mirror of
https://github.com/RetroDECK/Supermodel.git
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139 lines
4.3 KiB
C++
139 lines
4.3 KiB
C++
#ifndef _POLY_HEADER_H_
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#define _POLY_HEADER_H_
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namespace New3D {
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/*
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Polygon Data
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0x00:
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x------- -------- -------- -------- Specular enable
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-xxxxx-- -------- -------- -------- ?
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------xx xxxxxxxx xxxxxx-- -------- Polygon number (not always present)
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-------- -------- ------xx -------- Possibly disable z and colour writing
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-------- -------- -------- -x------ 0 = Triangle, 1 = Quad
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-------- -------- -------- ----x--- Vertex 3 shared from previous polygon
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-------- -------- -------- -----x-- Vertex 2 shared from previous polygon
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-------- -------- -------- ------x- Vertex 1 shared from previous polygon
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-------- -------- -------- -------x Vertex 0 shared from previous polygon
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-------- -------- -------- x-xx---- ?
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0x01:
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xxxxxxxx xxxxxxxx xxxxxxxx-------- Polygon normal X coordinate(2.22 fixed point)
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-------- -------- -------- -x------ UV scale (0 = 13.3, 1 = 16.0)
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-------- -------- -------- ---x---- 1 = Double-sided polygon
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-------- -------- -------- -----x-- If set, this is the last polygon
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-------- -------- -------- ------x- Poly color, 1 = RGB, 0 = color table
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-------- -------- -------- x-x-x--x ?
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0x02:
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xxxxxxxx xxxxxxxx xxxxxxxx -------- Polygon normal Y coordinate(2.22 fixed point)
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-------- -------- -------- ------x- Texture U mirror enable
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-------- -------- -------- -------x Texture V mirror enable
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-------- -------- -------- xxxxxx-- H/W also supports texture clamp/mirror, so guessing some of these bits must be that
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0x03:
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xxxxxxxx xxxxxxxx xxxxxxxx -------- Polygon normal Z coordinate(2.22 fixed point)
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-------- -------- -------- --xxx--- Texture width(in 8 - pixel tiles)
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-------- -------- -------- -----xxx Texture height(in 8 - pixel tiles)
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0x04:
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xxxxxxxx xxxxxxxx xxxxxxxx -------- Color(RGB888)
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-------- -------- -------- -x------ Texture page
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-------- -------- -------- ---xxxxx Upper 5 bits of texture U coordinate
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-------- -------- -------- x------- ?
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-------- -------- -------- --x----- ?
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0x05 :
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xxxxxxxx xxxxxxxx xxxxxxxx -------- Specular color ?
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-------- -------- -------- x------- Low bit of texture U coordinate
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-------- -------- -------- ---xxxxx Low 5 bits of texture V coordinate
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-------- -------- -------- -xx----- ?
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0x06:
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x------- -------- -------- -------- Alpha testing / contour
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-xxxxx-- -------- -------- -------- Fixed shading ?
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------x- -------- -------- -------- Enable fixed shading ?
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-------x -------- -------- -------- Possible stencil
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-------- x------- -------- -------- 1 = disable transparency ?
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-------- -xxxxx-- -------- -------- Polygon translucency(0 = fully transparent)
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-------- -------x -------- -------- 1 = disable lighting
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-------- -------- xxxxx--- -------- Polygon light modifier(Amount that a luminous polygon will burn through fog. Valid range is 0.0 to 1.0. 0.0 is completely fogged; 1.0 has no fog.)
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-------- -------- -----x-- -------- Texture enable
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-------- -------- ------xx x------- Texture format
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-------- -------- -------- -------x Alpha enable ?
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-------- ------x- -------- -------- Never seen set ?
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-------- -------- -------- -----xx- Always set ?
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-------- -------- -------- -xxxx--- ?
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*/
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class PolyHeader
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{
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public:
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PolyHeader();
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PolyHeader(UINT32* h);
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void operator =(const UINT32* h);
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UINT32* StartOfData();
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bool NextPoly();
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int NumPolysTotal(); // could be quads or triangles
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int NumTrianglesTotal();
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//header 0
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bool Specular();
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int PolyNumber();
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bool Disabled(); // z & colour disabled
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int NumVerts();
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int NumSharedVerts();
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bool SharedVertex(int vertex);
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//header 1
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void FaceNormal(float n[3]);
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float UVScale();
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bool DoubleSided();
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bool LastPoly();
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bool PolyColor(); // if false uses LUT from ram
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//header 2
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bool TexUMirror();
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bool TexVMirror();
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// header 3
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int TexWidth();
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int TexHeight();
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//header 4
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void Color(UINT8& r, UINT8& g, UINT8& b);
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int Page();
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// header 5
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int X();
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int Y();
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//header 6
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int TexFormat();
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bool TexEnabled();
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bool LightEnabled();
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bool AlphaTest();
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UINT8 Transparency(); // 0-255
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bool FixedShading();
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bool PolyAlpha();
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bool TextureAlpha();
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bool StencilPoly();
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bool Luminous();
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float LightModifier();
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// misc
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UINT64 Hash(); // make a unique hash for sorting by state
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//=============
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UINT32* header;
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//=============
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};
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} // New3D
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#endif
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