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https://github.com/RetroDECK/Supermodel.git
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84eb017744
This feature only enables itself when a compatible shader script is loaded. Since none have been checked in yet this means it is currently disabled.
967 lines
35 KiB
C++
967 lines
35 KiB
C++
/**
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** Supermodel
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** A Sega Model 3 Arcade Emulator.
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** Copyright 2011 Bart Trzynadlowski, Nik Henson
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**
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** This file is part of Supermodel.
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**
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** Supermodel is free software: you can redistribute it and/or modify it under
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** the terms of the GNU General Public License as published by the Free
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** Software Foundation, either version 3 of the License, or (at your option)
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** any later version.
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**
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** Supermodel is distributed in the hope that it will be useful, but WITHOUT
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** ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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** FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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** more details.
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**
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** You should have received a copy of the GNU General Public License along
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** with Supermodel. If not, see <http://www.gnu.org/licenses/>.
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**/
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/*
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* Models.cpp
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*
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* Model parsing, caching, and drawing.
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*
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* TO-DO List:
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* -----------
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* - More should be predecoded into the polygon structures, so that things like
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* texture base coordinates are not re-decoded in two different places!
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*/
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#include <math.h>
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#include <string.h>
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#include "Supermodel.h"
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/******************************************************************************
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Definitions and Constants
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******************************************************************************/
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/*
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* VBO Vertex Layout
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*
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* All vertex information is stored in an array of GLfloats. Offset and size
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* information is defined here for now.
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*/
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#define VBO_VERTEX_OFFSET_X 0 // vertex X
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#define VBO_VERTEX_OFFSET_Y 1 // vertex Y
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#define VBO_VERTEX_OFFSET_Z 2 // vertex Z
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#define VBO_VERTEX_OFFSET_NX 3 // normal X
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#define VBO_VERTEX_OFFSET_NY 4 // normal Y
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#define VBO_VERTEX_OFFSET_NZ 5 // normal Z
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#define VBO_VERTEX_OFFSET_R 6 // color (untextured polys) and material (textured polys) R
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#define VBO_VERTEX_OFFSET_G 7 // color and material G
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#define VBO_VERTEX_OFFSET_B 8 // color and material B
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#define VBO_VERTEX_OFFSET_TRANSLUCENCE 9 // translucence level (0.0 fully transparent, 1.0 opaque)
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#define VBO_VERTEX_OFFSET_LIGHTENABLE 10 // lighting enabled (0.0 luminous, 1.0 light enabled)
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#define VBO_VERTEX_OFFSET_SHININESS 11 // shininess (if negative, disables specular lighting)
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#define VBO_VERTEX_OFFSET_FOGINTENSITY 12 // fog intensity (0.0 no fog applied, 1.0 all fog applied)
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#define VBO_VERTEX_OFFSET_U 13 // texture U coordinate (in texels, relative to sub-texture)
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#define VBO_VERTEX_OFFSET_V 14 // texture V coordinate
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#define VBO_VERTEX_OFFSET_TEXTURE_X 15 // sub-texture parameters, X (position in overall texture map, in texels)
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#define VBO_VERTEX_OFFSET_TEXTURE_Y 16 // "" Y ""
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#define VBO_VERTEX_OFFSET_TEXTURE_W 17 // sub-texture parameters, width of texture in texels
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#define VBO_VERTEX_OFFSET_TEXTURE_H 18 // "" height of texture in texels
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#define VBO_VERTEX_OFFSET_TEXPARAMS_EN 19 // texture parameter: ==1 texturing enabled, ==0 disabled (per-polygon)
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#define VBO_VERTEX_OFFSET_TEXPARAMS_TRANS 20 // texture parameter: >=0 use transparency bit, <0 no transparency (per-polygon)
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#define VBO_VERTEX_OFFSET_TEXPARAMS_UWRAP 21 // texture parameters: U wrap mode: ==1 mirrored repeat, ==0 normal repeat
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#define VBO_VERTEX_OFFSET_TEXPARAMS_VWRAP 22 // "" V wrap mode ""
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#define VBO_VERTEX_OFFSET_TEXFORMAT 23 // texture format 0-7 (also ==0 indicates contour texture - see also texParams.trans)
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#define VBO_VERTEX_SIZE 24 // total size (may include padding for alignment)
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/******************************************************************************
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Math Routines
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******************************************************************************/
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// Macro to generate column-major (OpenGL) index from y,x subscripts
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#define CMINDEX(y,x) (x*4+y)
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static void CrossProd(GLfloat out[3], GLfloat a[3], GLfloat b[3])
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{
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out[0] = a[1]*b[2]-a[2]*b[1];
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out[1] = a[2]*b[0]-a[0]*b[2];
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out[2] = a[0]*b[1]-a[1]*b[0];
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}
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// 3x3 matrix used (upper-left of m[])
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static void MultMat3Vec3(GLfloat out[3], GLfloat m[4*4], GLfloat v[3])
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{
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out[0] = m[CMINDEX(0,0)]*v[0]+m[CMINDEX(0,1)]*v[1]+m[CMINDEX(0,2)]*v[2];
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out[1] = m[CMINDEX(1,0)]*v[0]+m[CMINDEX(1,1)]*v[1]+m[CMINDEX(1,2)]*v[2];
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out[2] = m[CMINDEX(2,0)]*v[0]+m[CMINDEX(2,1)]*v[1]+m[CMINDEX(2,2)]*v[2];
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}
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static GLfloat Sign(GLfloat x)
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{
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if (x > 0.0f)
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return 1.0f;
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else if (x < 0.0f)
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return -1.0f;
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return 0.0f;
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}
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// Inverts and transposes a 3x3 matrix (upper-left of the 4x4), returning a
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// 4x4 matrix with the extra components undefined (do not use them!)
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static void InvertTransposeMat3(GLfloat out[4*4], GLfloat m[4*4])
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{
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GLfloat invDet;
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GLfloat a00 = m[CMINDEX(0,0)], a01 = m[CMINDEX(0,1)], a02 = m[CMINDEX(0,2)];
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GLfloat a10 = m[CMINDEX(1,0)], a11 = m[CMINDEX(1,1)], a12 = m[CMINDEX(1,2)];
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GLfloat a20 = m[CMINDEX(2,0)], a21 = m[CMINDEX(2,1)], a22 = m[CMINDEX(2,2)];
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invDet = 1.0f/(a00*(a22*a11-a21*a12)-a10*(a22*a01-a21*a02)+a20*(a12*a01-a11*a02));
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out[CMINDEX(0,0)] = invDet*(a22*a11-a21*a12); out[CMINDEX(1,0)] = invDet*(-(a22*a01-a21*a02)); out[CMINDEX(2,0)] = invDet*(a12*a01-a11*a02);
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out[CMINDEX(0,1)] = invDet*(-(a22*a10-a20*a12)); out[CMINDEX(1,1)] = invDet*(a22*a00-a20*a02); out[CMINDEX(2,1)] = invDet*(-(a12*a00-a10*a02));
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out[CMINDEX(0,2)] = invDet*(a21*a10-a20*a11); out[CMINDEX(1,2)] = invDet*(-(a21*a00-a20*a01)); out[CMINDEX(2,2)] = invDet*(a11*a00-a10*a01);
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}
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static void PrintMatrix(GLfloat m[4*4])
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{
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for (int i = 0; i < 3; i++)
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{
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for (int j = 0; j < 3; j++)
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printf("%g\t", m[CMINDEX(i,j)]);
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printf("\n");
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}
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}
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/******************************************************************************
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Display Lists
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Every instance of a model encountered in the scene database during rendering
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is stored in the display list along with its current transformation matrices
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and other state information. Display lists are bound to model caches for
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performance: only one VBO has to be bound for an entire display list.
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Binding display lists to model caches may cause priority problems among
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alpha polygons. Therefore, it may be necessary in the future to decouple them.
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******************************************************************************/
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// Draws the display list
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void CRender3D::DrawDisplayList(ModelCache *Cache, POLY_STATE state)
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{
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DisplayList *D;
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// Bind and activate VBO (pointers activate currently bound VBO)
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glBindBuffer(GL_ARRAY_BUFFER, Cache->vboID);
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glVertexPointer(3, GL_FLOAT, VBO_VERTEX_SIZE*sizeof(GLfloat), (GLvoid *) (VBO_VERTEX_OFFSET_X*sizeof(GLfloat)));
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glNormalPointer(GL_FLOAT, VBO_VERTEX_SIZE*sizeof(GLfloat), (GLvoid *) (VBO_VERTEX_OFFSET_NX*sizeof(GLfloat)));
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glTexCoordPointer(2, GL_FLOAT, VBO_VERTEX_SIZE*sizeof(GLfloat), (GLvoid *) (VBO_VERTEX_OFFSET_U*sizeof(GLfloat)));
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glColorPointer(3, GL_FLOAT, VBO_VERTEX_SIZE*sizeof(GLfloat), (GLvoid *) (VBO_VERTEX_OFFSET_R*sizeof(GLfloat)));
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glVertexAttribPointer(subTextureLoc, 4, GL_FLOAT, GL_FALSE, VBO_VERTEX_SIZE*sizeof(GLfloat), (GLvoid *) (VBO_VERTEX_OFFSET_TEXTURE_X*sizeof(GLfloat)));
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glVertexAttribPointer(texParamsLoc, 4, GL_FLOAT, GL_FALSE, VBO_VERTEX_SIZE*sizeof(GLfloat), (GLvoid *) (VBO_VERTEX_OFFSET_TEXPARAMS_EN*sizeof(GLfloat)));
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glVertexAttribPointer(texFormatLoc, 1, GL_FLOAT, GL_FALSE, VBO_VERTEX_SIZE*sizeof(GLfloat), (GLvoid *) (VBO_VERTEX_OFFSET_TEXFORMAT*sizeof(GLfloat)));
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glVertexAttribPointer(transLevelLoc, 1, GL_FLOAT, GL_FALSE, VBO_VERTEX_SIZE*sizeof(GLfloat), (GLvoid *) (VBO_VERTEX_OFFSET_TRANSLUCENCE*sizeof(GLfloat)));
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glVertexAttribPointer(lightEnableLoc, 1, GL_FLOAT, GL_FALSE, VBO_VERTEX_SIZE*sizeof(GLfloat), (GLvoid *) (VBO_VERTEX_OFFSET_LIGHTENABLE*sizeof(GLfloat)));
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glVertexAttribPointer(shininessLoc, 1, GL_FLOAT, GL_FALSE, VBO_VERTEX_SIZE*sizeof(GLfloat), (GLvoid *) (VBO_VERTEX_OFFSET_SHININESS*sizeof(GLfloat)));
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glVertexAttribPointer(fogIntensityLoc, 1, GL_FLOAT, GL_FALSE, VBO_VERTEX_SIZE*sizeof(GLfloat), (GLvoid *) (VBO_VERTEX_OFFSET_FOGINTENSITY*sizeof(GLfloat)));
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// Set up state
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if (state == POLY_STATE_ALPHA)
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{
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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}
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else
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{
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glDisable(GL_BLEND);
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}
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// Draw if there are items in the list
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D = Cache->ListHead[state];
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while (D != NULL)
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{
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if (D->isViewport)
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{
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if (D->next != NULL) // if nothing follows, no point in doing this
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{
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if (!D->next->isViewport)
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{
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glUniform3fv(lightingLoc, 2, D->Data.Viewport.lightingParams);
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glUniformMatrix4fv(projectionMatrixLoc, 1, GL_FALSE, D->Data.Viewport.projectionMatrix);
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glFogf(GL_FOG_DENSITY, D->Data.Viewport.fogParams[3]);
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glFogf(GL_FOG_START, D->Data.Viewport.fogParams[4]);
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glFogfv(GL_FOG_COLOR, &(D->Data.Viewport.fogParams[0]));
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glUniform4fv(spotEllipseLoc, 1, D->Data.Viewport.spotEllipse);
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glUniform2fv(spotRangeLoc, 1, D->Data.Viewport.spotRange);
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glUniform3fv(spotColorLoc, 1, D->Data.Viewport.spotColor);
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glViewport(D->Data.Viewport.x, D->Data.Viewport.y, D->Data.Viewport.width, D->Data.Viewport.height);
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}
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}
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}
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else
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{
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GLint frontFace;
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if (D->Data.Model.frontFace == -GL_CW) // no backface culling (all normals have lost their Z component)
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glDisable(GL_CULL_FACE);
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else // use appropriate winding convention
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{
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glGetIntegerv(GL_FRONT_FACE, &frontFace);
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if (frontFace != D->Data.Model.frontFace)
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glFrontFace(D->Data.Model.frontFace);
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}
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glUniformMatrix4fv(modelViewMatrixLoc, 1, GL_FALSE, D->Data.Model.modelViewMatrix);
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glDrawArrays(GL_TRIANGLES, D->Data.Model.index, D->Data.Model.numVerts);
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if (D->Data.Model.frontFace == -GL_CW)
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glEnable(GL_CULL_FACE);
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}
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D = D->next;
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}
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}
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// Appends an instance of a model or viewport to the display list, copying over the required state information
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bool CRender3D::AppendDisplayList(ModelCache *Cache, bool isViewport, const struct VBORef *Model)
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{
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int lm, i;
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if ((Cache->listSize+2) > Cache->maxListSize) // a model may have 2 states (viewports are added to both display lists)
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return FAIL;
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//return ErrorLog("Display list is full.");
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// Insert states into the display list
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for (i = 0; i < 2; i++)
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{
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if (isViewport)
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{
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// Get index for new display list item and advance to next one
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lm = Cache->listSize++;
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// Viewport parameters
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Cache->List[lm].Data.Viewport.x = viewportX;
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Cache->List[lm].Data.Viewport.y = viewportY;
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Cache->List[lm].Data.Viewport.width = viewportWidth;
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Cache->List[lm].Data.Viewport.height = viewportHeight;
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// Copy over lighting and fog state
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memcpy(Cache->List[lm].Data.Viewport.lightingParams, lightingParams, sizeof(lightingParams));
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memcpy(Cache->List[lm].Data.Viewport.fogParams, fogParams, sizeof(fogParams));
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memcpy(Cache->List[lm].Data.Viewport.spotEllipse, spotEllipse, sizeof(spotEllipse));
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memcpy(Cache->List[lm].Data.Viewport.spotRange, spotRange, sizeof(spotRange));
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memcpy(Cache->List[lm].Data.Viewport.spotColor, spotColor, sizeof(spotColor));
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// Copy projection matrix
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glGetFloatv(GL_PROJECTION_MATRIX, Cache->List[lm].Data.Viewport.projectionMatrix);
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}
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else if (Model->numVerts[i] > 0) // vertices exist for this state
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{
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// Get index for new display list item and advance to next one
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lm = Cache->listSize++;
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// Point to VBO for current model and state
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Cache->List[lm].Data.Model.index = Model->index[i];
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Cache->List[lm].Data.Model.numVerts = Model->numVerts[i];
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// Copy modelview matrix
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glGetFloatv(GL_MODELVIEW_MATRIX, Cache->List[lm].Data.Model.modelViewMatrix);
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/*
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* Determining if winding was reversed (but not polygon normal):
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*
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* Real3D performs backface culling in view space based on the
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* polygon normal unlike OpenGL, which uses the computed normal
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* from the edges (in screen space) of the polygon. Consequently,
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* it is possible to create a matrix that mirrors an axis without
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* rotating the normal, which in turn flips the polygon winding and
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* makes it invisible in OpenGL but not on Real3D, because the
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* normal is still facing the right way.
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*
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* To detect such a situation, we create a fictitious polygon with
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* edges X = [1 0 0] and Y = [0 1 0], with normal Z = [0 0 1]. We
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* rotate the edges by the matrix then compute a normal P, which is
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* what OpenGL would use for culling. We transform the normal Z by
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* the normal matrix (normals are special and must be multiplied by
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* Transpose(Inverse(M)), not M). If the Z components of P and the
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* transformed Z vector have opposite signs, the OpenGL winding
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* mode must be switched in order to draw correctly. The X axis may
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* have been flipped, for example, changing the winding mode while
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* leaving the polygon normal unaffected. OpenGL would erroneously
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* discard these polygons, so we flip the winding convention,
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* ensuring they are drawn correctly.
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*
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* We have to adjust the Z vector (fictitious normal) by the sign
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* of the Z axis specified by the coordinate system matrix (#0).
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* This is described further in InsertPolygon(), where the vertices
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* are ordered in clockwise fashion.
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*/
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GLfloat x[3] = { 1.0f, 0.0f, 0.0f };
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GLfloat y[3] = { 0.0f, 1.0f, 0.0f };
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GLfloat z[3] = { 0.0f, 0.0f, -1.0f*matrixBasePtr[0x5] };
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GLfloat m[4*4];
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GLfloat xT[3], yT[3], zT[3], pT[3];
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InvertTransposeMat3(m,Cache->List[lm].Data.Model.modelViewMatrix);
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MultMat3Vec3(xT,Cache->List[lm].Data.Model.modelViewMatrix,x);
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MultMat3Vec3(yT,Cache->List[lm].Data.Model.modelViewMatrix,y);
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MultMat3Vec3(zT,m,z);
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CrossProd(pT,xT,yT);
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float s = Sign(zT[2]*pT[2]);
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if (s < 0.0f)
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Cache->List[lm].Data.Model.frontFace = GL_CCW;
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else if (s > 0.0f)
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Cache->List[lm].Data.Model.frontFace = GL_CW;
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else
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Cache->List[lm].Data.Model.frontFace = -GL_CW;
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}
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else // nothing to do, continue loop
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continue;
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// Update list pointers and set list node type
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Cache->List[lm].isViewport = isViewport;
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Cache->List[lm].next = NULL; // current end of list
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if (Cache->ListHead[i] == NULL)
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{
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Cache->ListHead[i] = &(Cache->List[lm]);
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Cache->ListTail[i] = Cache->ListHead[i];
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}
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else
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{
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Cache->ListTail[i]->next = &(Cache->List[lm]);
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Cache->ListTail[i] = &(Cache->List[lm]);
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}
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}
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return OKAY;
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}
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// Clears the display list in preparation for a new frame
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void CRender3D::ClearDisplayList(ModelCache *Cache)
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{
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Cache->listSize = 0;
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for (int i = 0; i < 2; i++)
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{
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Cache->ListHead[i] = NULL;
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Cache->ListTail[i] = NULL;
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}
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}
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/******************************************************************************
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Model Caching
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Note that as vertices are inserted into the appropriate local vertex buffer
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(sorted by polygon state -- alpha and normal), the VBO index is advanced to
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reserve space and does not correspond to the actual position of each vertex.
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Vertices are copied in batches sorted by state when the model is complete.
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******************************************************************************/
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// Inserts a vertex into the local vertex buffer, incrementing both the local and VBO pointers. The normal is scaled by normFlip.
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void CRender3D::InsertVertex(ModelCache *Cache, const Vertex *V, const Poly *P, float normFlip)
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{
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GLfloat r, g, b;
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GLfloat translucence, fogIntensity, texWidth, texHeight, texBaseX, texBaseY, contourProcessing;
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unsigned baseIdx, texFormat, texEnable, lightEnable, modulate, colorIdx;
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int s, texPage, shininess;
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// Texture selection
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texEnable = P->header[6]&0x04000000;
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texFormat = (P->header[6]>>7)&7;
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texWidth = (GLfloat) (32<<((P->header[3]>>3)&7));
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texHeight = (GLfloat) (32<<((P->header[3]>>0)&7));
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texPage = (P->header[4]&0x40) ? 1024 : 0; // treat texture page as Y coordinate
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texBaseX = (GLfloat) (32*(((P->header[4]&0x1F)<<1)|((P->header[5]>>7)&1))) + texOffsetXY[0];
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texBaseY = (GLfloat) (32*(P->header[5]&0x1F)+texPage) + texOffsetXY[1];
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/*
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* Lighting and Color Modulation:
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*
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* It appears that there is a modulate bit which causes the polygon color
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* to be multiplied by texel colors. However, if polygons are luminous,
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* this appears to be disabled (not quite correct yet, though).
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*/
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lightEnable = !(P->header[6]&0x00010000);
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//modulate = !(P->header[4]&0x80);
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modulate = P->header[3]&0x80; // seems to work better
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// Material color
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if ((P->header[1]&2) == 0)
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{
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colorIdx = (P->header[4]>>20)&0x7FF;
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b = (GLfloat) (polyRAM[0x400+colorIdx]&0xFF) * (1.0f/255.0f);
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g = (GLfloat) ((polyRAM[0x400+colorIdx]>>8)&0xFF) * (1.0f/255.0f);
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r = (GLfloat) ((polyRAM[0x400+colorIdx]>>16)&0xFF) * (1.0f/255.0f);
|
|
}
|
|
else
|
|
{
|
|
// Colors are 8-bit (almost certainly true, see Star Wars)
|
|
r = (GLfloat) (P->header[4]>>24) * (1.0f/255.0f);
|
|
g = (GLfloat) ((P->header[4]>>16)&0xFF) * (1.0f/255.0f);
|
|
b = (GLfloat) ((P->header[4]>>8)&0xFF) * (1.0f/255.0f);
|
|
}
|
|
|
|
// Determine modulation settings
|
|
if (texEnable)
|
|
{
|
|
//if (!lightEnable|| !modulate)
|
|
if (!modulate)
|
|
r = g = b = 1.0f;
|
|
}
|
|
|
|
// Specular shininess
|
|
shininess = (P->header[0]>>26)&0x3F;
|
|
//shininess = (P->header[0]>>28)&0xF;
|
|
//if (shininess)
|
|
// printf("%X\n", shininess);
|
|
if (!(P->header[0]&0x80) || (shininess == 0)) // bit 0x80 seems to enable specular lighting
|
|
shininess = -1; // disable
|
|
|
|
#if 0
|
|
if (texFormat==5)//texFormat==6||texFormat==2)
|
|
{
|
|
//printf("%03X\n", P->header[4]>>8);
|
|
//texEnable=0;
|
|
g=b=1.0;
|
|
r=1.0f;
|
|
}
|
|
#endif
|
|
#if 0
|
|
int testWord = 0;
|
|
int testBit = 7;
|
|
//if ((P->header[testWord]&(1<<testBit)))
|
|
if (((P->header[0]>>24) & 0x3) != 0)
|
|
//if (!((P->header[0]>>26) & 0x3F) && (P->header[0]&0x80))
|
|
{
|
|
texEnable = 0;
|
|
r=b=0;
|
|
g=1.0f;
|
|
g = ((P->header[0]>>26)&0x3F) * (1.0f/64.0f);
|
|
//if (!lightEnable)
|
|
// b=1.0f;
|
|
lightEnable=0;
|
|
}
|
|
#endif
|
|
|
|
// Determine whether polygon is translucent
|
|
translucence = (GLfloat) ((P->header[6]>>18)&0x1F) * (1.0f/31.0f);
|
|
if ((P->header[6]&0x00800000)) // if set, polygon is opaque
|
|
translucence = 1.0f;
|
|
|
|
// Fog intensity (for luminous polygons)
|
|
fogIntensity = (GLfloat) ((P->header[6]>>11)&0x1F) * (1.0f/31.0f);
|
|
if (!(P->header[6]&0x00010000)) // if not luminous, always use full fog intensity
|
|
fogIntensity = 1.0f;
|
|
|
|
// Contour processing
|
|
if ((P->header[6]&0x80000000) || (texFormat==7)) // contour processing enabled or alpha texture
|
|
contourProcessing = 1.0f;
|
|
else
|
|
contourProcessing = -1.0f;
|
|
|
|
// Store to local vertex buffer
|
|
s = P->state;
|
|
baseIdx = Cache->curVertIdx[s]*VBO_VERTEX_SIZE;
|
|
|
|
Cache->verts[s][baseIdx + VBO_VERTEX_OFFSET_X] = V->x;
|
|
Cache->verts[s][baseIdx + VBO_VERTEX_OFFSET_Y] = V->y;
|
|
Cache->verts[s][baseIdx + VBO_VERTEX_OFFSET_Z] = V->z;
|
|
Cache->verts[s][baseIdx + VBO_VERTEX_OFFSET_R] = r;
|
|
Cache->verts[s][baseIdx + VBO_VERTEX_OFFSET_G] = g;
|
|
Cache->verts[s][baseIdx + VBO_VERTEX_OFFSET_B] = b;
|
|
Cache->verts[s][baseIdx + VBO_VERTEX_OFFSET_TRANSLUCENCE] = translucence;
|
|
Cache->verts[s][baseIdx + VBO_VERTEX_OFFSET_LIGHTENABLE] = lightEnable ? 1.0f : 0.0f;
|
|
Cache->verts[s][baseIdx + VBO_VERTEX_OFFSET_SHININESS] = (GLfloat) shininess;
|
|
Cache->verts[s][baseIdx + VBO_VERTEX_OFFSET_FOGINTENSITY] = fogIntensity;
|
|
|
|
Cache->verts[s][baseIdx + VBO_VERTEX_OFFSET_NX] = V->n[0]*normFlip;
|
|
Cache->verts[s][baseIdx + VBO_VERTEX_OFFSET_NY] = V->n[1]*normFlip;
|
|
Cache->verts[s][baseIdx + VBO_VERTEX_OFFSET_NZ] = V->n[2]*normFlip;
|
|
|
|
Cache->verts[s][baseIdx + VBO_VERTEX_OFFSET_U] = V->u;
|
|
Cache->verts[s][baseIdx + VBO_VERTEX_OFFSET_V] = V->v;
|
|
Cache->verts[s][baseIdx + VBO_VERTEX_OFFSET_TEXTURE_X] = texBaseX;
|
|
Cache->verts[s][baseIdx + VBO_VERTEX_OFFSET_TEXTURE_Y] = texBaseY;
|
|
Cache->verts[s][baseIdx + VBO_VERTEX_OFFSET_TEXTURE_W] = texWidth;
|
|
Cache->verts[s][baseIdx + VBO_VERTEX_OFFSET_TEXTURE_H] = texHeight;
|
|
Cache->verts[s][baseIdx + VBO_VERTEX_OFFSET_TEXPARAMS_EN] = texEnable ? 1.0f : 0.0f;
|
|
Cache->verts[s][baseIdx + VBO_VERTEX_OFFSET_TEXPARAMS_TRANS] = contourProcessing;
|
|
Cache->verts[s][baseIdx + VBO_VERTEX_OFFSET_TEXPARAMS_UWRAP] = (P->header[2]&2) ? 1.0f : 0.0f;
|
|
Cache->verts[s][baseIdx + VBO_VERTEX_OFFSET_TEXPARAMS_VWRAP] = (P->header[2]&1) ? 1.0f : 0.0f;
|
|
Cache->verts[s][baseIdx + VBO_VERTEX_OFFSET_TEXFORMAT] = (float)texFormat;
|
|
|
|
Cache->curVertIdx[s]++;
|
|
Cache->vboCurOffset += VBO_VERTEX_SIZE*sizeof(GLfloat);
|
|
}
|
|
|
|
bool CRender3D::InsertPolygon(ModelCache *Cache, const Poly *P)
|
|
{
|
|
GLfloat n[3], v1[3], v2[3], normZFlip;
|
|
int i;
|
|
bool doubleSided;
|
|
|
|
// Bounds testing: up to 12 triangles will be inserted (worst case: double sided quad is 6 triangles)
|
|
if ((Cache->curVertIdx[P->state]+6*2) >= Cache->maxVertIdx)
|
|
return ErrorLocalVertexOverflow(); // local buffers are not expected to overflow
|
|
if ((Cache->vboCurOffset+6*2*VBO_VERTEX_SIZE*sizeof(GLfloat)) >= Cache->vboMaxOffset)
|
|
return FAIL; // this just indicates we may need to re-cache
|
|
|
|
// Is the polygon double sided?
|
|
doubleSided = (P->header[1]&0x10) ? true : false;
|
|
|
|
/*
|
|
* Determine polygon winding by taking cross product of vectors formed from
|
|
* 3 polygon vertices (the middle one being the origin). In reality, back-
|
|
* face culling is determined by the polygon normal and two-sided polygons
|
|
* exist. This is just a temporary hack.
|
|
*
|
|
* If the cross product points the same way as the normal, the winding is
|
|
* clockwise and can be kept, otherwise it must be reversed.
|
|
*
|
|
* NOTE: This assumes that the Model 3 base coordinate system's Z axis
|
|
* (into the screen) is -1, like OpenGL. For some games (eg., Lost World),
|
|
* this is not the case. Assuming games consistently use the same type of
|
|
* coordinate system matrix, it seems that inverting the whole dot product
|
|
* when Z is positive helps. I don't understand exactly why... but it has
|
|
* to do with using the correct Z convention to identify a vector pointing
|
|
* toward or away from the screen.
|
|
*/
|
|
v1[0] = P->Vert[0].x-P->Vert[1].x;
|
|
v1[1] = P->Vert[0].y-P->Vert[1].y;
|
|
v1[2] = P->Vert[0].z-P->Vert[1].z;
|
|
v2[0] = P->Vert[2].x-P->Vert[1].x;
|
|
v2[1] = P->Vert[2].y-P->Vert[1].y;
|
|
v2[2] = P->Vert[2].z-P->Vert[1].z;
|
|
CrossProd(n,v1,v2);
|
|
|
|
normZFlip = -1.0f*matrixBasePtr[0x5]; // coordinate system m13 component
|
|
|
|
if (normZFlip*(n[0]*P->n[0]+n[1]*P->n[1]+n[2]*P->n[2]) >= 0.0) // clockwise winding confirmed
|
|
{
|
|
// Store the first triangle
|
|
for (i = 0; i < 3; i++)
|
|
{
|
|
InsertVertex(Cache, &(P->Vert[i]), P, 1.0f);
|
|
}
|
|
|
|
if (doubleSided) // store backside as counter-clockwise
|
|
{
|
|
for (i = 2; i >=0; i--)
|
|
{
|
|
InsertVertex(Cache, &(P->Vert[i]), P, -1.0f);
|
|
}
|
|
}
|
|
|
|
// If quad, second triangle will just be vertices 1, 3, 4
|
|
if (P->numVerts == 4)
|
|
{
|
|
InsertVertex(Cache, &(P->Vert[0]), P, 1.0f);
|
|
InsertVertex(Cache, &(P->Vert[2]), P, 1.0f);
|
|
InsertVertex(Cache, &(P->Vert[3]), P, 1.0f);
|
|
|
|
if (doubleSided)
|
|
{
|
|
InsertVertex(Cache, &(P->Vert[0]), P, -1.0f);
|
|
InsertVertex(Cache, &(P->Vert[3]), P, -1.0f);
|
|
InsertVertex(Cache, &(P->Vert[2]), P, -1.0f);
|
|
}
|
|
}
|
|
}
|
|
else // counterclockwise winding, reverse it
|
|
{
|
|
for (i = 2; i >=0; i--)
|
|
{
|
|
InsertVertex(Cache, &(P->Vert[i]), P, 1.0f);
|
|
}
|
|
|
|
if (doubleSided) // store backside as clockwise
|
|
{
|
|
for (i = 0; i < 3; i++)
|
|
{
|
|
InsertVertex(Cache, &(P->Vert[i]), P, -1.0f);
|
|
}
|
|
}
|
|
|
|
if (P->numVerts == 4)
|
|
{
|
|
InsertVertex(Cache, &(P->Vert[0]), P, 1.0f);
|
|
InsertVertex(Cache, &(P->Vert[3]), P, 1.0f);
|
|
InsertVertex(Cache, &(P->Vert[2]), P, 1.0f);
|
|
|
|
if (doubleSided)
|
|
{
|
|
InsertVertex(Cache, &(P->Vert[0]), P, -1.0f);
|
|
InsertVertex(Cache, &(P->Vert[2]), P, -1.0f);
|
|
InsertVertex(Cache, &(P->Vert[3]), P, -1.0f);
|
|
}
|
|
}
|
|
}
|
|
|
|
return OKAY;
|
|
}
|
|
|
|
// Begins caching a new model by resetting to the start of the local vertex buffer
|
|
bool CRender3D::BeginModel(ModelCache *Cache)
|
|
{
|
|
int m;
|
|
|
|
// Determine whether we've exceeded the model cache limits (caller will have to recache)
|
|
if (Cache->numModels >= Cache->maxModels)
|
|
return FAIL; // too many models
|
|
//return ErrorLog("Too many %s models.", Cache->dynamic?"dynamic":"static");
|
|
|
|
m = Cache->numModels;
|
|
|
|
// Reset to the beginning of the local vertex buffer
|
|
for (int i = 0; i < 2; i++)
|
|
Cache->curVertIdx[i] = 0;
|
|
|
|
// Clear the VBO reference to 0
|
|
memset(&(Cache->Models[m]), 0, sizeof(VBORef));
|
|
|
|
// Record starting index of first opaque polygon in VBO (alpha poly index will be re-set in EndModel())
|
|
Cache->Models[m].index[POLY_STATE_NORMAL] = Cache->vboCurOffset/(VBO_VERTEX_SIZE*sizeof(GLfloat));
|
|
Cache->Models[m].index[POLY_STATE_ALPHA] = Cache->Models[m].index[POLY_STATE_NORMAL];
|
|
|
|
return OKAY;
|
|
}
|
|
|
|
// Uploads all vertices from the local vertex buffer to the VBO, sets up the VBO reference, updates the LUT
|
|
struct VBORef *CRender3D::EndModel(ModelCache *Cache, int lutIdx, UINT16 texOffset)
|
|
{
|
|
struct VBORef *Model;
|
|
int m;
|
|
|
|
m = Cache->numModels++;
|
|
Model = &(Cache->Models[m]);
|
|
|
|
// Record the number of vertices, completing the VBORef
|
|
for (int i = 0; i < 2; i++)
|
|
Model->numVerts[i] = Cache->curVertIdx[i];
|
|
|
|
// First alpha polygon immediately follows the normal polygons
|
|
Model->index[POLY_STATE_ALPHA] = Model->index[POLY_STATE_NORMAL] + Model->numVerts[POLY_STATE_NORMAL];
|
|
|
|
// Upload from local vertex buffer to real VBO
|
|
glBindBuffer(GL_ARRAY_BUFFER, Cache->vboID);
|
|
if (Model->numVerts[POLY_STATE_NORMAL] > 0)
|
|
glBufferSubData(GL_ARRAY_BUFFER, Model->index[POLY_STATE_NORMAL]*VBO_VERTEX_SIZE*sizeof(GLfloat), Cache->curVertIdx[POLY_STATE_NORMAL]*VBO_VERTEX_SIZE*sizeof(GLfloat), Cache->verts[POLY_STATE_NORMAL]);
|
|
if (Model->numVerts[POLY_STATE_ALPHA] > 0)
|
|
glBufferSubData(GL_ARRAY_BUFFER, Model->index[POLY_STATE_ALPHA]*VBO_VERTEX_SIZE*sizeof(GLfloat), Cache->curVertIdx[POLY_STATE_ALPHA]*VBO_VERTEX_SIZE*sizeof(GLfloat), Cache->verts[POLY_STATE_ALPHA]);
|
|
|
|
// Record LUT index in the model VBORef
|
|
Model->lutIdx = lutIdx;
|
|
|
|
// Texture offset of this model state
|
|
Model->texOffset = texOffset;
|
|
|
|
// Update the LUT and link up to any existing model that already exists here
|
|
if (Cache->lut[lutIdx] >= 0) // another texture offset state already cached
|
|
Model->nextTexOffset = &(Cache->Models[Cache->lut[lutIdx]]);
|
|
Cache->lut[lutIdx] = m;
|
|
|
|
// Return a pointer to the cached model's VBO reference
|
|
return Model;
|
|
}
|
|
|
|
/*
|
|
* CacheModel():
|
|
*
|
|
* Decodes and caches a complete model. Returns NULL if any sort of overflow in
|
|
* the cache occurred. In this case, the model cache should be cleared before
|
|
* being used again because an incomplete model will be stored, wasting vertex
|
|
* buffer space.
|
|
*
|
|
* A pointer to the VBO reference for the cached model is returned when
|
|
* successful.
|
|
*/
|
|
struct VBORef *CRender3D::CacheModel(ModelCache *Cache, int lutIdx, UINT16 texOffset, const UINT32 *data)
|
|
{
|
|
Vertex Prev[4]; // previous vertices
|
|
int numPolys = 0;
|
|
bool done = false;
|
|
|
|
// Sega Rally 2 bad models
|
|
//if (lutIdx == 0x27a1 || lutIdx == 0x21e0)
|
|
// return FAIL;
|
|
|
|
if (data == NULL)
|
|
return NULL;
|
|
|
|
// Start constructing a new model
|
|
if (FAIL == BeginModel(Cache))
|
|
return NULL; // too many models!
|
|
|
|
// Cache all polygons
|
|
while (!done)
|
|
{
|
|
Poly P; // current polygon
|
|
GLfloat mag;
|
|
GLfloat uvScale;
|
|
int texEnable, texFormat, texWidth, texHeight, texPage, texBaseX, texBaseY;
|
|
unsigned i, j, vmask;
|
|
UINT32 ix, iy, iz, it;
|
|
|
|
// Set current header pointer (header is 7 words)
|
|
P.header = data;
|
|
data += 7; // data will now point to first vertex
|
|
if (P.header[6]==0)// || P.header[0]==0)
|
|
break;
|
|
|
|
// Obtain basic polygon parameters
|
|
done = P.header[1]&4; // last polygon?
|
|
P.numVerts = (P.header[0]&0x40)?4:3;
|
|
|
|
// Texture data
|
|
texEnable = P.header[6]&0x04000000;
|
|
texFormat = (P.header[6]>>7)&7;
|
|
texWidth = (32<<((P.header[3]>>3)&7));
|
|
texHeight = (32<<((P.header[3]>>0)&7));
|
|
texPage = (P.header[4]&0x40) ? 1024 : 0; // treat texture page as Y coordinate
|
|
texBaseX = (32*(((P.header[4]&0x1F)<<1)|((P.header[5]>>7)&1))) + (int)texOffsetXY[0];
|
|
texBaseY = (32*(P.header[5]&0x1F)+texPage) + (int)texOffsetXY[1];
|
|
texBaseX &= 2047;
|
|
texBaseY &= 2047;
|
|
uvScale = (P.header[1]&0x40)?1.0f:(1.0f/8.0f);
|
|
|
|
// Determine whether this is an alpha polygon (TODO: when testing textures, test if texturing enabled? Might not matter)
|
|
if (((P.header[6]&0x00800000)==0) || // translucent polygon
|
|
(texFormat==7) || // RGBA4 texture
|
|
(texFormat==4)) // A4L4 texture
|
|
P.state = POLY_STATE_ALPHA;
|
|
else
|
|
P.state = POLY_STATE_NORMAL;
|
|
if (texFormat==1) // A4L4 interleaved
|
|
{
|
|
if ((P.header[6]&2))
|
|
P.state = POLY_STATE_ALPHA;
|
|
else
|
|
P.state = POLY_STATE_NORMAL;
|
|
}
|
|
if (texFormat==3) // A4L4 interleaved
|
|
{
|
|
if ((P.header[6]&4))
|
|
P.state = POLY_STATE_ALPHA;
|
|
else
|
|
P.state = POLY_STATE_NORMAL;
|
|
}
|
|
|
|
// Decode the texture
|
|
if (texEnable)
|
|
DecodeTexture(texFormat, texBaseX, texBaseY, texWidth, texHeight);
|
|
|
|
// Polygon normal is in upper 24 bits: sign + 1.22 fixed point
|
|
P.n[0] = (GLfloat) (((INT32)P.header[1])>>8) * (1.0f/4194304.0f);
|
|
P.n[1] = (GLfloat) (((INT32)P.header[2])>>8) * (1.0f/4194304.0f);
|
|
P.n[2] = (GLfloat) (((INT32)P.header[3])>>8) * (1.0f/4194304.0f);
|
|
|
|
// Fetch reused vertices according to bitfield, then new verts
|
|
i = 0;
|
|
j = 0;
|
|
vmask = 1;
|
|
for (i = 0; i < 4; i++) // up to 4 reused vertices
|
|
{
|
|
if ((P.header[0x00]&vmask))
|
|
{
|
|
P.Vert[j] = Prev[i];
|
|
++j;
|
|
}
|
|
vmask <<= 1;
|
|
}
|
|
|
|
for (; j < P.numVerts; j++) // remaining vertices are new and defined here
|
|
{
|
|
// Fetch vertices
|
|
ix = data[0];
|
|
iy = data[1];
|
|
iz = data[2];
|
|
it = data[3];
|
|
|
|
/*
|
|
// Check for bad vertices (Sega Rally 2)
|
|
if (((ix>>28)==7) || ((iy>>28)==7) || ((iz>>28)==7))
|
|
{
|
|
//printf("%X ix=%08X, iy=%08X, iz=%08X\n", lutIdx, ix, iy, iz);
|
|
goto StopDecoding;
|
|
}
|
|
*/
|
|
|
|
// Decode vertices
|
|
P.Vert[j].x = (GLfloat) (((INT32)ix)>>8) * vertexFactor;
|
|
P.Vert[j].y = (GLfloat) (((INT32)iy)>>8) * vertexFactor;
|
|
P.Vert[j].z = (GLfloat) (((INT32)iz)>>8) * vertexFactor;
|
|
P.Vert[j].n[0] = P.n[0]+(GLfloat)(INT8)(ix&0xFF); // vertex normals are offset from polygon normal
|
|
P.Vert[j].n[1] = P.n[1]+(GLfloat)(INT8)(iy&0xFF);
|
|
P.Vert[j].n[2] = P.n[2]+(GLfloat)(INT8)(iz&0xFF);
|
|
P.Vert[j].u = (GLfloat) ((UINT16)(it>>16)) * uvScale; // TO-DO: might these be signed?
|
|
P.Vert[j].v = (GLfloat) ((UINT16)(it&0xFFFF)) * uvScale;
|
|
data += 4;
|
|
|
|
// Normalize the vertex normal
|
|
mag = sqrt(P.Vert[j].n[0]*P.Vert[j].n[0]+P.Vert[j].n[1]*P.Vert[j].n[1]+P.Vert[j].n[2]*P.Vert[j].n[2]);
|
|
P.Vert[j].n[0] /= mag;
|
|
P.Vert[j].n[1] /= mag;
|
|
P.Vert[j].n[2] /= mag;
|
|
}
|
|
|
|
// Copy current vertices into previous vertex array
|
|
for (i = 0; i < 4; i++)
|
|
Prev[i] = P.Vert[i];
|
|
|
|
// Copy this polygon into the model buffer
|
|
if (OKAY != InsertPolygon(Cache,&P))
|
|
return NULL;
|
|
|
|
++numPolys;
|
|
}
|
|
|
|
// Finish model and enter it into the LUT
|
|
return EndModel(Cache,lutIdx,texOffset);
|
|
}
|
|
|
|
|
|
/******************************************************************************
|
|
Cache Management
|
|
******************************************************************************/
|
|
|
|
/*
|
|
* Look up a model. Use this to determine if a model needs to be cached
|
|
* (returns NULL if so).
|
|
*/
|
|
struct VBORef *CRender3D::LookUpModel(ModelCache *Cache, int lutIdx, UINT16 texOffset)
|
|
{
|
|
int m = Cache->lut[lutIdx];
|
|
|
|
// Has any state associated with this model LUT index been cached at all?
|
|
if (m < 0)
|
|
return NULL;
|
|
|
|
// Has the specified texture offset been cached?
|
|
for (struct VBORef *Model = &(Cache->Models[m]); Model != NULL; Model = Model->nextTexOffset)
|
|
{
|
|
if (Model->texOffset == texOffset)
|
|
return Model;
|
|
}
|
|
|
|
return NULL; // no match found, we must cache this new model state
|
|
}
|
|
|
|
// Discard all models in the cache and the display list
|
|
void CRender3D::ClearModelCache(ModelCache *Cache)
|
|
{
|
|
Cache->vboCurOffset = 0;
|
|
for (int i = 0; i < 2; i++)
|
|
Cache->curVertIdx[i] = 0;
|
|
for (int i = 0; i < Cache->numModels; i++)
|
|
Cache->lut[Cache->Models[i].lutIdx] = -1;
|
|
|
|
Cache->numModels = 0;
|
|
ClearDisplayList(Cache);
|
|
}
|
|
|
|
bool CRender3D::CreateModelCache(ModelCache *Cache, unsigned vboMaxVerts,
|
|
unsigned localMaxVerts, unsigned maxNumModels, unsigned numLUTEntries,
|
|
unsigned displayListSize, bool isDynamic)
|
|
{
|
|
unsigned i;
|
|
int vboBytes, localBytes;
|
|
bool success;
|
|
|
|
Cache->dynamic = isDynamic;
|
|
|
|
/*
|
|
* VBO allocation:
|
|
*
|
|
* Progressively smaller VBOs, in steps of localMaxVerts are allocated
|
|
* until successful. If the size dips below localMaxVerts, localMaxVerts is
|
|
* attempted as the final try.
|
|
*/
|
|
|
|
glGetError(); // clear error flag
|
|
glGenBuffers(1, &(Cache->vboID));
|
|
glBindBuffer(GL_ARRAY_BUFFER, Cache->vboID);
|
|
|
|
vboBytes = vboMaxVerts*VBO_VERTEX_SIZE*sizeof(GLfloat);
|
|
localBytes = localMaxVerts*VBO_VERTEX_SIZE*sizeof(GLfloat);
|
|
|
|
// Try allocating until size is
|
|
success = false;
|
|
while (vboBytes >= localBytes)
|
|
{
|
|
glBufferData(GL_ARRAY_BUFFER, vboBytes, 0, isDynamic?GL_STREAM_DRAW:GL_STATIC_DRAW);
|
|
if (glGetError() == GL_NO_ERROR)
|
|
{
|
|
success = true;
|
|
break;
|
|
}
|
|
|
|
vboBytes -= localBytes;
|
|
}
|
|
|
|
if (!success)
|
|
{
|
|
// Last ditch attempt: try the local buffer size
|
|
vboBytes = localBytes;
|
|
glBufferData(GL_ARRAY_BUFFER, vboBytes, 0, isDynamic?GL_STREAM_DRAW:GL_STATIC_DRAW);
|
|
if (glGetError() != GL_NO_ERROR)
|
|
return ErrorLog("OpenGL was unable to provide a %s vertex buffer.", isDynamic?"dynamic":"static");
|
|
}
|
|
|
|
DebugLog("%s vertex buffer size: %1.2f MB", isDynamic?"Dynamic":"Static", (float)vboBytes/(float)0x100000);
|
|
InfoLog("%s vertex buffer size: %1.2f MB", isDynamic?"Dynamic":"Static", (float)vboBytes/(float)0x100000);
|
|
|
|
// Set the VBO to the size we obtained
|
|
Cache->vboMaxOffset = vboBytes;
|
|
Cache->vboCurOffset = 0;
|
|
|
|
// Attempt to allocate space for local VBO
|
|
for (i = 0; i < 2; i++)
|
|
{
|
|
Cache->verts[i] = new(std::nothrow) GLfloat[localMaxVerts*VBO_VERTEX_SIZE];
|
|
Cache->curVertIdx[i] = 0;
|
|
}
|
|
Cache->maxVertIdx = localMaxVerts;
|
|
|
|
// ... model array
|
|
Cache->Models = new(std::nothrow) VBORef[maxNumModels];
|
|
Cache->maxModels = maxNumModels;
|
|
Cache->numModels = 0;
|
|
|
|
// ... LUT
|
|
Cache->lut = new(std::nothrow) INT16[numLUTEntries];
|
|
Cache->lutSize = numLUTEntries;
|
|
|
|
// ... display list
|
|
Cache->List = new(std::nothrow) DisplayList[displayListSize];
|
|
ClearDisplayList(Cache);
|
|
Cache->maxListSize = displayListSize;
|
|
|
|
// Check if memory allocation succeeded
|
|
if ((Cache->verts[0]==NULL) || (Cache->verts[1]==NULL) || (Cache->Models==NULL) || (Cache->lut==NULL) || (Cache->List==NULL))
|
|
{
|
|
DestroyModelCache(Cache);
|
|
return ErrorLog("Insufficient memory for model cache.");
|
|
}
|
|
|
|
// Clear LUT (MUST be done here because ClearModelCache() won't do it for dynamic models)
|
|
for (i = 0; i < numLUTEntries; i++)
|
|
Cache->lut[i] = -1;
|
|
|
|
// All good!
|
|
return OKAY;
|
|
}
|
|
|
|
void CRender3D::DestroyModelCache(ModelCache *Cache)
|
|
{
|
|
for (int i = 0; i < 2; i++)
|
|
{
|
|
if (Cache->verts[i] != NULL)
|
|
delete [] Cache->verts[i];
|
|
}
|
|
if (Cache->Models != NULL)
|
|
delete [] Cache->Models;
|
|
if (Cache->lut != NULL)
|
|
delete [] Cache->lut;
|
|
if (Cache->List != NULL)
|
|
delete [] Cache->List;
|
|
|
|
memset(Cache, 0, sizeof(ModelCache));
|
|
}
|