0;
|
|
GLfloat b = 1.0;
|
|
if ((P->header[1]&2) == 0)
|
|
{
|
|
//size_t sensorColorIdx = ((P->header[4]>>20)&0xFFF);
|
|
size_t colorIdx = ((P->header[4]>>8)&0xFFF);
|
|
b = (GLfloat) (polyRAM[m_colorTableAddr+colorIdx]&0xFF) * (1.0f/255.0f);
|
|
g = (GLfloat) ((polyRAM[m_colorTableAddr+colorIdx]>>8)&0xFF) * (1.0f/255.0f);
|
|
r = (GLfloat) ((polyRAM[m_colorTableAddr+colorIdx]>>16)&0xFF) * (1.0f/255.0f);
|
|
}
|
|
else
|
|
{
|
|
r = (GLfloat) (P->header[4]>>24) * (1.0f/255.0f);
|
|
g = (GLfloat) ((P->header[4]>>16)&0xFF) * (1.0f/255.0f);
|
|
b = (GLfloat) ((P->header[4]>>8)&0xFF) * (1.0f/255.0f);
|
|
}
|
|
|
|
/*
|
|
* These observations are somewhat out of date now that we know the polygon
|
|
* header layout from the Pro-1000 SDK. However, there are some important
|
|
* regressions to keep an eye out for.
|
|
*
|
|
* Color Modulation Observations
|
|
* -----------------------------
|
|
*
|
|
* Scud Race:
|
|
* - Skybox, airport terminal, aquarium tunnel: lighting disabled, textures enabled, RGB colors.
|
|
* - Waterfalls: lighting disabled, textures enabled, palettized colors.
|
|
* - Traffic lights: lighting disabled, textures enabled, palettized colors.
|
|
*
|
|
* Daytona 2:
|
|
* - Skybox, right (but not left) barrier under overpass on freeway spiral
|
|
* ramp: lighting disabled, textures enabled, RGB colors.
|
|
* - Traffic lights (course start): lighting disabled, textures enabled, palettized colors.
|
|
* - Traffic lights (expert course in city): lighting disabled, textures enabled, RGB colors.
|
|
* - MODULATION FOR TEXTURED POLYGONS ALWAYS WORKS (no discernable case where it should be
|
|
* disabled).
|
|
*
|
|
* Sega Rally 2:
|
|
* - Selection menu: lighting disabled, textures enabled, RGB colors -- MODULATION REQUIRED.
|
|
* - Skybox, trees: lighting disabled, textures enabled, RGB colors.
|
|
* - Cones: lighting enabled, textures disabled, RGB colors.
|
|
* - MODULATE=!(header[4]&0x80) WORKS
|
|
*
|
|
* Star Wars Trilogy:
|
|
* - HUD elements, lightsabers: lighting disabled, textures disabled, RGB colors.
|
|
*
|
|
* LA Machineguns:
|
|
* - Some (but not all!) scenery: lighting disabled.
|
|
* - Some scenergy: textures disabled.
|
|
* - Street (Last Vegas): palettized colors.
|
|
* - STREET MUST BE MODULATED, MOST SCENERY DOES NOT (MODULATE=!(header[4]&0x80) WORKS)
|
|
*
|
|
* Evidence seems to support the existence of a modulation setting that can
|
|
* enable/disable modulation. No single bit that works for all games has been
|
|
* identified but the best candidate is:
|
|
*
|
|
* modulate = !(header[4]&0x80) Step 2.x
|
|
* modulate = header[3]&0x80 Step 1.x
|
|
*
|
|
* But unfortunately, this still fails on most Scud Race geometry. It only
|
|
* works for waterfalls. Totem poles and other items which lack lighting,
|
|
* fail. Perhaps on Step 1.x, disabling lighting automatically disables
|
|
* modulation? For now, we use this as a hack.
|
|
*
|
|
* BUGS:
|
|
* - Fighting Vipers 2 shadows are not black anymore.
|
|
* - More to follow...
|
|
*/
|
|
|
|
// Shading bits
|
|
int fixedShading = (P->header[1] & 0x20);
|
|
int smoothShading = (P->header[1] & 0x08);
|
|
|
|
// Color modulation here means multiplication of texel by polygon color
|
|
int modulate = true;
|
|
|
|
// Source of normal vector depends on shading mode
|
|
float nx = 0.0f;
|
|
float ny = 0.0f;
|
|
float nz = 0.0f;
|
|
|
|
float intensity = 1.0f;
|
|
|
|
// Lighting/shading modes
|
|
if (lightEnable)
|
|
{
|
|
if (smoothShading)
|
|
{
|
|
// Vertex normals present: smooth shading only. Fixed shading never
|
|
// observed to be enabled with light and smooth shading in any game.
|
|
nx = V->n[0];
|
|
ny = V->n[1];
|
|
nz = V->n[2];
|
|
modulate = true;
|
|
}
|
|
else
|
|
{
|
|
// Vertex normals absent: fixed or flat shading only
|
|
if (fixedShading)
|
|
{
|
|
// LA Machineguns Vegas street pulsating color effect requires modulation
|
|
intensity = V->intensity;
|
|
lightEnable = 0; // this breaks Yosemite level of LA Machineguns but fixes Scud castle
|
|
modulate = true;
|
|
}
|
|
else
|
|
{
|
|
// Flat shading occurs rarely. It can be observed in LA Machineguns (LA
|
|
// mission, parking lot). A fixed shading intensity seems to be provided
|
|
// but is presumably unused.
|
|
nx = P->n[0];
|
|
ny = P->n[1];
|
|
nz = P->n[2];
|
|
modulate = true;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Here things get tricky...
|
|
if (smoothShading)
|
|
{
|
|
/*
|
|
* Vertex normals don't matter because lighting is disabled.
|
|
* So does the smooth shading bit convey any meaning?
|
|
*
|
|
* Cases of interest:
|
|
*
|
|
* - Sega Rally 2: menu has lightEnable = 0, smoothShading = 1,
|
|
* fixedShading = 0. Color modulation must occur.
|
|
* - LA Machineguns: this setting occurs for enemy blue flames and
|
|
* flashing missile warheads. Only the latter require modulation. Blue
|
|
* flames look wrong if either fixed shading or modulation is applied.
|
|
* However, this is inconclusive because these and most other polygons
|
|
* in the game have the "translator map" feature enabled. Perhaps this
|
|
* compensates somehow?
|
|
* - LA Machineguns is the primary reason for disabling modulation
|
|
* whenever tranlator map is enabled.
|
|
*/
|
|
modulate = true;
|
|
}
|
|
else
|
|
{
|
|
if (fixedShading)
|
|
{
|
|
/*
|
|
* Fixed intensities are sometimes observed in the normal area (e.g.,
|
|
* normal=0x3f,0,0, which cannot be a vertex normal because magnitude <
|
|
* 1) but often, all three components are just 0, indicating that fixed
|
|
* shading is indeed unused here.
|
|
*
|
|
* This is one of the most problematic settings:
|
|
*
|
|
* - Scud Race waterfalls, totem poles (near waterfalls at check-
|
|
* point), orange guard rail lamps, sky, and beginner level tunnels
|
|
* all look correct with color modulation disabled. Fixed shading
|
|
* and polygon color values are simply too dark and there does not
|
|
* appear to be a plausible combination of the two that works.
|
|
* - Scud Race blinking traffic signals, blue arrow signs at entrance
|
|
* to Colosseum, all expect modulation to be on. Palette vs. RGB
|
|
* polygon color seems to make no difference.
|
|
*/
|
|
modulate = true;
|
|
}
|
|
else
|
|
{
|
|
/*
|
|
* No vertex normals or intensity. Almost never happens. Only a single,
|
|
* untextured HUD triangle uses this mode in Scud Race.
|
|
*/
|
|
modulate = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Translator map probably affects shading. Used extensively in LA
|
|
// Machineguns. Here, we disable it to fix that game, otherwise polygon
|
|
// colors and modulation make everything too dark.
|
|
// TODO: search for translator map by looking for 128*4 byte block xfers? May
|
|
// be in VROM, though...
|
|
if ((P->header[4] & 0x80))
|
|
modulate = false;
|
|
|
|
// Untextured polygons always use polygon color. Make sure we pass it to
|
|
// shader!
|
|
if (!texEnable)
|
|
modulate = true;
|
|
|
|
// This removes the effect of polygon color
|
|
if (!modulate)
|
|
{
|
|
r = 1.0f;
|
|
g = 1.0f;
|
|
b = 1.0f;
|
|
}
|
|
|
|
// Assemble final shading color and intensity
|
|
r *= intensity;
|
|
g *= intensity;
|
|
b *= intensity;
|
|
|
|
// Specular shininess
|
|
GLfloat specularCoefficient = (GLfloat) ((P->header[0]>>26) & 0x3F) * (1.0f/63.0f);
|
|
int shinyBits = (P->header[6] >> 5) & 3;
|
|
float shininess = std::exp2f(1 + shinyBits);
|
|
if (!(P->header[0]&0x80)) //|| (shininess == 0)) // bit 0x80 seems to enable specular lighting
|
|
{
|
|
specularCoefficient = 0.; // disable
|
|
shininess = -1;
|
|
}
|
|
|
|
// Determine whether polygon is translucent
|
|
GLfloat translucence = (GLfloat) ((P->header[6]>>18)&0x1F) * (1.0f/31.0f);
|
|
if ((P->header[6]&0x00800000)) // if set, polygon is opaque
|
|
translucence = 1.0f;
|
|
|
|
// Fog intensity (apparently used for both luminous and shaded polygons)
|
|
GLfloat fogIntensity = (GLfloat) ((P->header[6]>>11)&0x1F) * (1.0f/15.0f); // only 4 bits seem to actually be used?
|
|
|
|
/*
|
|
* Contour processing. Any alpha value sufficiently close to 0 seems to
|
|
* cause pixels to be discarded entirely on Model 3 (no modification of the
|
|
* depth buffer). Strictly speaking, only T1RGB5 format textures are
|
|
* "contour textures" (in Real3D lingo), we enable contour processing for
|
|
* alpha blended texture formats as well in order to discard fully
|
|
* transparent pixels.
|
|
*/
|
|
GLfloat contourProcessing = -1.0f;
|
|
if ((P->header[6]&0x80000000) || (texFormat==7) || // contour processing enabled or RGBA4 texture
|
|
((texFormat==1) && (P->header[6]&2)) || // A4L4 interleaved (these formats are not being interpreted correctly, see Scud Race clock tower)
|
|
((texFormat==3) && (P->header[6]&4))) // A4L4 interleaved
|
|
contourProcessing = 1.0f;
|
|
|
|
#ifdef DEBUG
|
|
if (m_debugHighlightPolyHeaderIdx >= 0 || m_debugHighlightAll)
|
|
{
|
|
if ((P->header[m_debugHighlightPolyHeaderIdx] & m_debugHighlightPolyHeaderMask) || m_debugHighlightAll)
|
|
{
|
|
r = 0.;
|
|
g = 1.;
|
|
b = 0.;
|
|
lightEnable = 0;
|
|
texEnable = 0;
|
|
contourProcessing = 0.;
|
|
fogIntensity = 0.;
|
|
translucence = 1.;
|
|
shininess = -1;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
// Store to local vertex buffer
|
|
size_t s = P->state;
|
|
size_t baseIdx = Cache->curVertIdx[s]*VBO_VERTEX_SIZE;
|
|
|
|
Cache->verts[s][baseIdx + VBO_VERTEX_OFFSET_X] = V->x;
|
|
Cache->verts[s][baseIdx + VBO_VERTEX_OFFSET_Y] = V->y;
|
|
Cache->verts[s][baseIdx + VBO_VERTEX_OFFSET_Z] = V->z;
|
|
Cache->verts[s][baseIdx + VBO_VERTEX_OFFSET_R] = r;
|
|
Cache->verts[s][baseIdx + VBO_VERTEX_OFFSET_G] = g;
|
|
Cache->verts[s][baseIdx + VBO_VERTEX_OFFSET_B] = b;
|
|
Cache->verts[s][baseIdx + VBO_VERTEX_OFFSET_TRANSLUCENCE] = translucence;
|
|
Cache->verts[s][baseIdx + VBO_VERTEX_OFFSET_LIGHTENABLE] = lightEnable ? 1.0f : 0.0f;
|
|
Cache->verts[s][baseIdx + VBO_VERTEX_OFFSET_SPECULAR] = specularCoefficient;
|
|
Cache->verts[s][baseIdx + VBO_VERTEX_OFFSET_SHININESS] = (GLfloat) shininess;
|
|
Cache->verts[s][baseIdx + VBO_VERTEX_OFFSET_FOGINTENSITY] = fogIntensity;
|
|
|
|
Cache->verts[s][baseIdx + VBO_VERTEX_OFFSET_NX] = fixedShading ? 0.f : nx*normFlip;
|
|
Cache->verts[s][baseIdx + VBO_VERTEX_OFFSET_NY] = fixedShading ? 0.f : ny*normFlip;
|
|
Cache->verts[s][baseIdx + VBO_VERTEX_OFFSET_NZ] = fixedShading ? 0.f : nz*normFlip;
|
|
|
|
Cache->verts[s][baseIdx + VBO_VERTEX_OFFSET_U] = V->u;
|
|
Cache->verts[s][baseIdx + VBO_VERTEX_OFFSET_V] = V->v;
|
|
Cache->verts[s][baseIdx + VBO_VERTEX_OFFSET_TEXTURE_X] = texBaseX;
|
|
Cache->verts[s][baseIdx + VBO_VERTEX_OFFSET_TEXTURE_Y] = texBaseY;
|
|
Cache->verts[s][baseIdx + VBO_VERTEX_OFFSET_TEXTURE_W] = texWidth;
|
|
Cache->verts[s][baseIdx + VBO_VERTEX_OFFSET_TEXTURE_H] = texHeight;
|
|
Cache->verts[s][baseIdx + VBO_VERTEX_OFFSET_TEXPARAMS_EN] = texEnable ? 1.0f : 0.0f;
|
|
Cache->verts[s][baseIdx + VBO_VERTEX_OFFSET_TEXPARAMS_TRANS] = contourProcessing;
|
|
Cache->verts[s][baseIdx + VBO_VERTEX_OFFSET_TEXPARAMS_UWRAP] = (P->header[2]&2) ? 1.0f : 0.0f;
|
|
Cache->verts[s][baseIdx + VBO_VERTEX_OFFSET_TEXPARAMS_VWRAP] = (P->header[2]&1) ? 1.0f : 0.0f;
|
|
Cache->verts[s][baseIdx + VBO_VERTEX_OFFSET_TEXFORMAT] = (float)texFormat;
|
|
Cache->verts[s][baseIdx + VBO_VERTEX_OFFSET_TEXMAP] = (float)texSheet->mapNum;
|
|
|
|
Cache->curVertIdx[s]++;
|
|
Cache->vboCurOffset += VBO_VERTEX_SIZE*sizeof(GLfloat);
|
|
}
|
|
|
|
bool CLegacy3D::InsertPolygon(ModelCache *Cache, const Poly *P)
|
|
{
|
|
// Bounds testing: up to 12 triangles will be inserted (worst case: double sided quad is 6 triangles)
|
|
if ((Cache->curVertIdx[P->state]+6*2) >= Cache->maxVertIdx)
|
|
return ErrorLocalVertexOverflow(); // local buffers are not expected to overflow
|
|
if ((Cache->vboCurOffset+6*2*VBO_VERTEX_SIZE*sizeof(GLfloat)) >= Cache->vboMaxOffset)
|
|
return FAIL; // this just indicates we may need to re-cache
|
|
|
|
// Is the polygon double sided?
|
|
bool doubleSided = (P->header[1]&0x10) ? true : false;
|
|
|
|
/*
|
|
* Determine polygon winding by taking cross product of vectors formed from
|
|
* 3 polygon vertices (the middle one being the origin). In reality, back-
|
|
* face culling is determined by the polygon normal and two-sided polygons
|
|
* exist. This is just a temporary hack.
|
|
*
|
|
* If the cross product points the same way as the normal, the winding is
|
|
* clockwise and can be kept, otherwise it must be reversed.
|
|
*
|
|
* NOTE: This assumes that the Model 3 base coordinate system's Z axis
|
|
* (into the screen) is -1, like OpenGL. For some games (eg., Lost World),
|
|
* this is not the case. Assuming games consistently use the same type of
|
|
* coordinate system matrix, it seems that inverting the whole dot product
|
|
* when Z is positive helps. I don't understand exactly why... but it has
|
|
* to do with using the correct Z convention to identify a vector pointing
|
|
* toward or away from the screen.
|
|
*/
|
|
GLfloat v1[3];
|
|
GLfloat v2[3];
|
|
GLfloat n[3];
|
|
v1[0] = P->Vert[0].x-P->Vert[1].x;
|
|
v1[1] = P->Vert[0].y-P->Vert[1].y;
|
|
v1[2] = P->Vert[0].z-P->Vert[1].z;
|
|
v2[0] = P->Vert[2].x-P->Vert[1].x;
|
|
v2[1] = P->Vert[2].y-P->Vert[1].y;
|
|
v2[2] = P->Vert[2].z-P->Vert[1].z;
|
|
CrossProd(n,v1,v2);
|
|
|
|
GLfloat normZFlip = -1.0f*matrixBasePtr[0x5]; // coordinate system m13 component
|
|
|
|
if (normZFlip*(n[0]*P->n[0]+n[1]*P->n[1]+n[2]*P->n[2]) >= 0.0) // clockwise winding confirmed
|
|
{
|
|
// Store the first triangle
|
|
for (int i = 0; i < 3; i++)
|
|
{
|
|
InsertVertex(Cache, &(P->Vert[i]), P, 1.0f);
|
|
}
|
|
|
|
if (doubleSided) // store backside as counter-clockwise
|
|
{
|
|
for (int i = 2; i >=0; i--)
|
|
{
|
|
InsertVertex(Cache, &(P->Vert[i]), P, -1.0f);
|
|
}
|
|
}
|
|
|
|
// If quad, second triangle will just be vertices 1, 3, 4
|
|
if (P->numVerts == 4)
|
|
{
|
|
InsertVertex(Cache, &(P->Vert[0]), P, 1.0f);
|
|
InsertVertex(Cache, &(P->Vert[2]), P, 1.0f);
|
|
InsertVertex(Cache, &(P->Vert[3]), P, 1.0f);
|
|
|
|
if (doubleSided)
|
|
{
|
|
InsertVertex(Cache, &(P->Vert[0]), P, -1.0f);
|
|
InsertVertex(Cache, &(P->Vert[3]), P, -1.0f);
|
|
InsertVertex(Cache, &(P->Vert[2]), P, -1.0f);
|
|
}
|
|
}
|
|
}
|
|
else // counterclockwise winding, reverse it
|
|
{
|
|
for (int i = 2; i >=0; i--)
|
|
{
|
|
InsertVertex(Cache, &(P->Vert[i]), P, 1.0f);
|
|
}
|
|
|
|
if (doubleSided) // store backside as clockwise
|
|
{
|
|
for (int i = 0; i < 3; i++)
|
|
{
|
|
InsertVertex(Cache, &(P->Vert[i]), P, -1.0f);
|
|
}
|
|
}
|
|
|
|
if (P->numVerts == 4)
|
|
{
|
|
InsertVertex(Cache, &(P->Vert[0]), P, 1.0f);
|
|
InsertVertex(Cache, &(P->Vert[3]), P, 1.0f);
|
|
InsertVertex(Cache, &(P->Vert[2]), P, 1.0f);
|
|
|
|
if (doubleSided)
|
|
{
|
|
InsertVertex(Cache, &(P->Vert[0]), P, -1.0f);
|
|
InsertVertex(Cache, &(P->Vert[2]), P, -1.0f);
|
|
InsertVertex(Cache, &(P->Vert[3]), P, -1.0f);
|
|
}
|
|
}
|
|
}
|
|
|
|
return OKAY;
|
|
}
|
|
|
|
// Begins caching a new model by resetting to the start of the local vertex buffer
|
|
struct VBORef *CLegacy3D::BeginModel(ModelCache *Cache)
|
|
{
|
|
size_t m = Cache->numModels;
|
|
|
|
// Determine whether we've exceeded the model cache limits (caller will have to recache)
|
|
if (m >= Cache->maxModels)
|
|
{
|
|
//ErrorLog("Too many %s models.", Cache->dynamic?"dynamic":"static");
|
|
return NULL;
|
|
}
|
|
|
|
struct VBORef *Model = &(Cache->Models[m]);
|
|
|
|
// Reset to the beginning of the local vertex buffer
|
|
for (size_t i = 0; i < 2; i++)
|
|
Cache->curVertIdx[i] = 0;
|
|
|
|
// Clear the VBO reference to 0 and clear texture references
|
|
Model->Clear();
|
|
|
|
// Record starting index of first opaque polygon in VBO (alpha poly index will be re-set in EndModel())
|
|
Model->index[POLY_STATE_NORMAL] = Cache->vboCurOffset/(VBO_VERTEX_SIZE*sizeof(GLfloat));
|
|
Model->index[POLY_STATE_ALPHA] = Model->index[POLY_STATE_NORMAL];
|
|
|
|
return Model;
|
|
}
|
|
|
|
// Uploads all vertices from the local vertex buffer to the VBO, sets up the VBO reference, updates the LUT
|
|
void CLegacy3D::EndModel(ModelCache *Cache, struct VBORef *Model, int lutIdx, UINT16 textureOffsetState, bool useStencil)
|
|
{
|
|
int m = Cache->numModels++;
|
|
|
|
// Record the number of vertices, completing the VBORef
|
|
for (size_t i = 0; i < 2; i++)
|
|
Model->numVerts[i] = Cache->curVertIdx[i];
|
|
|
|
// First alpha polygon immediately follows the normal polygons
|
|
Model->index[POLY_STATE_ALPHA] = Model->index[POLY_STATE_NORMAL] + Model->numVerts[POLY_STATE_NORMAL];
|
|
|
|
// Upload from local vertex buffer to real VBO
|
|
glBindBuffer(GL_ARRAY_BUFFER, Cache->vboID);
|
|
if (Model->numVerts[POLY_STATE_NORMAL] > 0)
|
|
glBufferSubData(GL_ARRAY_BUFFER, Model->index[POLY_STATE_NORMAL]*VBO_VERTEX_SIZE*sizeof(GLfloat), Cache->curVertIdx[POLY_STATE_NORMAL]*VBO_VERTEX_SIZE*sizeof(GLfloat), Cache->verts[POLY_STATE_NORMAL]);
|
|
if (Model->numVerts[POLY_STATE_ALPHA] > 0)
|
|
glBufferSubData(GL_ARRAY_BUFFER, Model->index[POLY_STATE_ALPHA]*VBO_VERTEX_SIZE*sizeof(GLfloat), Cache->curVertIdx[POLY_STATE_ALPHA]*VBO_VERTEX_SIZE*sizeof(GLfloat), Cache->verts[POLY_STATE_ALPHA]);
|
|
|
|
// Record LUT index in the model VBORef
|
|
Model->lutIdx = lutIdx;
|
|
|
|
// Texture offset of this model state
|
|
Model->textureOffsetState = textureOffsetState;
|
|
|
|
// Should we use stencil?
|
|
Model->useStencil = useStencil;
|
|
|
|
// Update the LUT and link up to any existing model that already exists here
|
|
if (Cache->lut[lutIdx] >= 0) // another texture offset state already cached
|
|
Model->nextTextureOffsetState = &(Cache->Models[Cache->lut[lutIdx]]);
|
|
Cache->lut[lutIdx] = m;
|
|
}
|
|
|
|
/*
|
|
* CacheModel():
|
|
*
|
|
* Decodes and caches a complete model. Returns NULL if any sort of overflow in
|
|
* the cache occurred. In this case, the model cache should be cleared before
|
|
* being used again because an incomplete model will be stored, wasting vertex
|
|
* buffer space.
|
|
*
|
|
* A pointer to the VBO reference for the cached model is returned when
|
|
* successful.
|
|
*/
|
|
|
|
struct VBORef *CLegacy3D::CacheModel(ModelCache *Cache, int lutIdx, UINT16 textureOffsetState, const UINT32 *data)
|
|
{
|
|
if (data == NULL)
|
|
return NULL;
|
|
|
|
// Start constructing a new model
|
|
struct VBORef *Model = BeginModel(Cache);
|
|
if (NULL == Model)
|
|
return NULL; // too many models!
|
|
|
|
// Cache all polygons
|
|
Vertex Prev[4]; // previous vertices
|
|
int numPolys = 0;
|
|
bool useStencil = true;
|
|
bool done = false;
|
|
while (!done)
|
|
{
|
|
// Set current header pointer (header is 7 words)
|
|
Poly P; // current polygon
|
|
P.header = data;
|
|
data += 7; // data will now point to first vertex
|
|
if (P.header[6]==0)
|
|
break;
|
|
|
|
// Sega Rally 2: dust trails often have polygons with seemingly invalid
|
|
// vertices (very large values or 0). Ignoring polygons with these bits set
|
|
// seems to fix the problem. Perhaps these polygons exist for alignment
|
|
// purposes or are another type of entity altogether?
|
|
bool validPoly = (P.header[0] & 0x300) != 0x300;
|
|
|
|
// Obtain basic polygon parameters
|
|
done = (P.header[1] & 4) > 0; // last polygon?
|
|
P.numVerts = (P.header[0]&0x40)?4:3;
|
|
|
|
// Texture data
|
|
int texEnable = P.header[6]&0x400;
|
|
int texFormat = (P.header[6]>>7)&7;
|
|
int texWidth = (32<<((P.header[3]>>3)&7));
|
|
int texHeight = (32<<((P.header[3]>>0)&7));
|
|
int texBaseX = GetTextureBaseX(&P);
|
|
int texBaseY = GetTextureBaseY(&P);
|
|
GLfloat uvScale = (P.header[1]&0x40)?1.0f:(1.0f/8.0f);
|
|
|
|
// Determine whether this is an alpha polygon (TODO: when testing textures, test if texturing enabled? Might not matter)
|
|
int isTranslucent = (P.header[6] & 0x00800000) == 0;
|
|
if (isTranslucent ||
|
|
(texFormat==7) || // RGBA4 texture
|
|
(texFormat==4)) // A4L4 texture
|
|
P.state = POLY_STATE_ALPHA;
|
|
else
|
|
P.state = POLY_STATE_NORMAL;
|
|
if (texFormat==1) // A4L4 interleaved
|
|
{
|
|
if ((P.header[6]&2))
|
|
P.state = POLY_STATE_ALPHA;
|
|
else
|
|
P.state = POLY_STATE_NORMAL;
|
|
}
|
|
if (texFormat==3) // A4L4 interleaved
|
|
{
|
|
if ((P.header[6]&4))
|
|
P.state = POLY_STATE_ALPHA;
|
|
else
|
|
P.state = POLY_STATE_NORMAL;
|
|
}
|
|
|
|
// Layered polygons are implemented with a stencil buffer. Here, we also
|
|
// include a hack to detect likely shadow polygons. When not implemented as
|
|
// layered polygons, games use translucent polygons (which on the actual
|
|
// hardware are implemented with stipple) without texturing or lighting.
|
|
// Usually they are also black with the annoying exception of Spikeout.
|
|
// TODO: If this hack is too permissive and breaks anything, we should make
|
|
// it a config option.
|
|
int isLayered = P.header[6] & 0x8;
|
|
int isLightDisabled = P.header[6] & 0x00010000;
|
|
bool isProbablyShadow = isLightDisabled && isTranslucent && !texEnable;
|
|
useStencil &= (isLayered || isProbablyShadow);
|
|
|
|
// Decode the texture
|
|
if (texEnable)
|
|
{
|
|
// If model cache is static, record texture reference in model cache entry for later decoding.
|
|
// If cache is dynamic, or if it's not possible to record the texture reference (due to lack of
|
|
// memory) then decode the texture now.
|
|
if (Cache->dynamic || !Model->texRefs.AddRef(texFormat, texBaseX, texBaseY, texWidth, texHeight))
|
|
DecodeTexture(texFormat, texBaseX, texBaseY, texWidth, texHeight);
|
|
}
|
|
|
|
// Polygon normal is in upper 24 bits: sign + 1.22 fixed point
|
|
P.n[0] = (GLfloat) (((INT32)P.header[1])>>8) * (1.0f/4194304.0f);
|
|
P.n[1] = (GLfloat) (((INT32)P.header[2])>>8) * (1.0f/4194304.0f);
|
|
P.n[2] = (GLfloat) (((INT32)P.header[3])>>8) * (1.0f/4194304.0f);
|
|
|
|
// Fetch reused vertices according to bitfield, then new verts
|
|
size_t j = 0;
|
|
size_t vmask = 1;
|
|
for (size_t i = 0; i < 4; i++) // up to 4 reused vertices
|
|
{
|
|
if ((P.header[0x00]&vmask))
|
|
{
|
|
P.Vert[j] = Prev[i];
|
|
++j;
|
|
}
|
|
vmask <<= 1;
|
|
}
|
|
|
|
for (; j < P.numVerts; j++) // remaining vertices are new and defined here
|
|
{
|
|
// Fetch vertices
|
|
UINT32 ix = data[0];
|
|
UINT32 iy = data[1];
|
|
UINT32 iz = data[2];
|
|
UINT32 it = data[3];
|
|
|
|
// Decode vertices
|
|
P.Vert[j].x = (GLfloat) (((INT32)ix)>>8) * vertexFactor;
|
|
P.Vert[j].y = (GLfloat) (((INT32)iy)>>8) * vertexFactor;
|
|
P.Vert[j].z = (GLfloat) (((INT32)iz)>>8) * vertexFactor;
|
|
P.Vert[j].n[0] = (GLfloat)(INT8)(ix&0xFF);
|
|
P.Vert[j].n[1] = (GLfloat)(INT8)(iy&0xFF);
|
|
P.Vert[j].n[2] = (GLfloat)(INT8)(iz&0xFF);
|
|
P.Vert[j].u = (GLfloat) ((UINT16)(it>>16)) * uvScale;
|
|
P.Vert[j].v = (GLfloat) ((UINT16)(it&0xFFFF)) * uvScale;
|
|
P.Vert[j].intensity = GLfloat((ix + 128) & 0xFF) / 255.0f; // signed (-0.5 -> black, +0.5 -> white)
|
|
//P.Vert[j].intensity_7u = GLfloat(ix & 0x7F) / 127.0f;
|
|
//if ((P.header[1] & 0x20) && j == 0)
|
|
//if (!(P.header[1] & 0x20) && !(P.header[1] & 0x08) && !(P.header[6] & 0x10000))
|
|
//{
|
|
// printf("%06X: le=%d fx=%d sm=%d %02x %02x %02x\tcolor=%06x (%s)\tambient=%1.2f\n", lutIdx, !!!(P.header[6] & 0x10000), !!(P.header[1] & 0x20), !!(P.header[1] & 0x08), ix&0xff, iy&0xff, iz&0xff, P.header[4]>>8, (P.header[1]&2) ? "rgb" : "pal", lightingParams[4]);
|
|
//}
|
|
data += 4;
|
|
|
|
// Normalize the vertex normal
|
|
GLfloat mag = sqrt(P.Vert[j].n[0]*P.Vert[j].n[0]+P.Vert[j].n[1]*P.Vert[j].n[1]+P.Vert[j].n[2]*P.Vert[j].n[2]);
|
|
P.Vert[j].n[0] /= mag;
|
|
P.Vert[j].n[1] /= mag;
|
|
P.Vert[j].n[2] /= mag;
|
|
}
|
|
|
|
if (validPoly)
|
|
{
|
|
// Copy current vertices into previous vertex array
|
|
for (size_t i = 0; i < 4; i++)
|
|
Prev[i] = P.Vert[i];
|
|
|
|
// Copy this polygon into the model buffer
|
|
if (OKAY != InsertPolygon(Cache,&P))
|
|
return NULL;
|
|
++numPolys;
|
|
}
|
|
}
|
|
|
|
// Finish model and enter it into the LUT
|
|
EndModel(Cache, Model, lutIdx, textureOffsetState, useStencil);
|
|
return Model;
|
|
}
|
|
|
|
|
|
/******************************************************************************
|
|
Cache Management
|
|
******************************************************************************/
|
|
|
|
/*
|
|
* Look up a model. Use this to determine if a model needs to be cached
|
|
* (returns NULL if so).
|
|
*/
|
|
struct VBORef *CLegacy3D::LookUpModel(ModelCache *Cache, int lutIdx, UINT16 textureOffsetState)
|
|
{
|
|
int m = Cache->lut[lutIdx];
|
|
|
|
// Has any state associated with this model LUT index been cached at all?
|
|
if (m < 0)
|
|
return NULL;
|
|
|
|
// Has the specified texture offset been cached?
|
|
for (struct VBORef *Model = &(Cache->Models[m]); Model != NULL; Model = Model->nextTextureOffsetState)
|
|
{
|
|
if (Model->textureOffsetState == textureOffsetState)
|
|
return Model;
|
|
}
|
|
|
|
return NULL; // no match found, we must cache this new model state
|
|
}
|
|
|
|
// Discard all models in the cache and the display list
|
|
void CLegacy3D::ClearModelCache(ModelCache *Cache)
|
|
{
|
|
Cache->vboCurOffset = 0;
|
|
for (size_t i = 0; i < 2; i++)
|
|
Cache->curVertIdx[i] = 0;
|
|
for (size_t i = 0; i < Cache->numModels; i++)
|
|
Cache->lut[Cache->Models[i].lutIdx] = -1;
|
|
|
|
Cache->numModels = 0;
|
|
ClearDisplayList(Cache);
|
|
}
|
|
|
|
bool CLegacy3D::CreateModelCache(ModelCache *Cache, unsigned vboMaxVerts,
|
|
unsigned localMaxVerts, unsigned maxNumModels, unsigned numLUTEntries,
|
|
unsigned displayListSize, bool isDynamic)
|
|
{
|
|
Cache->dynamic = isDynamic;
|
|
|
|
/*
|
|
* VBO allocation:
|
|
*
|
|
* Progressively smaller VBOs, in steps of localMaxVerts are allocated
|
|
* until successful. If the size dips below localMaxVerts, localMaxVerts is
|
|
* attempted as the final try.
|
|
*/
|
|
|
|
glGetError(); // clear error flag
|
|
glGenBuffers(1, &(Cache->vboID));
|
|
glBindBuffer(GL_ARRAY_BUFFER, Cache->vboID);
|
|
|
|
size_t vboBytes = vboMaxVerts*VBO_VERTEX_SIZE*sizeof(GLfloat);
|
|
size_t localBytes = localMaxVerts*VBO_VERTEX_SIZE*sizeof(GLfloat);
|
|
|
|
// Try allocating until size is
|
|
bool success = false;
|
|
while (vboBytes >= localBytes)
|
|
{
|
|
glBufferData(GL_ARRAY_BUFFER, vboBytes, 0, isDynamic?GL_STREAM_DRAW:GL_STATIC_DRAW);
|
|
if (glGetError() == GL_NO_ERROR)
|
|
{
|
|
success = true;
|
|
break;
|
|
}
|
|
|
|
vboBytes -= localBytes;
|
|
}
|
|
|
|
if (!success)
|
|
{
|
|
// Last ditch attempt: try the local buffer size
|
|
vboBytes = localBytes;
|
|
glBufferData(GL_ARRAY_BUFFER, vboBytes, nullptr, isDynamic?GL_STREAM_DRAW:GL_STATIC_DRAW);
|
|
if (glGetError() != GL_NO_ERROR)
|
|
return ErrorLog("OpenGL was unable to provide a %s vertex buffer.", isDynamic?"dynamic":"static");
|
|
}
|
|
|
|
DebugLog("%s vertex buffer size: %1.2f MB", isDynamic?"Dynamic":"Static", (float)vboBytes/(float)0x100000);
|
|
InfoLog("%s vertex buffer size: %1.2f MB", isDynamic?"Dynamic":"Static", (float)vboBytes/(float)0x100000);
|
|
|
|
// Set the VBO to the size we obtained
|
|
Cache->vboMaxOffset = vboBytes;
|
|
Cache->vboCurOffset = 0;
|
|
|
|
// Attempt to allocate space for local VBO
|
|
for (size_t i = 0; i < 2; i++)
|
|
{
|
|
Cache->verts[i] = new(std::nothrow) GLfloat[localMaxVerts*VBO_VERTEX_SIZE];
|
|
Cache->curVertIdx[i] = 0;
|
|
}
|
|
Cache->maxVertIdx = localMaxVerts;
|
|
|
|
// ... model array
|
|
Cache->Models = new(std::nothrow) VBORef[maxNumModels];
|
|
Cache->maxModels = maxNumModels;
|
|
Cache->numModels = 0;
|
|
|
|
// ... LUT
|
|
Cache->lut = new(std::nothrow) INT16[numLUTEntries];
|
|
Cache->lutSize = numLUTEntries;
|
|
|
|
// ... display list
|
|
Cache->List = new(std::nothrow) DisplayList[displayListSize];
|
|
ClearDisplayList(Cache);
|
|
Cache->maxListSize = displayListSize;
|
|
|
|
// Check if memory allocation succeeded
|
|
if ((Cache->verts[0]==NULL) || (Cache->verts[1]==NULL) || (Cache->Models==NULL) || (Cache->lut==NULL) || (Cache->List==NULL))
|
|
{
|
|
DestroyModelCache(Cache);
|
|
return ErrorLog("Insufficient memory for model cache.");
|
|
}
|
|
|
|
// Clear LUT (MUST be done here because ClearModelCache() won't do it for dynamic models)
|
|
for (size_t i = 0; i < numLUTEntries; i++)
|
|
Cache->lut[i] = -1;
|
|
|
|
// All good!
|
|
return OKAY;
|
|
}
|
|
|
|
void CLegacy3D::DestroyModelCache(ModelCache *Cache)
|
|
{
|
|
glDeleteBuffers(1, &(Cache->vboID));
|
|
|
|
for (size_t i = 0; i < 2; i++)
|
|
{
|
|
if (Cache->verts[i] != NULL)
|
|
delete [] Cache->verts[i];
|
|
}
|
|
if (Cache->Models != NULL)
|
|
delete [] Cache->Models;
|
|
if (Cache->lut != NULL)
|
|
delete [] Cache->lut;
|
|
if (Cache->List != NULL)
|
|
delete [] Cache->List;
|
|
|
|
memset(Cache, 0, sizeof(ModelCache));
|
|
}
|
|
|
|
} // Legacy3D
|