mirror of
https://github.com/RetroDECK/Supermodel.git
synced 2024-11-22 22:05:38 +00:00
856 lines
24 KiB
C
856 lines
24 KiB
C
/*
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* Sega Model 3 Emulator
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* Copyright (C) 2003 Bart Trzynadlowski, Ville Linde, Stefano Teso
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License Version 2 as published
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* by the Free Software Foundation.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
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* or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
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* for 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 this program (license.txt); if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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/*
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* render.c
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*
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* Rendering engine. Responsible for both Real3D graphics emulation and
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* for drawing the tile layers with correct priorities.
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*
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* NOTES:
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* ------
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*
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* - The "hardware coordinate system" is the default Model 3 coordinate system
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* before any matrices are applied. In it, +X is to the right, +Y is down,
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* and +Z is further into the screen.
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*/
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#include "model3.h"
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extern BOOL render_scene(void);
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#define LOG_MODEL_ADDR 0 // logs model addresses to models.log
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/******************************************************************/
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/* Useful Macros */
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/******************************************************************/
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/*
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* Single-Precision Floating Point
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*/
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#define GET_FLOAT(ptr) (*((float *) ptr))
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/*
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* Trigonometry
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*/
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#define PI 3.14159265358979323846264338327
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#define CONVERT_TO_DEGREES(a) (((a) * 180.0) / PI)
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/******************************************************************/
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/* Private Data */
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/******************************************************************/
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/*
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* Memory Regions
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*
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* These will be passed to us before rendering begins.
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*/
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static UINT8 *culling_ram_8e; // pointer to Real3D culling RAM
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static UINT8 *culling_ram_8c; // pointer to Real3D culling RAM
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static UINT8 *polygon_ram; // pointer to Real3D polygon RAM
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static UINT8 *texture_ram; // pointer to Real3D texture RAM
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static UINT8 *vrom; // pointer to VROM
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/*
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* Matrix Base
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*/
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static float *matrix_base; // current scene's matrix table
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static float *lod_base; // current scene's LOD table
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/*
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* Matrix Conversion Tables
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*
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* These tables map Model 3 matrix indices to column-major form.
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*/
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static INT normal_matrix[4*4] = // normal matrices
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{
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3*4+0, 3*4+1, 3*4+2,
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0*4+0, 1*4+0, 2*4+0,
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0*4+1, 1*4+1, 2*4+1,
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0*4+2, 1*4+2, 2*4+2
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};
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static INT coord_matrix[4*4] = // coordinate system matrix
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{
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3*4+2, 3*4+0, 3*4+1,
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0*4+2, 1*4+2, 2*4+2,
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0*4+0, 1*4+0, 2*4+0,
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0*4+1, 1*4+1, 2*4+1
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};
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/******************************************************************/
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/* Function Prototypes */
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/******************************************************************/
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static void draw_block(UINT32 *);
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/******************************************************************/
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/* TEMPORARY Model Tracking Code */
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/* */
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/* This code builds a list of VROM model addresses as they are */
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/* referenced. */
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/******************************************************************/
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#if LOG_MODEL_ADDR
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static struct model_addr
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{
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UINT32 addr; // model address in VROM
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INT num_polys; // number of polygons in model
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struct model_addr *next; // next in list
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} *model_addr_list = NULL;
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static INT count_polys(UINT32 *mdl)
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{
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UINT32 link_data, mask;
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INT num_polys = 0, num_verts, i, stop;
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do
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{
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stop = BSWAP32(mdl[1]) & 4; // get stop bit
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link_data = BSWAP32(mdl[0]); // link data
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/*
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* Count how many vertices the polygon has by subtracting the number
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* of vertices used from the previous polygon from 4 (quad) or 3 (tri)
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*/
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num_verts = (link_data & 0x40) ? 4 : 3;
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mask = 8;
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for (i = 0; i < 4 && num_verts; i++)
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{
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if ((link_data & mask))
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--num_verts;
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mask >>= 1;
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}
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/*
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* Advance to next polygon
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*/
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mdl += 7 + num_verts * 4;
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++num_polys; // increment count
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} while (!stop);
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return num_polys;
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}
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static void record_model(UINT32 addr)
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{
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struct model_addr *l;
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/*
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* Search for this entry -- if already in the list, exit
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for (l = model_addr_list; l != NULL; l = l->next)
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{
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if (addr == l->addr)
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return;
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}
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/*
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* Add new entry
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*/
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l = malloc(sizeof(struct model_addr));
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if (l == NULL)
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error("out of memory in record_model()");
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l->addr = addr;
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l->num_polys = count_polys((UINT32 *) &vrom[addr * 4]);
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l->next = model_addr_list;
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model_addr_list = l;
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}
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#endif
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/******************************************************************/
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/* Real3D Address Translation */
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/******************************************************************/
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/*
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* translate_scene_graph_address():
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*
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* Returns a pointer to scene graph (culling RAM) memory given a scene graph
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* address (only lower 24 bits are relevant.)
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*/
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static UINT32 *translate_scene_graph_address(UINT32 addr)
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{
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addr &= 0x00FFFFFF; // only lower 24 bits matter
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if ((addr & 0x00800000)) // 8E culling RAM
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{
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if (addr >= 0x00840000)
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error("translate_scene_graph_address(): addr = %08X", addr);
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return (UINT32 *) &culling_ram_8e[(addr & 0x0003FFFF) * 4];
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}
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else // 8C culling RAM
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{
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if (addr >= 0x00100000)
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error("translate_scene_graph_address(): addr = %08X", addr);
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return (UINT32 *) &culling_ram_8c[(addr & 0x000FFFFF) * 4];
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}
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}
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/*
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* draw_model():
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*
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* Translates the model address and draws the model (accounting for
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* endianness.)
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*/
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static void draw_model(UINT32 addr)
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{
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addr &= 0x00FFFFFF; // only lower 24 bits matter
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if (addr > 0x00100000) // VROM
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{
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#if LOG_MODEL_ADDR
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record_model(addr); // TEMP: this tracks model addresses in VROM
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#endif
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osd_renderer_draw_model((UINT32 *) &vrom[(addr & 0x00FFFFFF) * 4], addr, 0);
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}
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else // polygon RAM (may actually be 4MB)
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{
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osd_renderer_draw_model((UINT32 *) &polygon_ram[(addr & 0x000FFFFF) * 4], addr, 1);
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}
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}
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/******************************************************************/
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/* Matrices */
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/* */
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/* Model 3 matrices are 4x3 in size (they lack the translational */
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/* component.) They are layed out like this: */
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/* */
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/* 03 04 05 00 */
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/* 06 07 08 01 */
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/* 09 10 11 02 */
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/* */
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/* Matrix #0 is for coordinate system selection, it is layed out */
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/* as: */
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/* */
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/* 06 07 08 01 */
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/* 09 10 11 02 */
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/* 03 04 05 00 */
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/* */
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/* By default, the Model 3 appears to have a form of left-handed */
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/* coordinate system where positive Z means further away from the */
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/* camera and the positive Y axis points downward along the */
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/* screen. */
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/******************************************************************/
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/*
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* get_matrix():
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*
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* Reads a Model 3 matrix and converts it to column-major 4x4 form using the
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* supplied conversion table.
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*/
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static void get_matrix(MATRIX dest, INT convert[3*4], UINT num)
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{
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INT m = num * 12, i;
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for (i = 0; i < 3*4; i++) // fetch Model 3 4x3 matrix
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dest[convert[i]] = matrix_base[m + i];
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dest[0*4+3] = 0.0; // fill in translation component to make 4x4
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dest[1*4+3] = 0.0;
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dest[2*4+3] = 0.0;
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dest[3*4+3] = 1.0;
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}
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/******************************************************************/
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/* Scene Graph Traversal */
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/******************************************************************/
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int list_depth = 0;
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/*
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* draw_list():
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*
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* Processes a list backwards. Each list element references a block.
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*/
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static void draw_list(UINT32 *list)
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{
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UINT32 *list_ptr;
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UINT32 addr;
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list_ptr = list;
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if (list_depth > 2)
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return;
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list_depth++;
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/*
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* Go to end of list
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*/
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while (1)
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{
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addr = *list_ptr;
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if ((addr & 0x02000000)) // last pointer in list
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{
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//--list_ptr;
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break;
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}
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if (addr == 0 || addr == 0x800800) // safeguard in case memory hasn't been set up
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{
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--list_ptr;
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break;
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}
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++list_ptr;
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}
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while (list_ptr >= list)
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{
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addr = *list_ptr;
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if ((addr & 0x00FFFFFF) != 0x00FFFFFF)
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draw_block(translate_scene_graph_address(addr));
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--list_ptr; // next element
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}
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list_depth--;
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}
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/*
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* draw_pointer_list():
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*
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* Draws a 4-element pointer list for model LOD selection.
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*/
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static void draw_pointer_list(UINT lod_num, UINT32* list)
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{
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float *lod_control = (float *)((UINT32)lod_base + lod_num * 8);
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/*
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* Perform the actual LOD calculation, select the LOD model
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* to draw -- and perform additional LOD blending.
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*/
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#if 0
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printf( "LOD control = %f, %f\n"
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" %f, %f\n"
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" %f, %f\n"
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" %f, %f\n",
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lod_control[0], lod_control[1],
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lod_control[2], lod_control[3],
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lod_control[4], lod_control[5],
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lod_control[6], lod_control[7]
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);
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#endif
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if(1)
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draw_model( list[0] );
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else if(0)
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draw_model( list[1] );
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else if(0)
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draw_model( list[2] );
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else
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draw_model( list[3] );
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}
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/*
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* draw_block():
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*
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* Traverses a 10- (or 8-) word block (culling node.) The blocks have this
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* format:
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*
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* 0: ID code (upper 22 bits) and control bits
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* 1: Scaling? Not present in Step 1.0
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* 2: Flags? Not present in Step 1.0
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* 3: Lower 12 bits are matrix select. Upper bits contain flags.
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* 4: X translation (floating point)
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* 5: Y translation
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* 6: Z translation
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* 7: Pointer to model data, list, or pointer list
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* 8: Pointer to next block
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* 9: Pair of 16-bit values, related to rendering order
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*
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* Lower 16 bits of word 2 control "texture offset": -P-X XXXX X--Y YYYY, same
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* as in polygon headers. The purpose of this is unknown.
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*/
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static void draw_block(UINT32 *block)
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{
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MATRIX m;
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UINT32 addr;
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INT offset;
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INT txoffs_x, txoffs_y, txoffs_page;
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if (m3_config.step == 0x10) // Step 1.0 blocks are only 8 words
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offset = 2;
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else
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offset = 0;
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addr = block[7 - offset];
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txoffs_x = ((block[2] >> 7) & 0x3F) * 32;
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txoffs_y = (block[2] & 0x1F) * 32;
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txoffs_page = !!(block[2] & 0x4000);
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/*
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* Apply matrix and translation
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*/
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get_matrix(m, normal_matrix, block[3 - offset] & 0xFFF);
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osd_renderer_push_matrix();
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if ((block[0] & 0x10)) // this bit appears to control translation
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{
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osd_renderer_translate_matrix(GET_FLOAT(&block[4 - offset]), GET_FLOAT(&block[5 - offset]), GET_FLOAT(&block[6 - offset]));
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}
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else
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{
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if ((block[3 - offset] & 0xFFF) != 0)
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osd_renderer_multiply_matrix(m);
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}
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/*
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* Bit 0x08 of word 0 indicates a pointer list
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*/
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if ((block[0] & 0x08))
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draw_pointer_list((block[3 - offset] >> 12) & 127, translate_scene_graph_address(addr));
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else
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{
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if (addr != 0x0FFFFFFF && addr != 0x01000000 && addr != 0x00800800 && addr != 0) // valid?
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{
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switch ((addr >> 24) & 0xFF) // decide what address points to
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{
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case 0x00: // block
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draw_block(translate_scene_graph_address(addr));
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break;
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case 0x01: // model
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case 0x03: // model (Scud Race, model in VROM)
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draw_model(addr);
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break;
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case 0x04: // list
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draw_list(translate_scene_graph_address(addr));
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break;
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default:
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break;
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}
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}
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}
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osd_renderer_pop_matrix();
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/*
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* NOTE: This second pointer needs to be investigated further.
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*/
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addr = block[8 - offset];
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if (addr != 0x01000000 && addr != 0x00800800 && addr != 0) // valid?
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draw_block(translate_scene_graph_address(addr));
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}
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/*
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* get_viewport_data():
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*
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* Sets up a VIEWPORT structure. Is passed a pointer to the main node.
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*/
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static void get_viewport_data(VIEWPORT *vp, UINT32 *node)
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{
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vp->x = (node[0x1A] & 0xFFFF) >> 4; // position is in 12.4 format
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vp->y = (node[0x1A] >> 16) >> 4;
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vp->width = (node[0x14] & 0xFFFF) >> 2; // size is in 14.2 format
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vp->height = (node[0x14] >> 16) >> 2;
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vp->left = asin(GET_FLOAT(&node[0x0C]));
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vp->right = asin(GET_FLOAT(&node[0x10]));
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vp->up = asin(GET_FLOAT(&node[0x0E]));
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vp->down = asin(GET_FLOAT(&node[0x12]));
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vp->left = CONVERT_TO_DEGREES(vp->left);
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vp->right = CONVERT_TO_DEGREES(vp->right);
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vp->up = CONVERT_TO_DEGREES(vp->up);
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vp->down = CONVERT_TO_DEGREES(vp->down);
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}
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/*
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* get_light_data():
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*
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* Sets up a LIGHT structure based on ambient sun light. The sun vector
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* indicates the direction of the parallel sun light. It is specified in the
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* hardware coordinate system and must be applied before any matrices.
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*/
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static void get_light_data(LIGHT* l, UINT32* node)
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{
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memset( l, 0, sizeof(LIGHT) );
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l->u = GET_FLOAT(&node[5]); // it seems X needs to be inverted
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l->v = GET_FLOAT(&node[6]);
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l->w = GET_FLOAT(&node[4]);
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l->diffuse_intensity = GET_FLOAT(&node[7]);
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l->ambient_intensity = (UINT8)((node[0x24] >> 8) & 0xFF) / 256.0f;
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LOG("model3.log", "sun light = (%f,%f,%f),%f,(%02X=%f)\n", l->u, l->v, l->w, l->diffuse_intensity, ((node[0x24] >> 8) & 0xFF), l->ambient_intensity);
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l->color = 0xFFFFFFFF;
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}
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/*
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* draw_viewport():
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*
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* Traverses the main (scene descriptor) nodes and draws the ones with the
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* given viewport priority.
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*/
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static void draw_viewport(UINT pri, UINT32 addr)
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{
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MATRIX m;
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VIEWPORT vp;
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LIGHT sun;
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UINT32 *node;
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UINT32 next_addr, ptr;
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node = translate_scene_graph_address(addr);
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/*
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* Recurse until the last node has been reached
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*/
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next_addr = node[1];
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if (next_addr == 0) // culling RAM probably hasn't been set up yet...
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return;
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if (next_addr != 0x01000000)
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draw_viewport(pri, next_addr);
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/*
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* Draw this node if the priority matches
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*/
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if (pri == ((node[0] >> 3) & 3))
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{
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/*
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* Set up viewport and matrix table base
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*/
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get_viewport_data(&vp, node);
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osd_renderer_set_viewport(&vp);
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matrix_base = (float *) translate_scene_graph_address(node[0x16]);
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lod_base = (float *) translate_scene_graph_address(node[0x17]);
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|
|
|
/*
|
|
* Lighting -- seems to work nice if applied before coordinate system
|
|
* selection but I haven't done a thorough check.
|
|
*/
|
|
|
|
get_light_data(&sun, node);
|
|
sun.type = LIGHT_PARALLEL;
|
|
osd_renderer_set_light( 0, &sun );
|
|
|
|
/*
|
|
* Set coordinate system (matrix 0)
|
|
*/
|
|
|
|
get_matrix(m, coord_matrix, 0);
|
|
osd_renderer_set_coordinate_system(m);
|
|
|
|
/*
|
|
* Process a block or list. So far, no other possibilities have been
|
|
* seen here...
|
|
*/
|
|
|
|
ptr = node[2];
|
|
|
|
switch ((ptr >> 24) & 0xFF)
|
|
{
|
|
case 0x00: // block
|
|
draw_block(translate_scene_graph_address(node[2]));
|
|
break;
|
|
//case 0x04: // list
|
|
// draw_list(translate_scene_graph_address(node[2]));
|
|
// break;
|
|
default: // unknown
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/******************************************************************/
|
|
/* Frame Update */
|
|
/******************************************************************/
|
|
|
|
/*
|
|
* do_3d():
|
|
*
|
|
* Draw the complete Real3D frame.
|
|
*/
|
|
|
|
static void do_3d(void)
|
|
{
|
|
INT i;
|
|
|
|
|
|
for (i = 0; i < 4; i++)
|
|
{
|
|
osd_renderer_clear(0, 1); // clear Z-buffer
|
|
osd_renderer_begin_3d_scene();
|
|
draw_viewport(i, 0x00800000);
|
|
osd_renderer_end_3d_scene();
|
|
|
|
LOG("model3.log", "GOT HERE\n");
|
|
}
|
|
}
|
|
|
|
/*
|
|
* void set_color_offset(UINT32 reg);
|
|
*
|
|
* Sets color offset to the value specified by reg, and updates the
|
|
* renderer status.
|
|
*/
|
|
|
|
static void set_color_offset(UINT32 reg)
|
|
{
|
|
FLOAT32 r, g, b;
|
|
|
|
/*
|
|
* Color offset is specified as a triplet of signed 8-bit values, one
|
|
* for each color component. 0 is the default value, it doesn't modify
|
|
* the output color. It's equal to disabling the color offset (though
|
|
* some bit in the tilegen ports could be used for this).
|
|
* 0x80 (-128) is the minimum value, and corresponds to complete black.
|
|
* 0x7F (+127) is the maximum value, and corresponds to complete white.
|
|
*/
|
|
|
|
r = (FLOAT32)((INT32)((INT8)(((INT32)reg >> 8) & 0xFF))) / 128.0f;
|
|
g = (FLOAT32)((INT32)((INT8)(((INT32)reg >> 16) & 0xFF))) / 128.0f;
|
|
b = (FLOAT32)((INT32)((INT8)(((INT32)reg >> 24) & 0xFF))) / 128.0f;
|
|
|
|
// osd_renderer_set_color_offset(r != 0.0f && g != 0.0f && b != 0.0f, r, g, b);
|
|
}
|
|
|
|
/*
|
|
* void render_frame(void);
|
|
*
|
|
* Draws the entire frame (all 3D and 2D graphics) and blits it.
|
|
*/
|
|
|
|
void render_frame(void)
|
|
{
|
|
UINT32 renderer_features;
|
|
int i, j;
|
|
UINT32 color_offset;
|
|
LOG("model3.log", "RENDER START\n");
|
|
|
|
tilegen_update();
|
|
|
|
renderer_features = osd_renderer_get_features();
|
|
|
|
if (renderer_features & RENDERER_FEATURE_PRIORITY)
|
|
{
|
|
// this is codepath for new-style renderers that support priorities
|
|
{
|
|
UINT32 *priority = tilegen_get_priority_buffer();
|
|
|
|
for (i=0; i < 4; i++)
|
|
{
|
|
int pitch;
|
|
UINT8 *buffer;
|
|
osd_renderer_get_priority_buffer(i, &buffer, &pitch);
|
|
|
|
for (j=0; j < 512; j++)
|
|
{
|
|
if (tilegen_is_priority_enabled())
|
|
{
|
|
buffer[j*pitch] = (priority[j] >> ((3-i) * 8)) & 0xff;
|
|
}
|
|
else
|
|
{
|
|
if (i < 2) buffer[j*pitch] = 0xff;
|
|
else buffer[j*pitch] = 0x00;
|
|
}
|
|
}
|
|
|
|
osd_renderer_free_priority_buffer(i);
|
|
}
|
|
}
|
|
|
|
osd_renderer_clear(1, 1); // clear both the frame and Z-buffer
|
|
|
|
// set_color_offset(tilegen_read_32(0x44));
|
|
|
|
/*if (tilegen_is_layer_enabled(3))
|
|
{
|
|
UINT32 scroll = tilegen_get_layer_scroll_pos(3);
|
|
color_offset = tilegen_get_layer_color_offset(3);
|
|
osd_renderer_draw_layer(3, color_offset, scroll & 0xffff, scroll >> 16);
|
|
}
|
|
if (tilegen_is_layer_enabled(2))
|
|
{
|
|
UINT32 scroll = tilegen_get_layer_scroll_pos(2);
|
|
color_offset = tilegen_get_layer_color_offset(2);
|
|
osd_renderer_draw_layer(2, color_offset, scroll & 0xffff, scroll >> 16);
|
|
}*/
|
|
|
|
for (i=3; i >= 0; i--)
|
|
{
|
|
if (tilegen_is_layer_enabled(i))
|
|
{
|
|
UINT32 scroll = tilegen_get_layer_scroll_pos(i);
|
|
color_offset = tilegen_get_layer_color_offset(i);
|
|
osd_renderer_draw_layer(i, color_offset, scroll & 0xffff, scroll >> 16, FALSE);
|
|
}
|
|
}
|
|
|
|
do_3d();
|
|
|
|
for (i=3; i >= 0; i--)
|
|
{
|
|
if (tilegen_is_layer_enabled(i))
|
|
{
|
|
UINT32 scroll = tilegen_get_layer_scroll_pos(i);
|
|
color_offset = tilegen_get_layer_color_offset(i);
|
|
osd_renderer_draw_layer(i, color_offset, scroll & 0xffff, scroll >> 16, TRUE);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// this codepath is for the old-style renderers
|
|
osd_renderer_clear(1, 1); // clear both the frame and Z-buffer
|
|
|
|
if (tilegen_is_layer_enabled(3))
|
|
{
|
|
UINT32 scroll = tilegen_get_layer_scroll_pos(3);
|
|
color_offset = tilegen_get_layer_color_offset(3);
|
|
osd_renderer_draw_layer(3, color_offset, scroll & 0xffff, scroll >> 16, TRUE);
|
|
}
|
|
if (tilegen_is_layer_enabled(2))
|
|
{
|
|
UINT32 scroll = tilegen_get_layer_scroll_pos(2);
|
|
color_offset = tilegen_get_layer_color_offset(2);
|
|
osd_renderer_draw_layer(2, color_offset, scroll & 0xffff, scroll >> 16, TRUE);
|
|
}
|
|
|
|
do_3d();
|
|
|
|
if (tilegen_is_layer_enabled(1))
|
|
{
|
|
UINT32 scroll = tilegen_get_layer_scroll_pos(1);
|
|
color_offset = tilegen_get_layer_color_offset(1);
|
|
osd_renderer_draw_layer(1, color_offset, scroll & 0xffff, scroll >> 16, TRUE);
|
|
}
|
|
if (tilegen_is_layer_enabled(0))
|
|
{
|
|
UINT32 scroll = tilegen_get_layer_scroll_pos(0);
|
|
color_offset = tilegen_get_layer_color_offset(0);
|
|
osd_renderer_draw_layer(0, color_offset, scroll & 0xffff, scroll >> 16, TRUE);
|
|
}
|
|
}
|
|
|
|
/*{
|
|
double time = (double)(counter_end - counter_start) / (double)counter_frequency;
|
|
printf("Rendering time: %f ms\n", time*1000.0);
|
|
}*/
|
|
|
|
// set_color_offset(tilegen_read_32(0x40));
|
|
|
|
// osd_renderer_draw_layer(1);
|
|
|
|
/*if (tilegen_is_layer_enabled(1))
|
|
{
|
|
UINT32 scroll = tilegen_get_layer_scroll_pos(1);
|
|
color_offset = tilegen_get_layer_color_offset(1);
|
|
osd_renderer_draw_layer(1, color_offset, scroll & 0xffff, scroll >> 16);
|
|
}
|
|
if (tilegen_is_layer_enabled(0))
|
|
{
|
|
UINT32 scroll = tilegen_get_layer_scroll_pos(0);
|
|
color_offset = tilegen_get_layer_color_offset(0);
|
|
osd_renderer_draw_layer(0, color_offset, scroll & 0xffff, scroll >> 16);
|
|
}*/
|
|
|
|
LOG("model3.log", "RENDER END\n");
|
|
}
|
|
|
|
|
|
/******************************************************************/
|
|
/* Initialization and Shutdown */
|
|
/******************************************************************/
|
|
|
|
/*
|
|
* void render_init(UINT8 *culling_ram_8e_ptr, UINT8 *culling_ram_8c_ptr,
|
|
* UINT8 *polygon_ram_ptr, UINT8 *texture_ram_ptr,
|
|
* UINT8 *vrom_ptr);
|
|
*
|
|
* Initializes the renderer by receiving the Real3D memory regions. Passes
|
|
* the memory to the OSD renderer.
|
|
*
|
|
* Parameters:
|
|
* culling_ram_8e_ptr = Pointer to Real3D culling RAM at 0x8E000000.
|
|
* culling_ram_8c_ptr = Pointer to Real3D culling RAM at 0x8C000000.
|
|
* polygon_ram_ptr = Pointer to Real3D polygon RAM.
|
|
* texture_ram_ptr = Pointer to Real3D texture RAM.
|
|
* vrom_ptr = Pointer to VROM.
|
|
*/
|
|
|
|
void render_init(UINT8 *culling_ram_8e_ptr, UINT8 *culling_ram_8c_ptr,
|
|
UINT8 *polygon_ram_ptr, UINT8 *texture_ram_ptr,
|
|
UINT8 *vrom_ptr)
|
|
{
|
|
culling_ram_8e = culling_ram_8e_ptr;
|
|
culling_ram_8c = culling_ram_8c_ptr;
|
|
polygon_ram = polygon_ram_ptr;
|
|
texture_ram = texture_ram_ptr;
|
|
vrom = vrom_ptr;
|
|
}
|
|
|
|
/*
|
|
* void render_shutdown(void);
|
|
*
|
|
* Shuts down the rendering engine.
|
|
*/
|
|
|
|
void render_shutdown(void)
|
|
{
|
|
#if LOG_MODEL_ADDR
|
|
// TEMP code to print out model list
|
|
|
|
FILE *fp;
|
|
struct model_addr *l, *next;
|
|
|
|
fp = fopen("models.log", "w");
|
|
if (fp == NULL)
|
|
{
|
|
printf("failed to write models.log\n");
|
|
return;
|
|
}
|
|
|
|
l = model_addr_list;
|
|
while (l != NULL)
|
|
{
|
|
fprintf(fp, "addr = %08X\tnum_polys = %d\n", l->addr, l->num_polys);
|
|
next = l->next;
|
|
free(l);
|
|
l = next;
|
|
}
|
|
|
|
fclose(fp);
|
|
#endif
|
|
}
|