mirror of
https://github.com/RetroDECK/Supermodel.git
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c039d08c03
Late christmas present. Due to the way alpha works on the model3 adding regular anti-aliasing doesn't really work. Supersampling is very much a brute force solution, render the scene at a higher resolution and mipmap it. It's enabled via command line with the -ss option, for example -ss=4 for 4x supersampling or by adding Supersampling = 4 in the config file. Note non power of two values work as well, so 3 gives a very good balance between speed and quality. 8 will make your GPU bleed, since it is essentially rendering 64 pixels for every visible pixel on the screen.
1381 lines
50 KiB
C++
1381 lines
50 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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* Legacy3D.cpp
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*
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* Core module for OpenGL-based Real3D graphics engine.
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*
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*
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* Optimization To-Do List
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* -----------------------
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*
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* 0. Optimize backface culling. Is it possible to compute normal matrix only
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* when needed? Should also be more careful about OpenGL state info, such as
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* the winding mode.
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* 1. Do not store matrices in a uniform, use glLoadMatrix() in MODELVIEW mode.
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* It will no longer be necessary to compute normal matrix!
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* 2. Move stuff into vertex shader (vision by 2048? Subtract of 0.5,0.5 for bilinear filtering?)
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* 3. Just one call to BufferSubData rather than 2
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*
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* Viewports
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* ---------
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*
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* Ville Linde passed along the following information:
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*
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* - Bit 0x20 of viewport word 0 disables the viewport when set, according
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* to Scud Race's secret menu. Not yet known whether any game uses this.
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* - Bits 0x300 of word 0 constitute the viewport number (0-3). Not sure how
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* this relates to the priority bits (0x18).
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*
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* Spotlight
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* ---------
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*
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* Spotlight illumination occurs between two Z ranges within an ellipse
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* specified in coordinates that ought to be relative to the viewport. They
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* actually appear to be defined in terms of physical display coordinates
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* regardless of the size of the viewport, although this has not been 100%
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* confirmed.
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*
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* The parameters that describe the ellipse in display coordinates are:
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*
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* cx,cy Center point.
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* a,b Width (or rather, half-width) and height of spotlight.
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*
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* These correspond to the standard form of the ellipse equation:
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*
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* ((x-cx)/a)^2 + ((y-cy)/b)^2 = 1
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*
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* It is trivial to test whether a point lies inside an ellipse by plugging
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* it into the equation and checking to see if it is less than or equal to
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* 1. The a and b parameters appear to be stored as values w and h, which
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* range from 0 to 255 (according to the Scud Race debug menu) but which
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* may be up to 16 bits (this has not been observed). They are already
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* inverted, scaled by the screen size, and squared.
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*
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* w = (496/a)^2 -> a = 496/sqrt(w)
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* h = (384/b)^2 -> b = 384/sqrt(h)
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*
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* This is mostly a guess. It is almost certain, however, based on
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* observations of the Scud Race backfire effect that w and h are related
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* to spotlight size in an inverse-square-root fashion. The spotlight in
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* view 3 should be smaller than in view 4, but the values are actually
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* larger. Here is some data:
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*
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* View 3:
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* X,Y=247,342
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* W,H=24,16
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* N,F=1e-9,200
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* Car translation length: 4.93
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* View 4:
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* X,Y=247,317
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* W,H=48,32
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* N,F=1e-9,200
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* Car translation length: 7.5
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*
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* The translation length is the total translation vector for the car model
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* extracted by applying the scene matrices. Note that sqrt(48/24) = 1.4
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* and 7.5/4.93 = 1.52, a fairly close match.
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*
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* It remains unknown whether the spotlight parameters are relative to the
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* physical display resolution (496x384), as computed here, or the viewport
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* size. What is needed is an example of a spotlight in a viewport whose
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* dimensions are not 496x384.
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*
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* The spotlight near and far ranges are in viewspace (eye) coordinates.
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* The inverse of the near range is specified and the far range is stored
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* as a displacement (I think) from the near range. Color is RGB111.
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*
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* The spotlight should be smooth at the edges. Using the magnitude of the
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* ellipse test works well -- when it is 1.0, the spotlight should be fully
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* attenuated (0 intensity) and when it is 0.0, render at full intensity.
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*
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* Alpha Processing
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* ----------------
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* When processing "alpha" (translucent) polygons, alpha values range from 0.0,
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* completely transparent, to 1.0, completely opaque. This appears to be the
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* same convention as for Model 3 and corresponds to a blend mode setting of:
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* glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA).
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*
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* For all texels and colors which do not include an alpha channel, for
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* translucency to work properly, the alpha channel must be set to opaque.
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* Contour textures use T=1 to indicate transparency, therefore their alpha
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* value must be inverted.
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*
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* Translucent Polygons
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* --------------------
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* The 32-level polygon translucency appears to be applied as follows
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*
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* 1. If polygon is untextured, fragment color is the polygon color and
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* the translucency level becomes the alpha channel.
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* 2. If contour textures are used, the translucency level becomes the
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* alpha channel regardless of the contour bit. I assume that contour
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* bit processing is still carried out, if enabled, however.
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* 3. If the texture format is RGBA4, translucency is multiplied by texel
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* alpha.
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* 4. Other texture formats: ???
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*
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* A simple way to handle this is to force alpha to 1.0 for polygon colors,
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* discard fragments if required by the contour setting (forcing alpha to 1.0
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* otherwise), and then in the end, multiplying whatever alpha value remains by
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* the translucency level.
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*
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* List of Safeguards
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* ------------------
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* During boot-up, many games load up scene data that cannot feasibly be
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* processed (way too many models). This occurs in Scud Race and Virtual On 2,
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* for example. This is currently being handled by attempting to detect the
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* defective scenes.
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*
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* 1. Scud Race: the coordinate system matrix is checked for vectors whose
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* magnitudes are not 1.0.
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* 2. Virtual On 2: model 0x200000 is not rendered.
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*
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* There are probably better ways of doing it.
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*
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* To-Do List
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* ----------
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* - Can some of the floating point flag attribs be replaced with ints?
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*/
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#include "Legacy3D.h"
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#include "Supermodel.h"
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#include "Shaders3D.h" // fragment and vertex shaders
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#include "Graphics/Shader.h"
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#include "Util/BitCast.h"
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#include <algorithm>
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#include <cmath>
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#include <cstdint>
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#ifndef M_PI
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#define M_PI 3.1415926535897932384626433832795
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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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// Shader program files
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#define VERTEX_SHADER_FILE "Src/Graphics/Vertex.glsl"
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#define FRAGMENT_SHADER_FILE "Src/Graphics/Fragment.glsl"
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// Model cache settings
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#define NUM_STATIC_VERTS 700000 // suggested maximum number of static vertices
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#define NUM_DYNAMIC_VERTS 64000 // "" dynamic vertices
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#define NUM_LOCAL_VERTS 32768 // size of local vertex buffer
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#define NUM_STATIC_MODELS 10000 // maximum number of unique static models to cache
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#define NUM_DYNAMIC_MODELS 1024 // maximum number of unique dynamic models to cache
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#define NUM_DISPLAY_LIST_ITEMS 10000 // maximum number of model instances displayed per frame
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/******************************************************************************
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Texture Management
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******************************************************************************/
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// Default mapping from Model3 texture format to texture sheet.
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// Currently this is just a simple 1-to-1 mapping but if/when more formats get
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// added, sheets will start to get reused.
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int CLegacy3D::defaultFmtToTexSheetNum[] = {
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0, // Fmt 0 -> 0
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1, // 1 -> 1
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2, // 2 -> 2
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3, // 3 -> 3
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4, // 4 -> 4
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5, // 5 -> 5
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6, // 6 -> 6
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7 // 7 -> 7
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};
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void CLegacy3D::DecodeTexture(int format, int x, int y, int width, int height)
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{
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x &= 2047;
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y &= 2047;
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if ((x+width)>2048 || (y+height)>2048)
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return;
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if (width > 1024 || height > 1024)
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{
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//ErrorLog("Encountered a texture that is too large (%d,%d,%d,%d)", x, y, width, height);
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return;
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}
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// Map Model3 format to texture sheet
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TexSheet *texSheet = fmtToTexSheet[format];
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// Check to see if ALL texture tiles have been properly decoded on texture sheet
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if ((texSheet->texFormat[y/32][x/32] == format) && (texSheet->texWidth[y/32][x/32] >= width) && (texSheet->texHeight[y/32][x/32] >= height))
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return;
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//printf("Decoding texture format %u: %u x %u @ (%u, %u) sheet %u\n", format, width, height, x, y, texNum);
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// Copy and decode
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int i = 0;
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switch (format)
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{
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default: // Unknown
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for (int yi = y; yi < (y+height); yi++)
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{
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for (int xi = x; xi < (x+width); xi++)
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{
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textureBuffer[i++] = 0.0; // R
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textureBuffer[i++] = 0.0; // G
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textureBuffer[i++] = 1.0f; // B
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textureBuffer[i++] = 1.0f; // A
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}
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}
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break;
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case 0: // T1RGB5
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for (int yi = y; yi < (y+height); yi++)
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{
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for (int xi = x; xi < (x+width); xi++)
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{
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textureBuffer[i++] = (GLfloat) ((textureRAM[yi*2048+xi]>>10)&0x1F) * (1.0f/31.0f); // R
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textureBuffer[i++] = (GLfloat) ((textureRAM[yi*2048+xi]>>5)&0x1F) * (1.0f/31.0f); // G
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textureBuffer[i++] = (GLfloat) ((textureRAM[yi*2048+xi]>>0)&0x1F) * (1.0f/31.0f); // B
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textureBuffer[i++] = ((textureRAM[yi*2048+xi]&0x8000)?0.0f:1.0f); // T
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}
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}
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break;
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case 7: // RGBA4
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for (int yi = y; yi < (y+height); yi++)
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{
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for (int xi = x; xi < (x+width); xi++)
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{
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textureBuffer[i++] = (GLfloat) ((textureRAM[yi*2048+xi]>>12)&0xF) * (1.0f/15.0f); // R
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textureBuffer[i++] = (GLfloat) ((textureRAM[yi*2048+xi]>>8)&0xF) * (1.0f/15.0f); // G
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textureBuffer[i++] = (GLfloat) ((textureRAM[yi*2048+xi]>>4)&0xF) * (1.0f/15.0f); // B
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textureBuffer[i++] = (GLfloat) ((textureRAM[yi*2048+xi]>>0)&0xF) * (1.0f/15.0f); // A
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}
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}
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break;
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case 5: // 8-bit grayscale
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for (int yi = y; yi < (y+height); yi++)
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{
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for (int xi = x; xi < (x+width); xi++)
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{
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// Interpret as 8-bit grayscale
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uint16_t texel = textureRAM[yi*2048+xi] & 0xFF;
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GLfloat c = texel * (1.0f/255.0f);
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textureBuffer[i++] = c;
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textureBuffer[i++] = c;
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textureBuffer[i++] = c;
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textureBuffer[i++] = (texel == 0xFF) ? 0.f : 1.f;
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}
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}
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break;
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case 4: // 8-bit L4A4 (high byte)
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for (int yi = y; yi < (y+height); yi++)
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{
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for (int xi = x; xi < (x+width); xi++)
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{
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uint16_t texel = textureRAM[yi*2048+xi] >> 8;
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GLfloat c = (texel >> 4) * (1.0f/15.0f);
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GLfloat a = (texel & 0xF) * (1.0f/15.0f);
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textureBuffer[i++] = c;
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textureBuffer[i++] = c;
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textureBuffer[i++] = c;
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textureBuffer[i++] = a;
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}
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}
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break;
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case 6: // 8-bit grayscale
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for (int yi = y; yi < (y+height); yi++)
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{
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for (int xi = x; xi < (x+width); xi++)
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{
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uint16_t texel = textureRAM[yi*2048+xi] >> 8;
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GLfloat c = texel * (1.0f/255.0f);
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textureBuffer[i++] = c;
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textureBuffer[i++] = c;
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textureBuffer[i++] = c;
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textureBuffer[i++] = (texel == 0xFF) ? 0.f : 1.f;
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}
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}
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break;
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case 2: // 8-bit L4A4 (low byte)
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for (int yi = y; yi < (y+height); yi++)
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{
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for (int xi = x; xi < (x+width); xi++)
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{
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uint16_t texel = textureRAM[yi*2048+xi] & 0xFF;
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GLfloat c = (texel >> 4) * (1.0f/15.0f);
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GLfloat a = (texel & 0xF) * (1.0f/15.0f);
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textureBuffer[i++] = c;
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textureBuffer[i++] = c;
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textureBuffer[i++] = c;
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textureBuffer[i++] = a;
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}
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}
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break;
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case 3: // 8-bit A4L4 (high byte)
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for (int yi = y; yi < (y+height); yi++)
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{
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for (int xi = x; xi < (x+width); xi++)
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{
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uint16_t texel = textureRAM[yi*2048+xi] >> 8;
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GLfloat c = (texel & 0xF) * (1.0f/15.0f);
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GLfloat a = (texel >> 4) * (1.0f/15.0f);
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textureBuffer[i++] = c;
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textureBuffer[i++] = c;
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textureBuffer[i++] = c;
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textureBuffer[i++] = a;
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}
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}
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break;
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case 1: // 8-bit A4L4 (low byte)
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for (int yi = y; yi < (y+height); yi++)
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{
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for (int xi = x; xi < (x+width); xi++)
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{
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uint16_t texel = textureRAM[yi*2048+xi] & 0xFF;
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GLfloat c = (texel & 0xF) * (1.0f/15.0f);
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GLfloat a = (texel >> 4) * (1.0f/15.0f);
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textureBuffer[i++] = c;
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textureBuffer[i++] = c;
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textureBuffer[i++] = c;
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textureBuffer[i++] = a;
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}
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}
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break;
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}
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// Upload texture to correct position within texture map
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glActiveTexture(GL_TEXTURE0 + texSheet->mapNum); // activate correct texture unit
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glBindTexture(GL_TEXTURE_2D, texMapIDs[texSheet->mapNum]); // bind correct texture map
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glTexSubImage2D(GL_TEXTURE_2D, 0, texSheet->xOffset + x, texSheet->yOffset + y, width, height, GL_RGBA, GL_FLOAT, textureBuffer);
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// Mark texture as decoded
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texSheet->texFormat[y/32][x/32] = format;
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texSheet->texWidth[y/32][x/32] = width;
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texSheet->texHeight[y/32][x/32] = height;
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}
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// Signals that new textures have been uploaded. Flushes model caches. Be careful not to exceed bounds!
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void CLegacy3D::UploadTextures(unsigned level, unsigned x, unsigned y, unsigned width, unsigned height)
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{
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#ifdef DEBUG
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// Make everything red
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for (int i = 0; i < 512*512; )
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{
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textureBuffer[i++] = 1.0f;
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textureBuffer[i++] = 0.0f;
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textureBuffer[i++] = 0.0f;
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textureBuffer[i++] = 1.0f;
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}
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#endif
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// Update all texture sheets
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for (size_t texSheet = 0; texSheet < numTexSheets; texSheet++)
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{
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for (size_t xi = x/32; xi < (x+width)/32; xi++)
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{
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for (size_t yi = y/32; yi < (y+height)/32; yi++)
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{
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texSheets[texSheet].texFormat[yi][xi] = -1;
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texSheets[texSheet].texWidth[yi][xi] = -1;
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texSheets[texSheet].texHeight[yi][xi] = -1;
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}
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}
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}
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}
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/******************************************************************************
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Real3D Address Translation
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Functions that interpret word-granular Real3D addresses and return pointers.
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******************************************************************************/
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// Translates 24-bit culling RAM addresses
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const UINT32 *CLegacy3D::TranslateCullingAddress(UINT32 addr)
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{
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addr &= 0x00FFFFFF; // caller should have done this already
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if ((addr>=0x800000) && (addr<0x840000))
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return &cullingRAMHi[addr&0x3FFFF];
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else if (addr < 0x100000)
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return &cullingRAMLo[addr];
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#ifdef DEBUG
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ErrorLog("TranslateCullingAddress(): invalid address: %06X", addr);
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#endif
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return NULL;
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}
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// Translates model references
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const UINT32 *CLegacy3D::TranslateModelAddress(UINT32 modelAddr)
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{
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modelAddr &= 0x00FFFFFF; // caller should have done this already
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if (modelAddr < 0x100000)
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return &polyRAM[modelAddr];
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else
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return &vrom[modelAddr];
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}
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/******************************************************************************
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Matrix Stack
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******************************************************************************/
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// Macro to generate column-major (OpenGL) index from y,x subscripts
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#define CMINDEX(y,x) (x*4+y)
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/*
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* MultMatrix():
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*
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* Multiplies the matrix stack by the specified Real3D matrix. The matrix
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* index is a 12-bit number specifying a matrix number relative to the base.
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* The base matrix MUST be set up before calling this function.
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*/
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void CLegacy3D::MultMatrix(UINT32 matrixOffset)
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{
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GLfloat m[4*4];
|
|
const float *src = &matrixBasePtr[matrixOffset*12];
|
|
if (matrixBasePtr==NULL) // LA Machineguns
|
|
return;
|
|
m[CMINDEX(0, 0)] = src[3];
|
|
m[CMINDEX(0, 1)] = src[4];
|
|
m[CMINDEX(0, 2)] = src[5];
|
|
m[CMINDEX(0, 3)] = src[0];
|
|
m[CMINDEX(1, 0)] = src[6];
|
|
m[CMINDEX(1, 1)] = src[7];
|
|
m[CMINDEX(1, 2)] = src[8];
|
|
m[CMINDEX(1, 3)] = src[1];
|
|
m[CMINDEX(2, 0)] = src[9];
|
|
m[CMINDEX(2, 1)] = src[10];
|
|
m[CMINDEX(2, 2)] = src[11];
|
|
m[CMINDEX(2, 3)] = src[2];
|
|
m[CMINDEX(3, 0)] = 0.0;
|
|
m[CMINDEX(3, 1)] = 0.0;
|
|
m[CMINDEX(3, 2)] = 0.0;
|
|
m[CMINDEX(3, 3)] = 1.0;
|
|
glMultMatrixf(m);
|
|
}
|
|
|
|
/*
|
|
* InitMatrixStack():
|
|
*
|
|
* Initializes the modelview (model space -> view space) matrix stack and
|
|
* Real3D coordinate system. These are the last transforms to be applied (and
|
|
* the first to be defined on the stack) before projection.
|
|
*
|
|
* Model 3 games tend to define the following unusual base matrix:
|
|
*
|
|
* 0 0 -1 0
|
|
* 1 0 0 0
|
|
* 0 -1 0 0
|
|
* 0 0 0 1
|
|
*
|
|
* When this is multiplied by a column vector, the output is:
|
|
*
|
|
* -Z
|
|
* X
|
|
* -Y
|
|
* 1
|
|
*
|
|
* My theory is that the Real3D GPU accepts vectors in Z,X,Y order. The games
|
|
* store everything as X,Y,Z and perform the translation at the end. The Real3D
|
|
* also has Y and Z coordinates opposite of the OpenGL convention. This
|
|
* function inserts a compensating matrix to undo these things.
|
|
*
|
|
* NOTE: This function assumes we are in GL_MODELVIEW matrix mode.
|
|
*/
|
|
|
|
void CLegacy3D::InitMatrixStack(UINT32 matrixBaseAddr)
|
|
{
|
|
GLfloat m[4*4];
|
|
|
|
// This matrix converts vectors back from the weird Model 3 Z,X,Y ordering
|
|
// and also into OpenGL viewspace (-Y,-Z)
|
|
m[CMINDEX(0,0)]=0.0; m[CMINDEX(0,1)]=1.0; m[CMINDEX(0,2)]=0.0; m[CMINDEX(0,3)]=0.0;
|
|
m[CMINDEX(1,0)]=0.0; m[CMINDEX(1,1)]=0.0; m[CMINDEX(1,2)]=-1.0; m[CMINDEX(1,3)]=0.0;
|
|
m[CMINDEX(2,0)]=-1.0; m[CMINDEX(2,1)]=0.0; m[CMINDEX(2,2)]=0.0; m[CMINDEX(2,3)]=0.0;
|
|
m[CMINDEX(3,0)]=0.0; m[CMINDEX(3,1)]=0.0; m[CMINDEX(3,2)]=0.0; m[CMINDEX(3,3)]=1.0;
|
|
|
|
if (step > 0x10)
|
|
glLoadMatrixf(m);
|
|
else
|
|
{
|
|
// Scaling seems to help w/ Step 1.0's extremely large coordinates
|
|
GLfloat s = 1.0f/2048.0f;
|
|
glLoadIdentity();
|
|
glScalef(s,s,s);
|
|
glMultMatrixf(m);
|
|
}
|
|
|
|
// Set matrix base address and apply matrix #0 (coordinate system matrix)
|
|
matrixBasePtr = (float *) TranslateCullingAddress(matrixBaseAddr);
|
|
MultMatrix(0);
|
|
}
|
|
|
|
|
|
/******************************************************************************
|
|
Scene Database
|
|
|
|
Complete scene database traversal and rendering.
|
|
******************************************************************************/
|
|
|
|
static bool IsVROMModel(UINT32 modelAddr)
|
|
{
|
|
return modelAddr >= 0x100000;
|
|
}
|
|
|
|
static bool IsDynamicModel(const UINT32 *data)
|
|
{
|
|
if (data == NULL)
|
|
return false;
|
|
unsigned sharedVerts[16] = { 0,1,1,2,1,2,2,3,1,2,2,3,2,3,3,4 };
|
|
// VROM models are only dynamic if they reference polygon RAM via color palette indices
|
|
bool done = false;
|
|
do
|
|
{
|
|
// Check if polygon has color palette reference, if so polygon is dynamic and can return here
|
|
if ((data[1]&2) == 0)
|
|
return true;
|
|
if (data[6] == 0)
|
|
break;
|
|
// Get number of vertices
|
|
unsigned numVerts = (data[0]&0x40 ? 4 : 3);
|
|
// Deduct number of reused verts
|
|
numVerts -= sharedVerts[data[0]&0xf];
|
|
done = (data[1] & 4) > 0;
|
|
// Skip header and vertices to next polygon
|
|
data += 7 + numVerts * 4;
|
|
}
|
|
while (!done);
|
|
return false;
|
|
}
|
|
|
|
/*
|
|
* DrawModel():
|
|
*
|
|
* Draw the specified model (adds it to the display list). This is where vertex
|
|
* buffer overflows and display list overflows will be detected. An attempt is
|
|
* made to salvage the situation if this occurs, so if DrawModel() returns
|
|
* FAIL, it is a serious matter and rendering should be aborted for the frame.
|
|
*
|
|
* Models are cached for each unique culling node texture offset state.
|
|
*/
|
|
bool CLegacy3D::DrawModel(UINT32 modelAddr)
|
|
{
|
|
//if (modelAddr==0x7FFF00) // Fighting Vipers (this is not polygon data!)
|
|
// return;
|
|
if (modelAddr == 0x200000) // Virtual On 2 (during boot-up, causes slow-down)
|
|
return OKAY;
|
|
const UINT32 *model = TranslateModelAddress(modelAddr);
|
|
|
|
// Determine whether model is in polygon RAM or VROM
|
|
ModelCache *Cache = IsVROMModel(modelAddr) ? &VROMCache : &PolyCache;
|
|
|
|
// Look up the model in the LUT and cache it if necessary
|
|
int lutIdx = modelAddr&0xFFFFFF;
|
|
struct VBORef *ModelRef = LookUpModel(Cache, lutIdx, m_textureOffset.state);
|
|
if (NULL == ModelRef && Cache == &VROMCache)
|
|
{
|
|
// If the model was a VROM model, it may be dynamic, so we need to try
|
|
// another lookup in the dynamic cache
|
|
ModelRef = LookUpModel(&PolyCache, lutIdx, m_textureOffset.state);
|
|
if (ModelRef != NULL)
|
|
Cache = &PolyCache;
|
|
}
|
|
|
|
if (NULL == ModelRef)
|
|
{
|
|
// Attempt to cache the model, and perform a final check to determine
|
|
// whether VROM model is in fact dynamic (this should be fixed -- models
|
|
// should be decoded to a common buffer and the cache determined
|
|
// afterwards)
|
|
if (Cache == &VROMCache && IsDynamicModel(model))
|
|
Cache = &PolyCache;
|
|
ModelRef = CacheModel(Cache, lutIdx, m_textureOffset.state, model);
|
|
if (NULL == ModelRef)
|
|
{
|
|
// Model could not be cached. Render what we have so far and try again.
|
|
DrawDisplayList(&VROMCache, POLY_STATE_NORMAL);
|
|
DrawDisplayList(&PolyCache, POLY_STATE_NORMAL);
|
|
DrawDisplayList(&VROMCache, POLY_STATE_ALPHA);
|
|
DrawDisplayList(&PolyCache, POLY_STATE_ALPHA);
|
|
ClearModelCache(&VROMCache);
|
|
ClearModelCache(&PolyCache);
|
|
|
|
// Try caching again...
|
|
ModelRef = CacheModel(Cache, lutIdx, m_textureOffset.state, model);
|
|
if (NULL == ModelRef)
|
|
return ErrorUnableToCacheModel(modelAddr); // nothing we can do :(
|
|
}
|
|
}
|
|
|
|
// If cache is static then decode all the texture references contained in the cached model
|
|
// before rendering (models in dynamic cache will have been decoded already in CacheModel)
|
|
if (!Cache->dynamic)
|
|
ModelRef->texRefs.DecodeAllTextures(this);
|
|
|
|
// Add to display list
|
|
return AppendDisplayList(Cache, false, ModelRef);
|
|
}
|
|
|
|
// Descends into a 10-word culling node
|
|
void CLegacy3D::DescendCullingNode(UINT32 addr)
|
|
{
|
|
++stackDepth;
|
|
// Stack depth of 64 is too small for Star Wars Trilogy (Hoth)
|
|
if (stackDepth>=(512+64)) // safety (prevent overflows -- OpenGL matrix stack will still overflow by this point)
|
|
{
|
|
--stackDepth;
|
|
return;
|
|
}
|
|
|
|
const UINT32 *node = TranslateCullingAddress(addr);
|
|
if (NULL == node)
|
|
{
|
|
--stackDepth;
|
|
return;
|
|
}
|
|
|
|
// Set color table address, if one is specified
|
|
if ((node[0x00] & 0x04))
|
|
{
|
|
m_colorTableAddr = ((node[0x03-offset] >> 19) << 0) | ((node[0x07-offset] >> 28) << 13) | ((node[0x08-offset] >> 25) << 17);
|
|
m_colorTableAddr &= 0x000FFFFF; // clamp to 4MB (in words) range
|
|
}
|
|
|
|
#ifdef DEBUG
|
|
bool oldDebugHighlightAll = m_debugHighlightAll;
|
|
m_debugHighlightAll = (m_debugHighlightCullingNodeIdx >= 0) && (node[m_debugHighlightCullingNodeIdx] & m_debugHighlightCullingNodeMask) != 0;
|
|
#endif
|
|
//printf("%08x NODE %d\n", addr, stackDepth);
|
|
//for (int i = 0; i < 8; i++)
|
|
// printf(" %08x\n", node[i]);
|
|
|
|
// Debug: texture offset? (NOTE: offsets 1 and 2 don't exist on step 1.0)
|
|
//if (node[0x02]&0xFFFF)
|
|
// printf("%X -> %02X %04X\n", addr, node[0x00]&0xFF, node[0x02]&0xFFFF);
|
|
|
|
// Extract known fields
|
|
const UINT32 node1Ptr = node[0x07-offset];
|
|
const UINT32 node2Ptr = node[0x08-offset];
|
|
const UINT32 matrixOffset = node[0x03-offset]&0xFFF;
|
|
const float x = Util::Uint32AsFloat(node[0x04-offset]);
|
|
const float y = Util::Uint32AsFloat(node[0x05-offset]);
|
|
const float z = Util::Uint32AsFloat(node[0x06-offset]);
|
|
|
|
// Texture offset?
|
|
TextureOffset oldTextureOffset = m_textureOffset; // save old offsets
|
|
if (!offset) // Step 1.5+
|
|
{
|
|
if ((node[0x02] & 0x8000)) // apply texture offset, else retain current ones
|
|
m_textureOffset = TextureOffset(node[0x02]);
|
|
}
|
|
|
|
// Apply matrix and translation
|
|
glPushMatrix();
|
|
if ((node[0x00]&0x10)) // apply translation vector
|
|
glTranslatef(x,y,z);
|
|
else if (matrixOffset) // multiply matrix, if specified
|
|
MultMatrix(matrixOffset);
|
|
|
|
// Descend down first link
|
|
if ((node[0x00]&0x08)) // 4-element LOD table
|
|
{
|
|
const UINT32 *lodTable = TranslateCullingAddress(node1Ptr);
|
|
if (NULL != lodTable)
|
|
{
|
|
if ((node[0x03-offset]&0x20000000))
|
|
DescendCullingNode(lodTable[0]&0xFFFFFF);
|
|
else
|
|
DrawModel(lodTable[0]&0xFFFFFF);
|
|
}
|
|
}
|
|
else
|
|
DescendNodePtr(node1Ptr);
|
|
|
|
// Proceed to second link
|
|
glPopMatrix();
|
|
#ifdef DEBUG
|
|
m_debugHighlightAll = oldDebugHighlightAll;
|
|
#endif
|
|
if ((node[0x00] & 0x07) != 0x06) // seems to indicate second link is invalid (fixes circular references)
|
|
DescendNodePtr(node2Ptr);
|
|
--stackDepth;
|
|
|
|
// Restore old texture offsets
|
|
m_textureOffset = oldTextureOffset;
|
|
}
|
|
|
|
// A list of pointers. MAME assumes that these may only point to culling nodes.
|
|
void CLegacy3D::DescendPointerList(UINT32 addr)
|
|
{
|
|
if (listDepth > 2) // several Step 2.1 games require this safeguard
|
|
return;
|
|
|
|
const UINT32 *list = TranslateCullingAddress(addr);
|
|
if (NULL == list)
|
|
return;
|
|
|
|
++listDepth;
|
|
// Traverse the list forward and print it out
|
|
int listEnd = 0;
|
|
while (1)
|
|
{
|
|
if ((list[listEnd] & 0x02000000)) // end of list (?)
|
|
break;
|
|
if ((list[listEnd] == 0) || (((list[listEnd])>>24) != 0))
|
|
{
|
|
//printf("ATTENTION: Unknown list termination: %08X.\n", list[listEnd]);
|
|
listEnd--; // back up to last valid list element
|
|
break;
|
|
}
|
|
++listEnd;
|
|
}
|
|
|
|
// Traverse the list backward and descend into each pointer
|
|
while (listEnd >= 0)
|
|
{
|
|
UINT32 nodeAddr = list[listEnd]&0x00FFFFFF; // clear upper 8 bits to ensure this is processed as a culling node
|
|
if (!(list[listEnd]&0x01000000))//Fighting Vipers
|
|
{
|
|
if ((nodeAddr != 0) && (nodeAddr != 0x800800))
|
|
{
|
|
DescendCullingNode(nodeAddr);
|
|
}
|
|
//else
|
|
// printf("Strange pointers encountered\n");
|
|
}
|
|
--listEnd;
|
|
}
|
|
|
|
--listDepth;
|
|
}
|
|
|
|
/*
|
|
* DescendNodePtr():
|
|
*
|
|
* The old scene traversal engine. Recursively descends into a node pointer.
|
|
*/
|
|
void CLegacy3D::DescendNodePtr(UINT32 nodeAddr)
|
|
{
|
|
// Ignore null links
|
|
if ((nodeAddr&0x00FFFFFF) == 0)
|
|
return;
|
|
|
|
switch ((nodeAddr>>24)&0xFF) // pointer type encoded in upper 8 bits
|
|
{
|
|
case 0x00: // culling node
|
|
DescendCullingNode(nodeAddr&0xFFFFFF);
|
|
break;
|
|
case 0x01: // model (perhaps bit 1 is a flag in this case?)
|
|
case 0x03:
|
|
DrawModel(nodeAddr&0xFFFFFF);
|
|
break;
|
|
case 0x04: // pointer list
|
|
DescendPointerList(nodeAddr&0xFFFFFF);
|
|
break;
|
|
default:
|
|
//printf("ATTENTION: Unknown pointer format: %08X\n\n", nodeAddr);
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Draws viewports of the given priority
|
|
void CLegacy3D::RenderViewport(UINT32 addr, int pri, bool wideScreen)
|
|
{
|
|
static constexpr GLfloat color[8][3] = {
|
|
{ 0.0, 0.0, 0.0 }, // off
|
|
{ 0.0, 0.0, 1.0 }, // blue
|
|
{ 0.0, 1.0, 0.0 }, // green
|
|
{ 0.0, 1.0, 1.0 }, // cyan
|
|
{ 1.0, 0.0, 0.0 }, // red
|
|
{ 1.0, 0.0, 1.0 }, // purple
|
|
{ 1.0, 1.0, 0.0 }, // yellow
|
|
{ 1.0, 1.0, 1.0 } // white
|
|
};
|
|
|
|
// Translate address and obtain pointer
|
|
const UINT32 *vpnode = TranslateCullingAddress(addr);
|
|
if (nullptr == vpnode)
|
|
return;
|
|
|
|
// Recursively process next viewport
|
|
UINT32 nextAddr = vpnode[0x01]; // next viewport
|
|
UINT32 nodeAddr = vpnode[0x02]; // scene database node pointer
|
|
if (nextAddr == 0) // memory probably hasn't been set up yet, abort
|
|
return;
|
|
if (nextAddr != 0x01000000)
|
|
RenderViewport(nextAddr, pri, wideScreen);
|
|
|
|
// Skip disabled viewports
|
|
//if ((vpnode[0] & 0x20) != 0)
|
|
// return;
|
|
|
|
// If the priority doesn't match, do not process
|
|
int curPri = (vpnode[0x00] >> 3) & 3; // viewport priority
|
|
if (curPri != pri)
|
|
return;
|
|
|
|
// Fetch viewport parameters (TO-DO: would rounding make a difference?)
|
|
int vpX = (vpnode[0x1A]&0xFFFF)>>4; // viewport X (12.4 fixed point)
|
|
int vpY = (vpnode[0x1A]>>20)&0xFFF; // viewport Y (12.4)
|
|
int vpWidth = (vpnode[0x14]&0xFFFF)>>2; // width (14.2)
|
|
int vpHeight = (vpnode[0x14]>>18)&0x3FFF; // height (14.2)
|
|
|
|
// Field of view and clipping
|
|
GLfloat vpTopAngle = asinf(Util::Uint32AsFloat(vpnode[0x0E])); // FOV Y upper half-angle (radians)
|
|
GLfloat vpBotAngle = asinf(Util::Uint32AsFloat(vpnode[0x12])); // FOV Y lower half-angle
|
|
GLfloat fovYDegrees = (vpTopAngle+vpBotAngle)*(float)(180.0/M_PI);
|
|
// TO-DO: investigate clipping planes
|
|
|
|
// Set up viewport and projection (TO-DO: near and far clipping)
|
|
glMatrixMode(GL_PROJECTION);
|
|
glLoadIdentity();
|
|
if (wideScreen && (vpX==0) && (vpWidth>=495) && (vpY==0) && (vpHeight >= 383)) // only expand viewports that occupy whole screen
|
|
{
|
|
// Wide screen hack only modifies X axis and not the Y FOV
|
|
viewportX = 0;
|
|
viewportY = yOffs + (GLint) ((float)(384-(vpY+vpHeight))*yRatio);
|
|
viewportWidth = totalXRes;
|
|
viewportHeight = (GLint) ((float)vpHeight*yRatio);
|
|
gluPerspective(fovYDegrees,(GLfloat)viewportWidth/(GLfloat)viewportHeight,0.1f,1e5); // use actual full screen ratio to get proper X FOV
|
|
//printf("viewportX=%d, viewportY=%d, viewportWidth=%d, viewportHeight=%d\tvpY=%d vpHeight=%d\n", viewportX, viewportY, viewportWidth, viewportHeight, vpY,vpHeight);
|
|
}
|
|
else
|
|
{
|
|
viewportX = xOffs + (GLint) ((float)vpX*xRatio);
|
|
viewportY = yOffs + (GLint) ((float)(384-(vpY+vpHeight))*yRatio);
|
|
viewportWidth = (GLint) ((float)vpWidth*xRatio);
|
|
viewportHeight = (GLint) ((float)vpHeight*yRatio);
|
|
gluPerspective(fovYDegrees,(GLdouble)vpWidth/(GLdouble)vpHeight,0.1,1e5); // use Model 3 viewport ratio
|
|
}
|
|
|
|
// Lighting (note that sun vector points toward sun -- away from vertex)
|
|
lightingParams[0] = Util::Uint32AsFloat(vpnode[0x05]); // sun X
|
|
lightingParams[1] = Util::Uint32AsFloat(vpnode[0x06]); // sun Y
|
|
lightingParams[2] = Util::Uint32AsFloat(vpnode[0x04]); // sun Z
|
|
lightingParams[3] = Util::Uint32AsFloat(vpnode[0x07]); // sun intensity
|
|
lightingParams[4] = (float) ((vpnode[0x24]>>8)&0xFF) * (float)(1.0/255.0); // ambient intensity
|
|
lightingParams[5] = 0.0; // reserved
|
|
|
|
// Spotlight
|
|
int spotColorIdx = (vpnode[0x20]>>11)&7; // spotlight color index
|
|
spotEllipse[0] = (float) ((vpnode[0x1E]>>3)&0x1FFF); // spotlight X position (fractional component?)
|
|
spotEllipse[1] = (float) ((vpnode[0x1D]>>3)&0x1FFF); // spotlight Y
|
|
spotEllipse[2] = (float) ((vpnode[0x1E]>>16)&0xFFFF); // spotlight X size (16-bit? May have fractional component below bit 16)
|
|
spotEllipse[3] = (float) ((vpnode[0x1D]>>16)&0xFFFF); // spotlight Y size
|
|
spotRange[0] = 1.0f/Util::Uint32AsFloat(vpnode[0x21]); // spotlight start
|
|
spotRange[1] = Util::Uint32AsFloat(vpnode[0x1F]); // spotlight extent
|
|
spotColor[0] = color[spotColorIdx][0]; // spotlight color
|
|
spotColor[1] = color[spotColorIdx][1];
|
|
spotColor[2] = color[spotColorIdx][2];
|
|
//printf("(%g,%g),(%g,%g),(%g,%g) -> \n", spotEllipse[0], spotEllipse[1], spotEllipse[2], spotEllipse[3], spotRange[0], spotRange[1]);
|
|
|
|
// Spotlight is applied on a per pixel basis, must scale its position and size to screen
|
|
spotEllipse[1] = 384.0f-spotEllipse[1];
|
|
spotRange[1] += spotRange[0]; // limit
|
|
spotEllipse[2] = 496.0f/sqrt(spotEllipse[2]); // spotlight appears to be specified in terms of physical resolution (unconfirmed)
|
|
spotEllipse[3] = 384.0f/sqrt(spotEllipse[3]);
|
|
|
|
// Scale the spotlight to the OpenGL viewport
|
|
spotEllipse[0] = spotEllipse[0]*xRatio + xOffs;
|
|
spotEllipse[1] = spotEllipse[1]*yRatio + yOffs;
|
|
spotEllipse[2] *= xRatio;
|
|
spotEllipse[3] *= yRatio;
|
|
|
|
// Fog
|
|
fogParams[0] = (float) ((vpnode[0x22]>>16)&0xFF) * (float)(1.0/255.0); // fog color R
|
|
fogParams[1] = (float) ((vpnode[0x22]>>8)&0xFF) * (float)(1.0/255.0); // fog color G
|
|
fogParams[2] = (float) ((vpnode[0x22]>>0)&0xFF) * (float)(1.0/255.0); // fog color B
|
|
fogParams[3] = Util::Uint32AsFloat(vpnode[0x23]); // fog density
|
|
fogParams[4] = (float) (INT16) (vpnode[0x25]&0xFFFF) * (float)(1.0/255.0); // fog start
|
|
if (std::isinf(fogParams[3]) || std::isnan(fogParams[3]) || std::isinf(fogParams[4]) || std::isnan(fogParams[4])) // Star Wars Trilogy
|
|
fogParams[3] = fogParams[4] = 0.0f;
|
|
|
|
// Unknown light/fog parameters
|
|
//GLfloat scrollFog = (float) (vpnode[0x20]&0xFF) * (float)(1.0/255.0); // scroll fog
|
|
//GLfloat scrollAtt = (float) (vpnode[0x24]&0xFF) * (float)(1.0/255.0); // scroll attenuation
|
|
//printf("scrollFog = %g, scrollAtt = %g\n", scrollFog, scrollAtt);
|
|
//printf("Fog: R=%02X G=%02X B=%02X density=%g (%X) %d start=%g\n", ((vpnode[0x22]>>16)&0xFF), ((vpnode[0x22]>>8)&0xFF), ((vpnode[0x22]>>0)&0xFF), fogParams[3], vpnode[0x23], (fogParams[3]==fogParams[3]), fogParams[4]);
|
|
|
|
// Clear texture offsets before proceeding
|
|
m_textureOffset = TextureOffset();
|
|
|
|
// Set up coordinate system and base matrix
|
|
UINT32 matrixBase = vpnode[0x16] & 0xFFFFFF;
|
|
glMatrixMode(GL_MODELVIEW);
|
|
InitMatrixStack(matrixBase);
|
|
|
|
// Safeguard: weird coordinate system matrices usually indicate scenes that will choke the renderer
|
|
if (nullptr != matrixBasePtr)
|
|
{
|
|
float m21, m32, m13;
|
|
|
|
// Get the three elements that are usually set and see if their magnitudes are 1
|
|
m21 = matrixBasePtr[6];
|
|
m32 = matrixBasePtr[10];
|
|
m13 = matrixBasePtr[5];
|
|
|
|
m21 *= m21;
|
|
m32 *= m32;
|
|
m13 *= m13;
|
|
|
|
if ((m21>1.05f) || (m21<0.95f))
|
|
return;
|
|
if ((m32>1.05f) || (m32<0.95f))
|
|
return;
|
|
if ((m13>1.05f) || (m13<0.95f))
|
|
return;
|
|
}
|
|
|
|
// Render
|
|
AppendDisplayList(&VROMCache, true, 0); // add a viewport display list node
|
|
AppendDisplayList(&PolyCache, true, 0);
|
|
stackDepth = 0;
|
|
listDepth = 0;
|
|
|
|
// Descend down the node link: Use recursive traversal
|
|
DescendNodePtr(nodeAddr);
|
|
}
|
|
|
|
void CLegacy3D::RenderFrame(void)
|
|
{
|
|
bool wideScreen = m_config["WideScreen"].ValueAs<bool>();
|
|
|
|
// Begin frame
|
|
ClearErrors(); // must be cleared each frame
|
|
|
|
if (m_aaTarget) {
|
|
glBindFramebuffer(GL_FRAMEBUFFER, m_aaTarget); // if we have an AA target draw to it instead of the default back buffer
|
|
}
|
|
|
|
// Z buffering (Z buffer is cleared by display list viewport nodes)
|
|
glDepthFunc(GL_LESS);
|
|
glEnable(GL_DEPTH_TEST);
|
|
|
|
// Stencil buffering
|
|
glStencilFunc(GL_EQUAL, 0, 0xFF); // stencil test passes if stencil buffer value is 0
|
|
glStencilOp(GL_KEEP, GL_INCR, GL_INCR); // if the stencil test passes, increment value in stencil buffer
|
|
glStencilMask(0xFF);
|
|
glDisable(GL_STENCIL_TEST); // enabled only for select models
|
|
|
|
// Bind Real3D shader program and texture maps
|
|
glUseProgram(shaderProgram);
|
|
for (unsigned mapNum = 0; mapNum < numTexMaps; mapNum++)
|
|
{
|
|
// Map Model3 format to texture unit and texture unit to texture sheet number
|
|
glActiveTexture(GL_TEXTURE0 + mapNum); // activate correct texture unit
|
|
glBindTexture(GL_TEXTURE_2D, texMapIDs[mapNum]); // bind correct texture sheet
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // fragment shader performs its own interpolation
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
}
|
|
|
|
// Enable VBO client states
|
|
glEnableClientState(GL_VERTEX_ARRAY);
|
|
glEnableClientState(GL_NORMAL_ARRAY);
|
|
glEnableClientState(GL_COLOR_ARRAY);
|
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
if (subTextureLoc != -1) glEnableVertexAttribArray(subTextureLoc);
|
|
if (texParamsLoc != -1) glEnableVertexAttribArray(texParamsLoc);
|
|
if (texFormatLoc != -1) glEnableVertexAttribArray(texFormatLoc);
|
|
if (texMapLoc != -1) glEnableVertexAttribArray(texMapLoc);
|
|
if (transLevelLoc != -1) glEnableVertexAttribArray(transLevelLoc);
|
|
if (lightEnableLoc != -1) glEnableVertexAttribArray(lightEnableLoc);
|
|
if (specularLoc != -1) glEnableVertexAttribArray(specularLoc);
|
|
if (shininessLoc != -1) glEnableVertexAttribArray(shininessLoc);
|
|
if (fogIntensityLoc != -1) glEnableVertexAttribArray(fogIntensityLoc);
|
|
|
|
// Draw
|
|
#ifdef DEBUG
|
|
m_debugHighlightPolyHeaderIdx = m_config["Debug/HighlightPolyHeaderIdx"].ValueAsDefault<int>(-1);
|
|
m_debugHighlightPolyHeaderMask = m_config["Debug/HighlightPolyHeaderMask"].ValueAsDefault<uint32_t>(0);
|
|
m_debugHighlightCullingNodeIdx = m_config["Debug/HighlightCullingNodeIdx"].ValueAsDefault<int>(-1);
|
|
m_debugHighlightCullingNodeMask = m_config["Debug/HighlightCullingNodeMask"].ValueAsDefault<uint32_t>(0);
|
|
if (m_config["Debug/ForceFlushModels"].ValueAsDefault<bool>(false))
|
|
ClearModelCache(&VROMCache);
|
|
#endif
|
|
ClearModelCache(&PolyCache);
|
|
for (int pri = 0; pri <= 3; pri++)
|
|
{
|
|
glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
|
|
//ClearModelCache(&PolyCache);
|
|
ClearDisplayList(&PolyCache);
|
|
ClearDisplayList(&VROMCache);
|
|
RenderViewport(0x800000,pri,wideScreen);
|
|
DrawDisplayList(&VROMCache, POLY_STATE_NORMAL);
|
|
DrawDisplayList(&PolyCache, POLY_STATE_NORMAL);
|
|
DrawDisplayList(&VROMCache, POLY_STATE_ALPHA);
|
|
DrawDisplayList(&PolyCache, POLY_STATE_ALPHA);
|
|
}
|
|
glFrontFace(GL_CW); // restore front face
|
|
glDisable(GL_STENCIL_TEST); // make sure this is turned off
|
|
|
|
// Disable VBO client states
|
|
if (fogIntensityLoc != -1) glDisableVertexAttribArray(fogIntensityLoc);
|
|
if (shininessLoc != -1) glDisableVertexAttribArray(shininessLoc);
|
|
if (specularLoc != -1) glDisableVertexAttribArray(specularLoc);
|
|
if (lightEnableLoc != -1) glDisableVertexAttribArray(lightEnableLoc);
|
|
if (transLevelLoc != -1) glDisableVertexAttribArray(transLevelLoc);
|
|
if (texMapLoc != -1) glDisableVertexAttribArray(texMapLoc);
|
|
if (texFormatLoc != -1) glDisableVertexAttribArray(texFormatLoc);
|
|
if (texParamsLoc != -1) glDisableVertexAttribArray(texParamsLoc);
|
|
if (subTextureLoc != -1) glDisableVertexAttribArray(subTextureLoc);
|
|
glDisableClientState(GL_COLOR_ARRAY);
|
|
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
glDisableClientState(GL_NORMAL_ARRAY);
|
|
glDisableClientState(GL_VERTEX_ARRAY);
|
|
|
|
if (m_aaTarget) {
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0); // restore target if needed
|
|
}
|
|
}
|
|
|
|
void CLegacy3D::EndFrame(void)
|
|
{
|
|
}
|
|
|
|
void CLegacy3D::BeginFrame(void)
|
|
{
|
|
//printf("--- BEGIN FRAME ---\n");
|
|
}
|
|
|
|
|
|
/******************************************************************************
|
|
Configuration, Initialization, and Shutdown
|
|
******************************************************************************/
|
|
|
|
void CLegacy3D::AttachMemory(const UINT32 *cullingRAMLoPtr, const UINT32 *cullingRAMHiPtr, const UINT32 *polyRAMPtr, const UINT32 *vromPtr, const UINT16 *textureRAMPtr)
|
|
{
|
|
cullingRAMLo = cullingRAMLoPtr;
|
|
cullingRAMHi = cullingRAMHiPtr;
|
|
polyRAM = polyRAMPtr;
|
|
vrom = vromPtr;
|
|
textureRAM = textureRAMPtr;
|
|
DebugLog("Legacy3D attached Real3D memory regions\n");
|
|
}
|
|
|
|
void CLegacy3D::SetStepping(int stepping)
|
|
{
|
|
step = stepping;
|
|
|
|
if ((step!=0x10) && (step!=0x15) && (step!=0x20) && (step!=0x21))
|
|
{
|
|
DebugLog("Legacy3D: Unrecognized stepping: %d.%d\n", (step>>4)&0xF, step&0xF);
|
|
step = 0x10;
|
|
}
|
|
|
|
if (step > 0x10)
|
|
{
|
|
offset = 0; // culling nodes are 10 words
|
|
vertexFactor = (1.0f/2048.0f); // vertices are in 13.11 format
|
|
}
|
|
else
|
|
{
|
|
offset = 2; // 8 words
|
|
vertexFactor = (1.0f/128.0f); // 17.7
|
|
}
|
|
|
|
DebugLog("Legacy3D set to Step %d.%d\n", (step>>4)&0xF, step&0xF);
|
|
}
|
|
|
|
bool CLegacy3D::Init(unsigned xOffset, unsigned yOffset, unsigned xRes, unsigned yRes, unsigned totalXResParam, unsigned totalYResParam, unsigned aaTarget)
|
|
{
|
|
// Allocate memory for texture buffer
|
|
textureBuffer = new(std::nothrow) GLfloat[1024*1024*4];
|
|
if (NULL == textureBuffer)
|
|
return ErrorLog("Insufficient memory for texture decode buffer.");
|
|
|
|
glGetError(); // clear error flag
|
|
|
|
m_aaTarget = aaTarget;
|
|
|
|
// Create model caches and VBOs
|
|
if (CreateModelCache(&VROMCache, NUM_STATIC_VERTS, NUM_LOCAL_VERTS, NUM_STATIC_MODELS, 0x4000000/4, NUM_DISPLAY_LIST_ITEMS, false))
|
|
return FAIL;
|
|
if (CreateModelCache(&PolyCache, NUM_DYNAMIC_VERTS, NUM_LOCAL_VERTS, NUM_DYNAMIC_MODELS, 0x4000000/4, NUM_DISPLAY_LIST_ITEMS, true))
|
|
return FAIL;
|
|
|
|
// Initialize lighting parameters (updated as viewports are traversed)
|
|
lightingParams[0] = 0.0;
|
|
lightingParams[1] = 0.0;
|
|
lightingParams[2] = 0.0;
|
|
lightingParams[3] = 0.0;
|
|
lightingParams[4] = 1.0; // full ambient intensity in case we want to render a standalone model
|
|
lightingParams[5] = 0.0;
|
|
|
|
// Resolution and offset within physical display area
|
|
xRatio = (GLfloat) xRes / 496.0f;
|
|
yRatio = (GLfloat) yRes / 384.0f;
|
|
xOffs = xOffset;
|
|
yOffs = yOffset;
|
|
totalXRes = totalXResParam;
|
|
totalYRes = totalYResParam;
|
|
|
|
// Get ideal number of texture sheets required by default mapping from Model3 texture format to texture sheet
|
|
int idealTexSheets = 0;
|
|
for (size_t fmt = 0; fmt < 8; fmt++)
|
|
{
|
|
int sheetNum = defaultFmtToTexSheetNum[fmt];
|
|
idealTexSheets = std::max<int>(idealTexSheets, sheetNum + 1);
|
|
}
|
|
|
|
// Get upper limit for number of texture maps to use from max number of texture units supported by video card
|
|
GLint glMaxTexUnits;
|
|
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &glMaxTexUnits);
|
|
int maxTexMaps = std::max<int>(1, std::min<int>(m_config["MaxTexMaps"].ValueAsDefault<int>(9), glMaxTexUnits));
|
|
|
|
// Get upper limit for extent of texture maps to use from max texture size supported by video card
|
|
GLint maxTexSize;
|
|
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTexSize);
|
|
int mapExtent = std::max<int>(1, std::min<unsigned>(m_config["MaxTexMapExtent"].ValueAsDefault<int>(4), maxTexSize / 2048));
|
|
int mapSize = 2048 * mapExtent;
|
|
while (mapExtent > 1)
|
|
{
|
|
if ((mapExtent - 1) * (mapExtent - 1) < idealTexSheets)
|
|
{
|
|
// Use a GL proxy texture to double check max texture size returned above
|
|
glTexImage2D(GL_PROXY_TEXTURE_2D, 0, GL_RGBA8, mapSize, mapSize, 0, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, NULL);
|
|
GLint glTexWidth;
|
|
glGetTexLevelParameteriv(GL_PROXY_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &glTexWidth);
|
|
if (glTexWidth == mapSize)
|
|
break;
|
|
}
|
|
mapExtent--;
|
|
mapSize -= 2048;
|
|
}
|
|
|
|
// Load shaders, using multi-sheet shader if requested.
|
|
const char *fragmentShaderSource = (m_config["MultiTexture"].ValueAs<bool>() ? fragmentShaderMultiSheetSource : fragmentShaderSingleSheetSource); // single texture shader
|
|
if (OKAY != LoadShaderProgram(&shaderProgram,&vertexShader,&fragmentShader,m_config["VertexShader"].ValueAs<std::string>(),m_config["FragmentShader"].ValueAs<std::string>(),vertexShaderSource,fragmentShaderSource))
|
|
return FAIL;
|
|
|
|
// Try locating default "textureMap" uniform in shader program
|
|
glUseProgram(shaderProgram); // bind program
|
|
textureMapLoc = glGetUniformLocation(shaderProgram, "textureMap");
|
|
|
|
// If exists, bind to first texture unit
|
|
int mapCount = 0;
|
|
if (textureMapLoc != -1)
|
|
glUniform1i(textureMapLoc, mapCount++);
|
|
|
|
// Try locating "textureMap[0-7]" uniforms in shader program
|
|
for (int mapNum = 0; mapNum < 8 && mapCount < maxTexMaps; mapNum++)
|
|
{
|
|
char uniformName[12];
|
|
sprintf(uniformName, "textureMap%u", mapNum);
|
|
textureMapLocs[mapNum] = glGetUniformLocation(shaderProgram, uniformName);
|
|
// If exist, bind to remaining texture units
|
|
if (textureMapLocs[mapNum] != -1)
|
|
glUniform1i(textureMapLocs[mapNum], mapCount++);
|
|
}
|
|
|
|
// Check sucessully located at least one "textureMap" uniform in shader program
|
|
if (mapCount == 0)
|
|
return ErrorLog("Fragment shader must contain at least one 'textureMap' uniform.");
|
|
InfoLog("Located and bound %u 'textureMap' uniform(s) in fragment shader.", mapCount);
|
|
|
|
// Readjust map extent so as to utilise as many texture maps found in shader program as possible
|
|
while (mapExtent > 1 && mapCount * (mapExtent - 1) * (mapExtent - 1) >= idealTexSheets)
|
|
{
|
|
mapExtent--;
|
|
mapSize -= 2048;
|
|
}
|
|
|
|
// Create required number of GL textures for texture maps, decreasing map extent if memory is insufficent
|
|
unsigned sheetsPerMap = mapExtent * mapExtent;
|
|
while (true)
|
|
{
|
|
numTexMaps = std::min<unsigned>(mapCount, 1 + (idealTexSheets - 1) / sheetsPerMap);
|
|
|
|
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
|
glGenTextures(numTexMaps, texMapIDs);
|
|
bool okay = true;
|
|
for (unsigned mapNum = 0; mapNum < numTexMaps; mapNum++)
|
|
{
|
|
glActiveTexture(GL_TEXTURE0 + mapNum); // activate correct texture unit
|
|
glBindTexture(GL_TEXTURE_2D, texMapIDs[mapNum]); // bind correct texture sheet
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // fragment shader performs its own interpolation
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, mapSize, mapSize, 0, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, 0);
|
|
if (glGetError() != GL_NO_ERROR)
|
|
{
|
|
// Ran out of video memory or texture size is too large
|
|
numTexMaps = mapNum;
|
|
okay = false;
|
|
break;
|
|
}
|
|
}
|
|
if (okay || mapExtent == 1)
|
|
break;
|
|
|
|
// Delete textures, decrease extent and try again
|
|
glDeleteTextures(numTexMaps, texMapIDs);
|
|
mapExtent--;
|
|
mapSize -= 2048;
|
|
sheetsPerMap = mapExtent * mapExtent;
|
|
}
|
|
|
|
// Check successfully created at least one texture map
|
|
if (numTexMaps == 0)
|
|
return ErrorLog("OpenGL was unable to provide any 2048x2048-texel texture maps.");
|
|
InfoLog("Created %u %ux%u-texel GL texture map(s).", numTexMaps, mapSize, mapSize);
|
|
|
|
// Create texture sheet objects and assign them to texture maps
|
|
numTexSheets = std::min<unsigned>(numTexMaps * sheetsPerMap, idealTexSheets);
|
|
texSheets = new(std::nothrow) TexSheet[numTexSheets];
|
|
if (texSheets == NULL)
|
|
return ErrorLog("Unable to assign memory for %u texture sheet objects.", numTexSheets);
|
|
for (unsigned sheetNum = 0; sheetNum < numTexSheets; sheetNum++)
|
|
{
|
|
unsigned mapNum = sheetNum / sheetsPerMap;
|
|
unsigned posInMap = sheetNum % sheetsPerMap;
|
|
texSheets[sheetNum].sheetNum = sheetNum;
|
|
texSheets[sheetNum].mapNum = mapNum;
|
|
texSheets[sheetNum].xOffset = 2048 * (posInMap % mapExtent);
|
|
texSheets[sheetNum].yOffset = 2048 * (posInMap / mapExtent);
|
|
}
|
|
|
|
// Assign Model3 texture formats to texture sheets (cannot just use default mapping as may have ended up with fewer
|
|
// texture sheets than anticipated)
|
|
for (unsigned fmt = 0; fmt < 8; fmt++)
|
|
{
|
|
int sheetNum = defaultFmtToTexSheetNum[fmt] % numTexSheets;
|
|
fmtToTexSheet[fmt] = &texSheets[sheetNum];
|
|
}
|
|
|
|
InfoLog("Mapped %u Model3 texture formats to %u texture sheet(s) in %u %ux%u-texel texture map(s).", 8, numTexSheets, numTexMaps, mapSize, mapSize);
|
|
|
|
// Get location of the rest of the uniforms
|
|
modelViewMatrixLoc = glGetUniformLocation(shaderProgram,"modelViewMatrix");
|
|
projectionMatrixLoc = glGetUniformLocation(shaderProgram,"projectionMatrix");
|
|
lightingLoc = glGetUniformLocation(shaderProgram, "lighting");
|
|
mapSizeLoc = glGetUniformLocation(shaderProgram, "mapSize");
|
|
spotEllipseLoc = glGetUniformLocation(shaderProgram, "spotEllipse");
|
|
spotRangeLoc = glGetUniformLocation(shaderProgram, "spotRange");
|
|
spotColorLoc = glGetUniformLocation(shaderProgram, "spotColor");
|
|
|
|
// Get locations of custom vertex attributes
|
|
subTextureLoc = glGetAttribLocation(shaderProgram,"subTexture");
|
|
texParamsLoc = glGetAttribLocation(shaderProgram,"texParams");
|
|
texFormatLoc = glGetAttribLocation(shaderProgram,"texFormat");
|
|
texMapLoc = glGetAttribLocation(shaderProgram,"texMap");
|
|
transLevelLoc = glGetAttribLocation(shaderProgram,"transLevel");
|
|
lightEnableLoc = glGetAttribLocation(shaderProgram,"lightEnable");
|
|
specularLoc = glGetAttribLocation(shaderProgram,"specular");
|
|
shininessLoc = glGetAttribLocation(shaderProgram,"shininess");
|
|
fogIntensityLoc = glGetAttribLocation(shaderProgram,"fogIntensity");
|
|
|
|
// Set map size
|
|
if (mapSizeLoc != -1)
|
|
glUniform1f(mapSizeLoc, (GLfloat)mapSize);
|
|
|
|
// Additional OpenGL stuff
|
|
glFrontFace(GL_CW); // polygons are uploaded w/ clockwise winding
|
|
glCullFace(GL_BACK);
|
|
glEnable(GL_CULL_FACE);
|
|
glClearDepth(1.0);
|
|
glEnable(GL_TEXTURE_2D);
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glLoadIdentity();
|
|
|
|
// Mark all textures as dirty
|
|
UploadTextures(0, 0, 0, 2048, 2048);
|
|
|
|
DebugLog("Legacy3D initialized\n");
|
|
return OKAY;
|
|
}
|
|
|
|
void CLegacy3D::SetSunClamp(bool enable)
|
|
{
|
|
}
|
|
|
|
void CLegacy3D::SetSignedShade(bool enable)
|
|
{
|
|
}
|
|
|
|
float CLegacy3D::GetLosValue(int layer)
|
|
{
|
|
return 0.0f;
|
|
}
|
|
|
|
CLegacy3D::CLegacy3D(const Util::Config::Node &config)
|
|
: m_config(config),
|
|
m_aaTarget(0)
|
|
{
|
|
cullingRAMLo = NULL;
|
|
cullingRAMHi = NULL;
|
|
polyRAM = NULL;
|
|
vrom = NULL;
|
|
textureRAM = NULL;
|
|
textureBuffer = NULL;
|
|
texSheets = NULL;
|
|
|
|
// Clear model cache pointers so we can safely destroy them if init fails
|
|
for (int i = 0; i < 2; i++)
|
|
{
|
|
VROMCache.verts[i] = NULL;
|
|
PolyCache.verts[i] = NULL;
|
|
VROMCache.Models = NULL;
|
|
PolyCache.Models = NULL;
|
|
VROMCache.lut = NULL;
|
|
PolyCache.lut = NULL;
|
|
VROMCache.List = NULL;
|
|
PolyCache.List = NULL;
|
|
VROMCache.ListHead[i] = NULL;
|
|
PolyCache.ListHead[i] = NULL;
|
|
VROMCache.ListTail[i] = NULL;
|
|
PolyCache.ListTail[i] = NULL;
|
|
}
|
|
|
|
DebugLog("Built Legacy3D\n");
|
|
}
|
|
|
|
CLegacy3D::~CLegacy3D(void)
|
|
{
|
|
DestroyShaderProgram(shaderProgram,vertexShader,fragmentShader);
|
|
if (glBindBuffer != NULL) // we may have failed earlier due to lack of OpenGL 2.0 functions
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0); // disable VBOs by binding to 0
|
|
glDeleteTextures(numTexMaps, texMapIDs);
|
|
|
|
DestroyModelCache(&VROMCache);
|
|
DestroyModelCache(&PolyCache);
|
|
|
|
cullingRAMLo = NULL;
|
|
cullingRAMHi = NULL;
|
|
polyRAM = NULL;
|
|
vrom = NULL;
|
|
textureRAM = NULL;
|
|
|
|
if (texSheets != NULL)
|
|
delete [] texSheets;
|
|
|
|
if (textureBuffer != NULL)
|
|
delete [] textureBuffer;
|
|
textureBuffer = NULL;
|
|
|
|
DebugLog("Destroyed Legacy3D\n");
|
|
}
|
|
|
|
} // Legacy3D
|