mirror of
https://github.com/RetroDECK/Supermodel.git
synced 2024-11-30 01:25:49 +00:00
1620 lines
46 KiB
C++
1620 lines
46 KiB
C++
#include "New3D.h"
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#include "Texture.h"
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#include "Vec.h"
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#include <cmath>
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#include <algorithm>
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#include <limits>
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#include <string.h>
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#include "R3DFloat.h"
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#define MAX_RAM_POLYS 100000
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#define MAX_ROM_POLYS 500000
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#define BYTE_TO_FLOAT(B) ((2.0f * (B) + 1.0f) * (1.0F/255.0f))
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namespace New3D {
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CNew3D::CNew3D(const Util::Config::Node &config, std::string gameName)
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: m_r3dShader(config),
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m_r3dScrollFog(config),
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m_gameName(gameName)
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{
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m_cullingRAMLo = nullptr;
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m_cullingRAMHi = nullptr;
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m_polyRAM = nullptr;
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m_vrom = nullptr;
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m_textureRAM = nullptr;
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m_sunClamp = true;
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}
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CNew3D::~CNew3D()
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{
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m_vbo.Destroy();
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}
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void CNew3D::AttachMemory(const UINT32 *cullingRAMLoPtr, const UINT32 *cullingRAMHiPtr, const UINT32 *polyRAMPtr, const UINT32 *vromPtr, const UINT16 *textureRAMPtr)
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{
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m_cullingRAMLo = cullingRAMLoPtr;
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m_cullingRAMHi = cullingRAMHiPtr;
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m_polyRAM = polyRAMPtr;
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m_vrom = vromPtr;
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m_textureRAM = textureRAMPtr;
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}
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void CNew3D::SetStepping(int stepping)
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{
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m_step = stepping;
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if ((m_step != 0x10) && (m_step != 0x15) && (m_step != 0x20) && (m_step != 0x21)) {
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m_step = 0x10;
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}
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if (m_step > 0x10) {
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m_offset = 0; // culling nodes are 10 words
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m_vertexFactor = (1.0f / 2048.0f); // vertices are in 13.11 format
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}
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else {
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m_offset = 2; // 8 words
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m_vertexFactor = (1.0f / 128.0f); // 17.7
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}
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m_vbo.Create(GL_ARRAY_BUFFER, GL_DYNAMIC_DRAW, sizeof(Poly) * (MAX_RAM_POLYS + MAX_ROM_POLYS));
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}
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bool CNew3D::Init(unsigned xOffset, unsigned yOffset, unsigned xRes, unsigned yRes, unsigned totalXResParam, unsigned totalYResParam)
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{
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// Resolution and offset within physical display area
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m_xRatio = xRes / 496.0f;
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m_yRatio = yRes / 384.0f;
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m_xOffs = xOffset;
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m_yOffs = yOffset;
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m_totalXRes = totalXResParam;
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m_totalYRes = totalYResParam;
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m_r3dShader.LoadShader();
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glUseProgram(0);
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return OKAY; // OKAY ? wtf ..
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}
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void CNew3D::UploadTextures(unsigned level, unsigned x, unsigned y, unsigned width, unsigned height)
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{
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if (level == 0) {
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m_texSheet.Invalidate(x, y, width, height); // base textures only
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}
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else if (level == 1) {
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// we want to work out what the base level is, and invalidate the entire texture
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// the mipmap data in some cases is being sent later
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int page = y / 1024;
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y -= (page * 1024); // remove page from tex y
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int xPos = (x - 1024) * 2;
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int yPos = (y - 512) * 2;
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yPos += page * 1024;
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width *= 2;
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height *= 2;
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m_texSheet.Invalidate(xPos, yPos, width, height);
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}
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}
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void CNew3D::DrawScrollFog()
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{
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// ths is my best guess at the logic based upon what games are doing
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//
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// ocean hunter - every viewport has scroll fog values set. Must start with lowest priority layers as the higher ones sometimes are garbage
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// scud race - first viewports in priority layer missing scroll values. The latter ones all contain valid scroll values.
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// daytona - doesn't seem to use scroll fog at all. Will set scroll values for the first viewports, the end ones contain no scroll values
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// vf3 - first viewport only has it set. But set with highest select value ?? Rest of the viewports in priority layer contain a lower select value
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// sega bassfishing - first viewport in priority 1 sets scroll value. The rest all contain the wrong value + a higher select value ..
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// spikeout final - 2nd viewport in the priority layer has scroll values set, none of the others do. It also uses the highest select value
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// known bug (vf3) - if you complete the game on a stage that has fogging, that fogging gets carried over into the credits. I did a binary diff on the viewport, it's never updated from the previous stage, neither is the data it's pointing at. Either a game or emulation bug.
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for (int i = 0; i < 4; i++) {
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Viewport *vp = nullptr;
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for (auto &n : m_nodes) {
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if (n.viewport.priority == i) {
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if (!vp && n.viewport.scrollFog) {
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vp = &n.viewport; // only start grabbing viewports if there is a scroll value
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}
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else if(vp && n.viewport.select == vp->select) {
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vp = &n.viewport; // grab the last viewport with the same select value ??
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}
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}
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}
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if (vp && vp->scrollFog) {
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float rgba[4] = { vp->fogParams[0], vp->fogParams[1], vp->fogParams[2], vp->scrollFog };
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glViewport(0, 0, m_totalXRes, m_totalYRes); // fill the whole viewport
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m_r3dScrollFog.DrawScrollFog(rgba, vp->scrollAtt, vp->fogParams[6], vp->spotFogColor, vp->spotEllipse);
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return;
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}
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}
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}
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bool CNew3D::RenderScene(int priority, bool renderOverlay, bool alpha)
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{
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bool hasOverlay = false; // (high priority polys)
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if (alpha) {
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glEnable(GL_BLEND);
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}
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for (auto &n : m_nodes) {
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if (n.viewport.priority != priority || n.models.empty()) {
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continue;
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}
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std::shared_ptr<Texture> tex1;
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CalcViewport(&n.viewport, std::abs(m_nfPairs[priority].zNear*0.95f), std::abs(m_nfPairs[priority].zFar*1.05f)); // make planes 5% bigger
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glViewport (n.viewport.x, n.viewport.y, n.viewport.width, n.viewport.height);
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glMatrixMode (GL_PROJECTION);
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glLoadMatrixf (n.viewport.projectionMatrix);
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glMatrixMode (GL_MODELVIEW);
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m_r3dShader.SetViewportUniforms(&n.viewport);
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for (auto &m : n.models) {
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bool matrixLoaded = false;
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if (m.meshes->empty()) {
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continue;
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}
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m_r3dShader.SetModelStates(&m);
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for (auto &mesh : *m.meshes) {
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if (mesh.highPriority) {
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hasOverlay = true;
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}
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if (!mesh.Render(alpha)) continue;
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if (mesh.highPriority != renderOverlay) continue;
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if (!matrixLoaded) {
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glLoadMatrixf(m.modelMat);
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matrixLoaded = true; // do this here to stop loading matrices we don't need. Ie when rendering non transparent etc
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}
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if (mesh.textured) {
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int x, y;
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CalcTexOffset(m.textureOffsetX, m.textureOffsetY, m.page, mesh.x, mesh.y, x, y);
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if (tex1 && tex1->Compare(x, y, mesh.width, mesh.height, mesh.format)) {
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tex1->SetWrapMode(mesh.mirrorU, mesh.mirrorV);
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}
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else {
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tex1 = m_texSheet.BindTexture(m_textureRAM, mesh.format, mesh.mirrorU, mesh.mirrorV, x, y, mesh.width, mesh.height);
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if (tex1) {
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tex1->BindTexture();
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tex1->SetWrapMode(mesh.mirrorU, mesh.mirrorV);
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}
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}
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if (mesh.microTexture) {
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int mX, mY;
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glActiveTexture(GL_TEXTURE1);
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m_texSheet.GetMicrotexPos(y / 1024, mesh.microTextureID, mX, mY);
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auto tex2 = m_texSheet.BindTexture(m_textureRAM, 0, false, false, mX, mY, 128, 128);
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if (tex2) {
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tex2->BindTexture();
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}
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glActiveTexture(GL_TEXTURE0);
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}
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}
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m_r3dShader.SetMeshUniforms(&mesh);
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glDrawArrays(GL_TRIANGLES, mesh.vboOffset*3, mesh.triangleCount*3); // times 3 to convert triangles to vertices
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}
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}
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}
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glDisable(GL_BLEND);
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return hasOverlay;
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}
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void CNew3D::RenderFrame(void)
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{
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for (int i = 0; i < 4; i++) {
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m_nfPairs[i].zNear = -std::numeric_limits<float>::max();
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m_nfPairs[i].zFar = std::numeric_limits<float>::max();
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}
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// release any resources from last frame
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m_polyBufferRam.clear(); // clear dyanmic model memory buffer
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m_nodes.clear(); // memory will grow during the object life time, that's fine, no need to shrink to fit
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m_modelMat.Release(); // would hope we wouldn't need this but no harm in checking
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m_nodeAttribs.Reset();
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RenderViewport(0x800000); // build model structure
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DrawScrollFog(); // fog layer if applicable must be drawn here
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glDepthFunc (GL_LEQUAL);
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glEnable (GL_DEPTH_TEST);
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glDepthMask (GL_TRUE);
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glActiveTexture (GL_TEXTURE0);
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glDisable (GL_CULL_FACE); // we'll emulate this in the shader
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glFrontFace (GL_CW);
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glStencilFunc (GL_EQUAL, 0, 0xFF); // basically stencil test passes if the value is zero
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glStencilOp (GL_KEEP, GL_INCR, GL_INCR); // if the stencil test passes, we incriment the value
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glStencilMask (0xFF);
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m_vbo.Bind(true);
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m_vbo.BufferSubData(MAX_ROM_POLYS*sizeof(Poly), m_polyBufferRam.size()*sizeof(Poly), m_polyBufferRam.data()); // upload all the dynamic data to GPU in one go
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if (m_polyBufferRom.size()) {
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// sync rom memory with vbo
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int romBytes = (int)m_polyBufferRom.size() * sizeof(Poly);
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int vboBytes = m_vbo.GetSize();
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int size = romBytes - vboBytes;
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if (size) {
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//check we haven't blown up the memory buffers
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//we will lose rom models for 1 frame is this happens, not the end of the world, as probably won't ever happen anyway
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if (m_polyBufferRom.size() >= MAX_ROM_POLYS) {
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m_polyBufferRom.clear();
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m_romMap.clear();
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m_vbo.Reset();
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}
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else {
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m_vbo.AppendData(size, &m_polyBufferRom[vboBytes / sizeof(Poly)]);
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}
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}
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}
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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glEnableVertexAttribArray(2);
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glEnableVertexAttribArray(3);
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glEnableVertexAttribArray(4);
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glEnableVertexAttribArray(5);
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// before draw, specify vertex and index arrays with their offsets, offsetof is maybe evil ..
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glVertexAttribPointer(m_r3dShader.GetVertexAttribPos("inVertex"), 4, GL_FLOAT, GL_FALSE, sizeof(FVertex), 0);
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glVertexAttribPointer(m_r3dShader.GetVertexAttribPos("inNormal"), 3, GL_FLOAT, GL_FALSE, sizeof(FVertex), (void*)offsetof(FVertex, normal));
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glVertexAttribPointer(m_r3dShader.GetVertexAttribPos("inTexCoord"), 2, GL_FLOAT, GL_FALSE, sizeof(FVertex), (void*)offsetof(FVertex, texcoords));
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glVertexAttribPointer(m_r3dShader.GetVertexAttribPos("inColour"), 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(FVertex), (void*)offsetof(FVertex, faceColour));
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glVertexAttribPointer(m_r3dShader.GetVertexAttribPos("inFaceNormal"), 3, GL_FLOAT, GL_FALSE, sizeof(FVertex), (void*)offsetof(FVertex, faceNormal));
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glVertexAttribPointer(m_r3dShader.GetVertexAttribPos("inFixedShade"), 1, GL_FLOAT, GL_FALSE, sizeof(FVertex), (void*)offsetof(FVertex, fixedShade));
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m_r3dShader.SetShader(true);
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for (int pri = 0; pri <= 3; pri++) {
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//==============
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bool hasOverlay;
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//==============
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glViewport (0, 0, m_totalXRes, m_totalYRes); // clear whole viewport
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glClear (GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT);
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hasOverlay = RenderScene(pri, false, false);
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hasOverlay = RenderScene(pri, false, true);
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if (hasOverlay) {
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//clear depth buffer and render high priority polys
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glViewport(0, 0, m_totalXRes, m_totalYRes); // clear whole viewport
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glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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RenderScene(pri, true, false);
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RenderScene(pri, true, true);
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}
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}
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m_r3dShader.SetShader(false); // unbind shader
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m_vbo.Bind(false);
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glDisable(GL_STENCIL_TEST);
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glDisableVertexAttribArray(0);
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glDisableVertexAttribArray(1);
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glDisableVertexAttribArray(2);
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glDisableVertexAttribArray(3);
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glDisableVertexAttribArray(4);
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glDisableVertexAttribArray(5);
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}
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void CNew3D::BeginFrame(void)
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{
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}
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void CNew3D::EndFrame(void)
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{
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}
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/******************************************************************************
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Real3D Address Translation
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Functions that interpret word-granular Real3D addresses and return pointers.
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******************************************************************************/
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// Translates 24-bit culling RAM addresses
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const UINT32* CNew3D::TranslateCullingAddress(UINT32 addr)
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{
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addr &= 0x00FFFFFF; // caller should have done this already
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if ((addr >= 0x800000) && (addr < 0x840000)) {
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return &m_cullingRAMHi[addr & 0x3FFFF];
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}
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else if (addr < 0x100000) {
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return &m_cullingRAMLo[addr];
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}
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return NULL;
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}
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// Translates model references
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const UINT32* CNew3D::TranslateModelAddress(UINT32 modelAddr)
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{
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modelAddr &= 0x00FFFFFF; // caller should have done this already
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if (modelAddr < 0x100000) {
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return &m_polyRAM[modelAddr];
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}
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else {
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return &m_vrom[modelAddr];
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}
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}
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bool CNew3D::DrawModel(UINT32 modelAddr)
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{
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const UINT32* modelAddress;
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bool cached = false;
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Model* m;
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modelAddress = TranslateModelAddress(modelAddr);
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// create a new model to push onto the vector
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m_nodes.back().models.emplace_back(Model());
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// get the last model in the array
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m = &m_nodes.back().models.back();
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if (IsVROMModel(modelAddr) && !IsDynamicModel((UINT32*)modelAddress)) {
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// try to find meshes in the rom cache
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m->meshes = m_romMap[modelAddr]; // will create an entry with a null pointer if empty
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if (m->meshes) {
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cached = true;
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}
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else {
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m->meshes = std::make_shared<std::vector<Mesh>>();
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m_romMap[modelAddr] = m->meshes; // store meshes in our rom map here
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}
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m->dynamic = false;
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}
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else {
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m->meshes = std::make_shared<std::vector<Mesh>>();
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}
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// copy current model matrix
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for (int i = 0; i < 16; i++) {
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m->modelMat[i] = m_modelMat.currentMatrix[i];
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}
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// update texture offsets
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m->textureOffsetX = m_nodeAttribs.currentTexOffsetX;
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m->textureOffsetY = m_nodeAttribs.currentTexOffsetY;
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m->page = m_nodeAttribs.currentPage;
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m->scale = m_nodeAttribs.currentModelScale;
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if (!cached) {
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CacheModel(m, modelAddress);
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}
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if (m_nodeAttribs.currentClipStatus != Clip::INSIDE) {
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ClipModel(m); // not storing clipped values, only working out the Z range
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}
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return true;
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}
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// Descends into a 10-word culling node
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void CNew3D::DescendCullingNode(UINT32 addr)
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{
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const UINT32 *node, *lodTable;
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UINT32 matrixOffset, child1Ptr, sibling2Ptr;
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BBox bbox;
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UINT16 uCullRadius;
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float fCullRadius;
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UINT16 uBlendRadius;
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float fBlendRadius;
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UINT8 lodTablePointer;
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if (m_nodeAttribs.StackLimit()) {
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return;
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}
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node = TranslateCullingAddress(addr);
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if (NULL == node) {
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return;
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}
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// Extract known fields
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child1Ptr = node[0x07 - m_offset] & 0x7FFFFFF; // mask colour table bits
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sibling2Ptr = node[0x08 - m_offset] & 0x1FFFFFF; // mask colour table bits
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matrixOffset = node[0x03 - m_offset] & 0xFFF;
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lodTablePointer = (node[0x03 - m_offset] >> 12) & 0x7F;
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if ((node[0x00] & 0x07) != 0x06) { // colour table seems to indicate no siblings
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if (!(sibling2Ptr & 0x1000000) && sibling2Ptr) {
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DescendCullingNode(sibling2Ptr); // no need to mask bit, would already be zero
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}
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}
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if ((node[0x00] & 0x04)) {
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m_colorTableAddr = ((node[0x03 - m_offset] >> 19) << 0) | ((node[0x07 - m_offset] >> 28) << 13) | ((node[0x08 - m_offset] >> 25) << 17);
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m_colorTableAddr &= 0x000FFFFF; // clamp to 4MB (in words) range
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}
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m_nodeAttribs.Push(); // save current attribs
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if (!m_offset) { // Step 1.5+
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float modelScale = *(float *)&node[1];
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if (modelScale > std::numeric_limits<float>::min()) {
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m_nodeAttribs.currentModelScale = modelScale;
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}
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// apply texture offsets, else retain current ones
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if ((node[0x02] & 0x8000)) {
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int tx = 32 * ((node[0x02] >> 7) & 0x3F);
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int ty = 32 * (node[0x02] & 0x1F);
|
|
m_nodeAttribs.currentTexOffsetX = tx;
|
|
m_nodeAttribs.currentTexOffsetY = ty;
|
|
m_nodeAttribs.currentPage = (node[0x02] & 0x4000) >> 14;
|
|
}
|
|
}
|
|
|
|
// Apply matrix and translation
|
|
m_modelMat.PushMatrix();
|
|
|
|
// apply translation vector
|
|
if (node[0x00] & 0x10) {
|
|
float x = *(float *)&node[0x04 - m_offset];
|
|
float y = *(float *)&node[0x05 - m_offset];
|
|
float z = *(float *)&node[0x06 - m_offset];
|
|
m_modelMat.Translate(x, y, z);
|
|
}
|
|
// multiply matrix, if specified
|
|
else if (matrixOffset) {
|
|
MultMatrix(matrixOffset,m_modelMat);
|
|
}
|
|
|
|
uCullRadius = node[9 - m_offset] & 0xFFFF;
|
|
fCullRadius = R3DFloat::GetFloat16(uCullRadius);
|
|
|
|
uBlendRadius = node[9 - m_offset] >> 16;
|
|
fBlendRadius = R3DFloat::GetFloat16(uBlendRadius);
|
|
|
|
if (m_nodeAttribs.currentClipStatus != Clip::INSIDE) {
|
|
|
|
if (uCullRadius != R3DFloat::Pro16BitMax) {
|
|
|
|
CalcBox(fCullRadius, bbox);
|
|
TransformBox(m_modelMat, bbox);
|
|
|
|
m_nodeAttribs.currentClipStatus = ClipBox(bbox, m_planes);
|
|
|
|
if (m_nodeAttribs.currentClipStatus == Clip::INSIDE) {
|
|
CalcBoxExtents(bbox);
|
|
}
|
|
}
|
|
else {
|
|
m_nodeAttribs.currentClipStatus = Clip::NOT_SET;
|
|
}
|
|
}
|
|
|
|
if (m_nodeAttribs.currentClipStatus != Clip::OUTSIDE && fCullRadius > R3DFloat::Pro16BitFltMin) {
|
|
|
|
// Descend down first link
|
|
if ((node[0x00] & 0x08)) // 4-element LOD table
|
|
{
|
|
lodTable = TranslateCullingAddress(child1Ptr);
|
|
|
|
if (NULL != lodTable) {
|
|
if ((node[0x03 - m_offset] & 0x20000000)) {
|
|
DescendCullingNode(lodTable[0] & 0xFFFFFF);
|
|
}
|
|
else {
|
|
DrawModel(lodTable[0] & 0xFFFFFF); //TODO
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
DescendNodePtr(child1Ptr);
|
|
}
|
|
|
|
}
|
|
|
|
m_modelMat.PopMatrix();
|
|
|
|
// Restore old texture offsets
|
|
m_nodeAttribs.Pop();
|
|
}
|
|
|
|
void CNew3D::DescendNodePtr(UINT32 nodeAddr)
|
|
{
|
|
// Ignore null links
|
|
if ((nodeAddr & 0x00FFFFFF) == 0) {
|
|
return;
|
|
}
|
|
|
|
switch ((nodeAddr >> 24) & 0xFF) // pointer type encoded in upper 8 bits
|
|
{
|
|
case 0x00: // culling node
|
|
DescendCullingNode(nodeAddr & 0xFFFFFF);
|
|
break;
|
|
case 0x01: // model (perhaps bit 2 is a flag in this case?)
|
|
case 0x03:
|
|
DrawModel(nodeAddr & 0xFFFFFF);
|
|
break;
|
|
case 0x04: // pointer list
|
|
DescendPointerList(nodeAddr & 0xFFFFFF);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
void CNew3D::DescendPointerList(UINT32 addr)
|
|
{
|
|
const UINT32* list;
|
|
UINT32 nodeAddr;
|
|
int index;
|
|
|
|
list = TranslateCullingAddress(addr);
|
|
|
|
if (NULL == list) {
|
|
return;
|
|
}
|
|
|
|
index = 0;
|
|
|
|
while (true) {
|
|
|
|
if (list[index] & 0x01000000) {
|
|
break; // empty list
|
|
}
|
|
|
|
nodeAddr = list[index] & 0x00FFFFFF; // clear upper 8 bits to ensure this is processed as a culling node
|
|
|
|
DescendCullingNode(nodeAddr);
|
|
|
|
if (list[index] & 0x02000000) {
|
|
break; // list end
|
|
}
|
|
|
|
index++;
|
|
}
|
|
}
|
|
|
|
|
|
/******************************************************************************
|
|
Matrix Stack
|
|
******************************************************************************/
|
|
|
|
// Macro to generate column-major (OpenGL) index from y,x subscripts
|
|
#define CMINDEX(y,x) (x*4+y)
|
|
|
|
/*
|
|
* MultMatrix():
|
|
*
|
|
* Multiplies the matrix stack by the specified Real3D matrix. The matrix
|
|
* index is a 12-bit number specifying a matrix number relative to the base.
|
|
* The base matrix MUST be set up before calling this function.
|
|
*/
|
|
void CNew3D::MultMatrix(UINT32 matrixOffset, Mat4& mat)
|
|
{
|
|
GLfloat m[4*4];
|
|
const float *src = &m_matrixBasePtr[matrixOffset * 12];
|
|
|
|
if (m_matrixBasePtr == NULL) // LA Machineguns
|
|
return;
|
|
|
|
m[CMINDEX(0, 0)] = src[3];
|
|
m[CMINDEX(0, 1)] = src[4];
|
|
m[CMINDEX(0, 2)] = src[5];
|
|
m[CMINDEX(0, 3)] = src[0];
|
|
m[CMINDEX(1, 0)] = src[6];
|
|
m[CMINDEX(1, 1)] = src[7];
|
|
m[CMINDEX(1, 2)] = src[8];
|
|
m[CMINDEX(1, 3)] = src[1];
|
|
m[CMINDEX(2, 0)] = src[9];
|
|
m[CMINDEX(2, 1)] = src[10];
|
|
m[CMINDEX(2, 2)] = src[11];
|
|
m[CMINDEX(2, 3)] = src[2];
|
|
m[CMINDEX(3, 0)] = 0.0;
|
|
m[CMINDEX(3, 1)] = 0.0;
|
|
m[CMINDEX(3, 2)] = 0.0;
|
|
m[CMINDEX(3, 3)] = 1.0;
|
|
|
|
mat.MultMatrix(m);
|
|
}
|
|
|
|
/*
|
|
* InitMatrixStack():
|
|
*
|
|
* Initializes the modelview (model space -> view space) matrix stack and
|
|
* Real3D coordinate system. These are the last transforms to be applied (and
|
|
* the first to be defined on the stack) before projection.
|
|
*
|
|
* Model 3 games tend to define the following unusual base matrix:
|
|
*
|
|
* 0 0 -1 0
|
|
* 1 0 0 0
|
|
* 0 -1 0 0
|
|
* 0 0 0 1
|
|
*
|
|
* When this is multiplied by a column vector, the output is:
|
|
*
|
|
* -Z
|
|
* X
|
|
* -Y
|
|
* 1
|
|
*
|
|
* My theory is that the Real3D GPU accepts vectors in Z,X,Y order. The games
|
|
* store everything as X,Y,Z and perform the translation at the end. The Real3D
|
|
* also has Y and Z coordinates opposite of the OpenGL convention. This
|
|
* function inserts a compensating matrix to undo these things.
|
|
*
|
|
* NOTE: This function assumes we are in GL_MODELVIEW matrix mode.
|
|
*/
|
|
|
|
void CNew3D::InitMatrixStack(UINT32 matrixBaseAddr, Mat4& mat)
|
|
{
|
|
GLfloat m[4 * 4];
|
|
|
|
// This matrix converts vectors back from the weird Model 3 Z,X,Y ordering
|
|
// and also into OpenGL viewspace (-Y,-Z)
|
|
m[CMINDEX(0, 0)] = 0.0; m[CMINDEX(0, 1)] = 1.0; m[CMINDEX(0, 2)] = 0.0; m[CMINDEX(0, 3)] = 0.0;
|
|
m[CMINDEX(1, 0)] = 0.0; m[CMINDEX(1, 1)] = 0.0; m[CMINDEX(1, 2)] =-1.0; m[CMINDEX(1, 3)] = 0.0;
|
|
m[CMINDEX(2, 0)] =-1.0; m[CMINDEX(2, 1)] = 0.0; m[CMINDEX(2, 2)] = 0.0; m[CMINDEX(2, 3)] = 0.0;
|
|
m[CMINDEX(3, 0)] = 0.0; m[CMINDEX(3, 1)] = 0.0; m[CMINDEX(3, 2)] = 0.0; m[CMINDEX(3, 3)] = 1.0;
|
|
|
|
mat.LoadMatrix(m);
|
|
|
|
// Set matrix base address and apply matrix #0 (coordinate system matrix)
|
|
m_matrixBasePtr = (float *)TranslateCullingAddress(matrixBaseAddr);
|
|
MultMatrix(0, mat);
|
|
}
|
|
|
|
// Draws viewports of the given priority
|
|
void CNew3D::RenderViewport(UINT32 addr)
|
|
{
|
|
static const GLfloat color[8][3] =
|
|
{ // RGB1 color translation
|
|
{ 0.0, 0.0, 0.0 }, // off
|
|
{ 0.0, 0.0, 1.0 }, // blue
|
|
{ 0.0, 1.0, 0.0 }, // green
|
|
{ 0.0, 1.0, 1.0 }, // cyan
|
|
{ 1.0, 0.0, 0.0 }, // red
|
|
{ 1.0, 0.0, 1.0 }, // purple
|
|
{ 1.0, 1.0, 0.0 }, // yellow
|
|
{ 1.0, 1.0, 1.0 } // white
|
|
};
|
|
|
|
// Translate address and obtain pointer
|
|
const uint32_t *vpnode = TranslateCullingAddress(addr);
|
|
|
|
if (NULL == vpnode) {
|
|
return;
|
|
}
|
|
|
|
if (vpnode[0x01] == 0) { // memory probably hasn't been set up yet, abort
|
|
return;
|
|
}
|
|
|
|
if (!(vpnode[0] & 0x20)) { // only if viewport enabled
|
|
|
|
// create node object
|
|
m_nodes.emplace_back(Node());
|
|
m_nodes.back().models.reserve(2048); // create space for models
|
|
|
|
// get pointer to its viewport
|
|
Viewport *vp = &m_nodes.back().viewport;
|
|
|
|
vp->priority = (vpnode[0] >> 3) & 0x3;
|
|
vp->select = (vpnode[0] >> 8) & 0x3;
|
|
vp->number = (vpnode[0] >> 10);
|
|
|
|
m_currentPriority = vp->priority;
|
|
|
|
// Fetch viewport parameters (TO-DO: would rounding make a difference?)
|
|
vp->vpX = (int)(((vpnode[0x1A] & 0xFFFF) / 16.0f) + 0.5f); // viewport X (12.4 fixed point)
|
|
vp->vpY = (int)(((vpnode[0x1A] >> 16) / 16.0f) + 0.5f); // viewport Y (12.4)
|
|
vp->vpWidth = (int)(((vpnode[0x14] & 0xFFFF) / 4.0f) + 0.5f); // width (14.2)
|
|
vp->vpHeight = (int)(((vpnode[0x14] >> 16) / 4.0f) + 0.5f); // height (14.2)
|
|
|
|
uint32_t matrixBase = vpnode[0x16] & 0xFFFFFF; // matrix base address
|
|
|
|
m_LODBlendTable = (LODBlendTable*)TranslateCullingAddress(vpnode[0x17] & 0xFFFFFF);
|
|
|
|
vp->angle_left = -atan2(*(float *)&vpnode[12], *(float *)&vpnode[13]);
|
|
vp->angle_right = atan2(*(float *)&vpnode[16], -*(float *)&vpnode[17]);
|
|
vp->angle_top = atan2(*(float *)&vpnode[14], *(float *)&vpnode[15]);
|
|
vp->angle_bottom = -atan2(*(float *)&vpnode[18], -*(float *)&vpnode[19]);
|
|
|
|
// I don't really know what these paramaters are for. They are derived from the view angles somehow.
|
|
// In the sdk it's they are someting like (1/tan(left)-tan(right)) * tan(left)
|
|
// But we know when left=right the value is always 0.5. Any other value and we have off-axis projection
|
|
// My theory is, the h/w is using these values to actually set the frustum planes angles
|
|
// The above vpnode[12], vpnode[13] actually work as a normal vector for the clipping planes (used for culling)
|
|
// I think in lost world and dirt devils, there is a missmatch between the computed plane normals, and the view angles
|
|
if (*(float *)&vpnode[0xa] == 0.5f) {
|
|
vp->angle_bottom = -vp->angle_top;
|
|
}
|
|
|
|
if (*(float *)&vpnode[0xb] == 0.5f) {
|
|
vp->angle_right = -vp->angle_left;
|
|
}
|
|
|
|
// calculate the frustum shape, near/far pair are dummy values
|
|
CalcViewport(vp, 1, 1000);
|
|
|
|
// calculate frustum planes
|
|
CalcFrustumPlanes(m_planes, vp->projectionMatrix); // we need to calc a 'projection matrix' to get the correct frustum planes for clipping
|
|
|
|
// Lighting (note that sun vector points toward sun -- away from vertex)
|
|
vp->lightingParams[0] = *(float *)&vpnode[0x05]; // sun X
|
|
vp->lightingParams[1] = -*(float *)&vpnode[0x06]; // sun Y (- to convert to ogl cordinate system)
|
|
vp->lightingParams[2] = -*(float *)&vpnode[0x04]; // sun Z (- to convert to ogl cordinate system)
|
|
vp->lightingParams[3] = std::max(0.f, std::min(*(float *)&vpnode[0x07], 1.0f)); // sun intensity (clamp to 0-1)
|
|
vp->lightingParams[4] = (float)((vpnode[0x24] >> 8) & 0xFF) * (1.0f / 255.0f); // ambient intensity
|
|
vp->lightingParams[5] = 0.0; // reserved
|
|
|
|
// this is a hack because we haven't yet found in memory where these are set
|
|
if (m_gameName == "dayto2pe"||
|
|
m_gameName == "lamachin"||
|
|
m_gameName == "von2" ||
|
|
m_gameName == "von254g" ||
|
|
m_gameName == "von2a") {
|
|
m_sunClamp = false;
|
|
}
|
|
else {
|
|
m_sunClamp = true;
|
|
}
|
|
|
|
vp->sunClamp = m_sunClamp;
|
|
vp->intensityClamp = (m_step == 0x10); // just step 1.0 ?
|
|
vp->hardwareStep = m_step;
|
|
|
|
// Spotlight
|
|
int spotColorIdx = (vpnode[0x20] >> 11) & 7; // spotlight color index
|
|
int spotFogColorIdx = (vpnode[0x20] >> 8) & 7; // spotlight on fog color index
|
|
vp->spotEllipse[0] = (float)(INT16)(vpnode[0x1E] & 0xFFFF) / 8.0f; // spotlight X position (13.3 fixed point)
|
|
vp->spotEllipse[1] = (float)(INT16)(vpnode[0x1D] & 0xFFFF) / 8.0f; // spotlight Y
|
|
vp->spotEllipse[2] = (float)((vpnode[0x1E] >> 16) & 0xFFFF); // spotlight X size (16-bit)
|
|
vp->spotEllipse[3] = (float)((vpnode[0x1D] >> 16) & 0xFFFF); // spotlight Y size
|
|
|
|
vp->spotRange[0] = 1.0f / (*(float *)&vpnode[0x21]); // spotlight start
|
|
vp->spotRange[1] = *(float *)&vpnode[0x1F]; // spotlight extent
|
|
|
|
// Star Wars Trilogy needs this
|
|
vp->spotRange[0] = std::min(vp->spotRange[0], std::numeric_limits<float>::max());
|
|
vp->spotRange[0] = std::max(vp->spotRange[0], std::numeric_limits<float>::lowest());
|
|
|
|
vp->spotColor[0] = color[spotColorIdx][0]; // spotlight color
|
|
vp->spotColor[1] = color[spotColorIdx][1];
|
|
vp->spotColor[2] = color[spotColorIdx][2];
|
|
|
|
vp->spotFogColor[0] = color[spotFogColorIdx][0]; // spotlight color on fog
|
|
vp->spotFogColor[1] = color[spotFogColorIdx][1];
|
|
vp->spotFogColor[2] = color[spotFogColorIdx][2];
|
|
|
|
// spotlight is specified in terms of physical resolution
|
|
vp->spotEllipse[1] = 384.0f - vp->spotEllipse[1]; // flip Y position
|
|
|
|
// Avoid division by zero
|
|
vp->spotEllipse[2] = std::max(1.0f, vp->spotEllipse[2]);
|
|
vp->spotEllipse[3] = std::max(1.0f, vp->spotEllipse[3]);
|
|
|
|
vp->spotEllipse[2] = std::roundf(2047.0f / vp->spotEllipse[2]);
|
|
vp->spotEllipse[3] = std::roundf(2047.0f / vp->spotEllipse[3]);
|
|
|
|
// Scale the spotlight to the OpenGL viewport
|
|
vp->spotEllipse[0] = vp->spotEllipse[0] * m_xRatio + m_xOffs;
|
|
vp->spotEllipse[1] = vp->spotEllipse[1] * m_yRatio + m_yOffs;
|
|
vp->spotEllipse[2] *= m_xRatio;
|
|
vp->spotEllipse[3] *= m_yRatio;
|
|
|
|
// Fog
|
|
vp->fogParams[0] = (float)((vpnode[0x22] >> 16) & 0xFF) * (1.0f / 255.0f); // fog color R
|
|
vp->fogParams[1] = (float)((vpnode[0x22] >> 8) & 0xFF) * (1.0f / 255.0f); // fog color G
|
|
vp->fogParams[2] = (float)((vpnode[0x22] >> 0) & 0xFF) * (1.0f / 255.0f); // fog color B
|
|
vp->fogParams[3] = std::abs(*(float *)&vpnode[0x23]); // fog density - ocean hunter uses negative values, but looks the same
|
|
vp->fogParams[4] = (float)(INT16)(vpnode[0x25] & 0xFFFF)*(1.0f / 255.0f); // fog start
|
|
|
|
// Avoid Infinite and NaN values for Star Wars Trilogy
|
|
if (std::isinf(vp->fogParams[3]) || std::isnan(vp->fogParams[3])) {
|
|
for (int i = 0; i < 7; i++) vp->fogParams[i] = 0.0f;
|
|
}
|
|
|
|
vp->fogParams[5] = (float)((vpnode[0x24] >> 16) & 0xFF) * (1.0f / 255.0f); // fog attenuation
|
|
vp->fogParams[6] = (float)((vpnode[0x25] >> 16) & 0xFF) * (1.0f / 255.0f); // fog ambient
|
|
|
|
vp->scrollFog = (float)(vpnode[0x20] & 0xFF) * (1.0f / 255.0f); // scroll fog
|
|
vp->scrollAtt = (float)(vpnode[0x24] & 0xFF) * (1.0f / 255.0f); // scroll attenuation
|
|
|
|
// Clear texture offsets before proceeding
|
|
m_nodeAttribs.Reset();
|
|
|
|
// Set up coordinate system and base matrix
|
|
InitMatrixStack(matrixBase, m_modelMat);
|
|
|
|
// Safeguard: weird coordinate system matrices usually indicate scenes that will choke the renderer
|
|
if (NULL != m_matrixBasePtr)
|
|
{
|
|
float m21, m32, m13;
|
|
|
|
// Get the three elements that are usually set and see if their magnitudes are 1
|
|
m21 = m_matrixBasePtr[6];
|
|
m32 = m_matrixBasePtr[10];
|
|
m13 = m_matrixBasePtr[5];
|
|
|
|
m21 *= m21;
|
|
m32 *= m32;
|
|
m13 *= m13;
|
|
|
|
if ((m21>1.05) || (m21<0.95))
|
|
return;
|
|
if ((m32>1.05) || (m32<0.95))
|
|
return;
|
|
if ((m13>1.05) || (m13<0.95))
|
|
return;
|
|
}
|
|
|
|
// Descend down the node link: Use recursive traversal
|
|
DescendNodePtr(vpnode[0x02]);
|
|
}
|
|
|
|
// render next viewport
|
|
if (vpnode[0x01] != 0x01000000) {
|
|
RenderViewport(vpnode[0x01]);
|
|
}
|
|
}
|
|
|
|
void CNew3D::CopyVertexData(const R3DPoly& r3dPoly, std::vector<Poly>& polyArray)
|
|
{
|
|
polyArray.emplace_back(Poly(true,r3dPoly)); // create object directly in array without temporary copy
|
|
|
|
if (r3dPoly.number == 4) {
|
|
polyArray.emplace_back(Poly(false, r3dPoly)); // copy second triangle
|
|
}
|
|
}
|
|
|
|
// non smooth texturing on the pro-1000 seems to sample like gl_nearest
|
|
// ie not outside of the texture coordinates, but with bilinear filtering
|
|
// this is about as close as we can emulate in hardware
|
|
// if we don't do this with gl_repeat enabled, it will wrap around and sample the
|
|
// other side of the texture which produces ugly seems
|
|
void CNew3D::OffsetTexCoords(R3DPoly& r3dPoly, float offset[2])
|
|
{
|
|
for (int i = 0; i < 2; i++) {
|
|
|
|
float min = std::numeric_limits<float>::max();
|
|
float max = -std::numeric_limits<float>::max();
|
|
|
|
if (!offset[i]) continue;
|
|
|
|
for (int j = 0; j < r3dPoly.number; j++) {
|
|
min = std::min(r3dPoly.v[j].texcoords[i], min);
|
|
max = std::max(r3dPoly.v[j].texcoords[i], max);
|
|
}
|
|
|
|
float fTemp;
|
|
float iTemp;
|
|
bool fractMin;
|
|
bool fractMax;
|
|
|
|
fTemp = std::modf(min, &iTemp);
|
|
fractMin = fTemp > 0;
|
|
|
|
fTemp = std::modf(max, &iTemp);
|
|
fractMax = fTemp > 0;
|
|
|
|
for (int j = 0; j < r3dPoly.number && min != max; j++) {
|
|
|
|
if (!fractMin) {
|
|
if (r3dPoly.v[j].texcoords[i] == min) {
|
|
r3dPoly.v[j].texcoords[i] += offset[i];
|
|
}
|
|
}
|
|
|
|
if (!fractMax) {
|
|
if (r3dPoly.v[j].texcoords[i] == max) {
|
|
r3dPoly.v[j].texcoords[i] -= offset[i];
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void CNew3D::SetMeshValues(SortingMesh *currentMesh, PolyHeader &ph)
|
|
{
|
|
//copy attributes
|
|
currentMesh->doubleSided = false; // we will double up polys
|
|
currentMesh->textured = ph.TexEnabled();
|
|
currentMesh->alphaTest = ph.AlphaTest();
|
|
currentMesh->textureAlpha = ph.TextureAlpha();
|
|
currentMesh->polyAlpha = ph.PolyAlpha();
|
|
currentMesh->lighting = ph.LightEnabled();
|
|
currentMesh->fixedShading = ph.FixedShading() && ph.TexEnabled() && !ph.SmoothShading();
|
|
currentMesh->highPriority = ph.HighPriority();
|
|
|
|
if (ph.Layered() || (!ph.TexEnabled() && ph.PolyAlpha())) {
|
|
currentMesh->layered = true;
|
|
}
|
|
|
|
currentMesh->specular = ph.SpecularEnabled();
|
|
currentMesh->shininess = ph.Shininess();
|
|
currentMesh->specularValue = ph.SpecularValue();
|
|
|
|
currentMesh->fogIntensity = ph.LightModifier();
|
|
|
|
if (currentMesh->textured) {
|
|
|
|
currentMesh->format = m_texSheet.GetTexFormat(ph.TexFormat(), ph.AlphaTest());
|
|
|
|
if (currentMesh->format == 7) {
|
|
currentMesh->alphaTest = false; // alpha test is a 1 bit test, this format needs a lower threshold, since it has 16 levels of transparency
|
|
}
|
|
|
|
currentMesh->x = ph.X();
|
|
currentMesh->y = ph.Y();
|
|
currentMesh->width = ph.TexWidth();
|
|
currentMesh->height = ph.TexHeight();
|
|
currentMesh->mirrorU = ph.TexUMirror();
|
|
currentMesh->mirrorV = ph.TexVMirror();
|
|
currentMesh->microTexture = ph.MicroTexture();
|
|
currentMesh->inverted = ph.TranslatorMapOffset() == 2;
|
|
|
|
if (currentMesh->microTexture) {
|
|
|
|
float microTexScale[] = { 4, 8, 16, 32 };
|
|
|
|
currentMesh->microTextureID = ph.MicroTextureID();
|
|
currentMesh->microTextureScale = microTexScale[ph.MicroTextureMinLOD()];
|
|
}
|
|
}
|
|
}
|
|
|
|
void CNew3D::CacheModel(Model *m, const UINT32 *data)
|
|
{
|
|
Vertex prev[4];
|
|
UINT16 texCoords[4][2];
|
|
UINT16 prevTexCoords[4][2];
|
|
PolyHeader ph;
|
|
UINT64 lastHash = -1;
|
|
SortingMesh* currentMesh = nullptr;
|
|
|
|
std::map<UINT64, SortingMesh> sMap;
|
|
|
|
if (data == NULL)
|
|
return;
|
|
|
|
ph = data;
|
|
int numTriangles = ph.NumTrianglesTotal();
|
|
|
|
// Cache all polygons
|
|
do {
|
|
|
|
R3DPoly p; // current polygon
|
|
float uvScale;
|
|
int i, j;
|
|
|
|
if (ph.header[6] == 0) {
|
|
break;
|
|
}
|
|
|
|
// create a hash value based on poly attributes -todo add more attributes
|
|
auto hash = ph.Hash();
|
|
|
|
if (hash != lastHash) {
|
|
|
|
if (sMap.count(hash) == 0) {
|
|
|
|
sMap[hash] = SortingMesh();
|
|
|
|
currentMesh = &sMap[hash];
|
|
|
|
//make space for our vertices
|
|
currentMesh->polys.reserve(numTriangles);
|
|
|
|
//set mesh values
|
|
SetMeshValues(currentMesh, ph);
|
|
}
|
|
|
|
currentMesh = &sMap[hash];
|
|
}
|
|
|
|
// Obtain basic polygon parameters
|
|
p.number = ph.NumVerts();
|
|
uvScale = ph.UVScale();
|
|
|
|
ph.FaceNormal(p.faceNormal);
|
|
|
|
// Fetch reused vertices according to bitfield, then new verts
|
|
i = 0;
|
|
j = 0;
|
|
for (i = 0; i < 4; i++) // up to 4 reused vertices
|
|
{
|
|
if (ph.SharedVertex(i))
|
|
{
|
|
p.v[j] = prev[i];
|
|
|
|
texCoords[j][0] = prevTexCoords[i][0];
|
|
texCoords[j][1] = prevTexCoords[i][1];
|
|
|
|
//check if we need to recalc tex coords - will only happen if tex tiles are different + sharing vertices
|
|
if (hash != lastHash) {
|
|
if (currentMesh->textured) {
|
|
Texture::GetCoordinates(currentMesh->width, currentMesh->height, texCoords[j][0], texCoords[j][1], uvScale, p.v[j].texcoords[0], p.v[j].texcoords[1]);
|
|
}
|
|
}
|
|
|
|
j++;
|
|
}
|
|
}
|
|
|
|
lastHash = hash;
|
|
|
|
// copy face attributes
|
|
|
|
if (!ph.PolyColor()) {
|
|
int colorIdx = ph.ColorIndex();
|
|
p.faceColour[2] = (m_polyRAM[m_colorTableAddr + colorIdx] & 0xFF);
|
|
p.faceColour[1] = ((m_polyRAM[m_colorTableAddr + colorIdx] >> 8) & 0xFF);
|
|
p.faceColour[0] = ((m_polyRAM[m_colorTableAddr + colorIdx] >> 16) & 0xFF);
|
|
}
|
|
else {
|
|
|
|
p.faceColour[0] = ((ph.header[4] >> 24));
|
|
p.faceColour[1] = ((ph.header[4] >> 16) & 0xFF);
|
|
p.faceColour[2] = ((ph.header[4] >> 8) & 0xFF);
|
|
|
|
if (ph.TranslatorMap()) {
|
|
p.faceColour[0] = (p.faceColour[0] * 255) / 16; // When the translator map is enabled, max colour seems
|
|
p.faceColour[1] = (p.faceColour[1] * 255) / 16; // to be 16. Scaling these up gives the correct colours.
|
|
p.faceColour[2] = (p.faceColour[2] * 255) / 16; // Not sure why didn't allow 32 colours with 4 bits?
|
|
}
|
|
}
|
|
|
|
p.faceColour[3] = ph.Transparency();
|
|
|
|
if (ph.Discard1() && !ph.Discard2()) {
|
|
p.faceColour[3] /= 2;
|
|
}
|
|
|
|
// if we have flat shading, we can't re-use normals from shared vertices
|
|
for (i = 0; i < p.number && !ph.SmoothShading(); i++) {
|
|
p.v[i].normal[0] = p.faceNormal[0];
|
|
p.v[i].normal[1] = p.faceNormal[1];
|
|
p.v[i].normal[2] = p.faceNormal[2];
|
|
}
|
|
|
|
UINT32* vData = ph.StartOfData(); // vertex data starts here
|
|
|
|
// remaining vertices are new and defined here
|
|
for (; j < p.number; j++)
|
|
{
|
|
// Fetch vertices
|
|
UINT32 ix = vData[0];
|
|
UINT32 iy = vData[1];
|
|
UINT32 iz = vData[2];
|
|
UINT32 it = vData[3];
|
|
|
|
// Decode vertices
|
|
p.v[j].pos[0] = (((INT32)ix) >> 8) * m_vertexFactor;
|
|
p.v[j].pos[1] = (((INT32)iy) >> 8) * m_vertexFactor;
|
|
p.v[j].pos[2] = (((INT32)iz) >> 8) * m_vertexFactor;
|
|
p.v[j].pos[3] = 1.0f;
|
|
|
|
// Per vertex normals
|
|
if (ph.SmoothShading()) {
|
|
p.v[j].normal[0] = BYTE_TO_FLOAT((INT8)(ix & 0xFF));
|
|
p.v[j].normal[1] = BYTE_TO_FLOAT((INT8)(iy & 0xFF));
|
|
p.v[j].normal[2] = BYTE_TO_FLOAT((INT8)(iz & 0xFF));
|
|
}
|
|
|
|
if (ph.FixedShading() && ph.TexEnabled() && !ph.SmoothShading()) { // fixed shading seems to be disabled if actual normals are set
|
|
|
|
//==========
|
|
float shade;
|
|
//==========
|
|
|
|
if (ph.SpecularEnabled()) {
|
|
shade = (ix & 0xFF) / 255.f; // Star wars is the only game to use unsigned fixed shaded values. It's also the only game to set the specular flag on these polys
|
|
}
|
|
else {
|
|
shade = BYTE_TO_FLOAT((INT8)(ix & 0xFF));
|
|
}
|
|
|
|
p.v[j].fixedShade = shade;
|
|
}
|
|
|
|
float texU, texV = 0;
|
|
|
|
// tex coords
|
|
if (currentMesh->textured) {
|
|
Texture::GetCoordinates(currentMesh->width, currentMesh->height, (UINT16)(it >> 16), (UINT16)(it & 0xFFFF), uvScale, texU, texV);
|
|
}
|
|
|
|
p.v[j].texcoords[0] = texU;
|
|
p.v[j].texcoords[1] = texV;
|
|
|
|
//cache un-normalised tex coordinates
|
|
texCoords[j][0] = (UINT16)(it >> 16);
|
|
texCoords[j][1] = (UINT16)(it & 0xFFFF);
|
|
|
|
vData += 4;
|
|
}
|
|
|
|
// check if we need to modify the texture coordinates
|
|
if (ph.TexEnabled()) {
|
|
|
|
float offset[2] = { 0 };
|
|
|
|
if (!ph.TexSmoothU() && !ph.TexUMirror()) {
|
|
offset[0] = 0.5f / ph.TexWidth(); // half texel
|
|
}
|
|
|
|
if (!ph.TexSmoothV() && !ph.TexVMirror()) {
|
|
offset[1] = 0.5f / ph.TexHeight(); // half texel
|
|
}
|
|
|
|
OffsetTexCoords(p, offset);
|
|
}
|
|
|
|
// check if we need to double up vertices for two sided lighting
|
|
if (ph.DoubleSided() && !ph.Discard()) {
|
|
|
|
R3DPoly tempP = p;
|
|
|
|
// flip normals
|
|
V3::inverse(tempP.faceNormal);
|
|
|
|
for (int i = 0; i < tempP.number; i++) {
|
|
V3::inverse(tempP.v[i].normal);
|
|
}
|
|
|
|
CopyVertexData(tempP, currentMesh->polys);
|
|
}
|
|
|
|
// Copy this polygon into the model buffer
|
|
if (!ph.Discard()) {
|
|
CopyVertexData(p, currentMesh->polys);
|
|
}
|
|
|
|
// Copy current vertices into previous vertex array
|
|
for (i = 0; i < 4; i++) {
|
|
prev[i] = p.v[i];
|
|
prevTexCoords[i][0] = texCoords[i][0];
|
|
prevTexCoords[i][1] = texCoords[i][1];
|
|
}
|
|
|
|
} while (ph.NextPoly());
|
|
|
|
//sorted the data, now copy to main data structures
|
|
|
|
// we know how many meshes we have so reserve appropriate space
|
|
m->meshes->reserve(sMap.size());
|
|
|
|
for (auto& it : sMap) {
|
|
|
|
if (m->dynamic) {
|
|
|
|
// calculate VBO values for current mesh
|
|
it.second.vboOffset = m_polyBufferRam.size() + MAX_ROM_POLYS;
|
|
it.second.triangleCount = it.second.polys.size();
|
|
|
|
// copy poly data to main buffer
|
|
m_polyBufferRam.insert(m_polyBufferRam.end(), it.second.polys.begin(), it.second.polys.end());
|
|
}
|
|
else {
|
|
// calculate VBO values for current mesh
|
|
it.second.vboOffset = m_polyBufferRom.size();
|
|
it.second.triangleCount = it.second.polys.size();
|
|
|
|
// copy poly data to main buffer
|
|
m_polyBufferRom.insert(m_polyBufferRom.end(), it.second.polys.begin(), it.second.polys.end());
|
|
}
|
|
|
|
//copy the temp mesh into the model structure
|
|
//this will lose the associated vertex data, which is now copied to the main buffer anyway
|
|
m->meshes->push_back(it.second);
|
|
}
|
|
}
|
|
|
|
float CNew3D::Determinant3x3(const float m[16]) {
|
|
|
|
/*
|
|
| A B C |
|
|
M = | D E F |
|
|
| G H I |
|
|
|
|
then the determinant is calculated as follows:
|
|
|
|
det M = A * (EI - HF) - B * (DI - GF) + C * (DH - GE)
|
|
*/
|
|
|
|
return m[0] * ((m[5] * m[10]) - (m[6] * m[9])) - m[4] * ((m[1] * m[10]) - (m[2] * m[9])) + m[8] * ((m[1] * m[6]) - (m[2] * m[5]));
|
|
}
|
|
|
|
bool CNew3D::IsDynamicModel(UINT32 *data)
|
|
{
|
|
if (data == NULL) {
|
|
return false;
|
|
}
|
|
|
|
PolyHeader p(data);
|
|
|
|
do {
|
|
|
|
if ((p.header[1] & 2) == 0) { // model has rgb colour palette
|
|
return true;
|
|
}
|
|
|
|
if (p.header[6] == 0) {
|
|
break;
|
|
}
|
|
|
|
} while (p.NextPoly());
|
|
|
|
return false;
|
|
}
|
|
|
|
bool CNew3D::IsVROMModel(UINT32 modelAddr)
|
|
{
|
|
return modelAddr >= 0x100000;
|
|
}
|
|
|
|
void CNew3D::CalcTexOffset(int offX, int offY, int page, int x, int y, int& newX, int& newY)
|
|
{
|
|
newX = (x + offX) & 2047; // wrap around 2048, shouldn't be required
|
|
|
|
int oldPage = y / 1024;
|
|
|
|
y -= (oldPage * 1024); // remove page from tex y
|
|
|
|
// calc newY with wrap around, wraps around in the same sheet, not into another memory sheet
|
|
|
|
newY = (y + offY) & 1023;
|
|
|
|
// add page to Y
|
|
|
|
newY += ((oldPage + page) & 1) * 1024; // max page 0-1
|
|
}
|
|
|
|
void CNew3D::CalcFrustumPlanes(Plane p[4], const float* matrix)
|
|
{
|
|
// Left Plane
|
|
p[0].a = matrix[3] + matrix[0];
|
|
p[0].b = matrix[7] + matrix[4];
|
|
p[0].c = matrix[11] + matrix[8];
|
|
p[0].d = matrix[15] + matrix[12];
|
|
p[0].Normalise();
|
|
|
|
// Right Plane
|
|
p[1].a = matrix[3] - matrix[0];
|
|
p[1].b = matrix[7] - matrix[4];
|
|
p[1].c = matrix[11] - matrix[8];
|
|
p[1].d = matrix[15] - matrix[12];
|
|
p[1].Normalise();
|
|
|
|
// Bottom Plane
|
|
p[2].a = matrix[3] + matrix[1];
|
|
p[2].b = matrix[7] + matrix[5];
|
|
p[2].c = matrix[11] + matrix[9];
|
|
p[2].d = matrix[15] + matrix[13];
|
|
p[2].Normalise();
|
|
|
|
// Top Plane
|
|
p[3].a = matrix[3] - matrix[1];
|
|
p[3].b = matrix[7] - matrix[5];
|
|
p[3].c = matrix[11] - matrix[9];
|
|
p[3].d = matrix[15] - matrix[13];
|
|
p[3].Normalise();
|
|
}
|
|
|
|
void CNew3D::CalcBox(float distance, BBox& box)
|
|
{
|
|
//bottom left front
|
|
box.points[0][0] = -distance;
|
|
box.points[0][1] = -distance;
|
|
box.points[0][2] = distance;
|
|
box.points[0][3] = 1;
|
|
|
|
//bottom left back
|
|
box.points[1][0] = -distance;
|
|
box.points[1][1] = -distance;
|
|
box.points[1][2] = -distance;
|
|
box.points[1][3] = 1;
|
|
|
|
//bottom right back
|
|
box.points[2][0] = distance;
|
|
box.points[2][1] = -distance;
|
|
box.points[2][2] = -distance;
|
|
box.points[2][3] = 1;
|
|
|
|
//bottom right front
|
|
box.points[3][0] = distance;
|
|
box.points[3][1] = -distance;
|
|
box.points[3][2] = distance;
|
|
box.points[3][3] = 1;
|
|
|
|
//top left front
|
|
box.points[4][0] = -distance;
|
|
box.points[4][1] = distance;
|
|
box.points[4][2] = distance;
|
|
box.points[4][3] = 1;
|
|
|
|
//top left back
|
|
box.points[5][0] = -distance;
|
|
box.points[5][1] = distance;
|
|
box.points[5][2] = -distance;
|
|
box.points[5][3] = 1;
|
|
|
|
//top right back
|
|
box.points[6][0] = distance;
|
|
box.points[6][1] = distance;
|
|
box.points[6][2] = -distance;
|
|
box.points[6][3] = 1;
|
|
|
|
//top right front
|
|
box.points[7][0] = distance;
|
|
box.points[7][1] = distance;
|
|
box.points[7][2] = distance;
|
|
box.points[7][3] = 1;
|
|
}
|
|
|
|
void CNew3D::MultVec(const float matrix[16], const float in[4], float out[4])
|
|
{
|
|
for (int i = 0; i < 4; i++) {
|
|
out[i] =
|
|
in[0] * matrix[0 * 4 + i] +
|
|
in[1] * matrix[1 * 4 + i] +
|
|
in[2] * matrix[2 * 4 + i] +
|
|
in[3] * matrix[3 * 4 + i];
|
|
}
|
|
}
|
|
|
|
void CNew3D::TransformBox(const float *m, BBox& box)
|
|
{
|
|
for (int i = 0; i < 8; i++) {
|
|
float v[4];
|
|
MultVec(m, box.points[i], v);
|
|
box.points[i][0] = v[0];
|
|
box.points[i][1] = v[1];
|
|
box.points[i][2] = v[2];
|
|
}
|
|
}
|
|
|
|
Clip CNew3D::ClipBox(BBox& box, Plane planes[4])
|
|
{
|
|
int count = 0;
|
|
|
|
for (int i = 0; i < 8; i++) {
|
|
|
|
int temp = 0;
|
|
|
|
for (int j = 0; j < 4; j++) {
|
|
if (planes[j].DistanceToPoint(box.points[i]) >= 0) {
|
|
temp++;
|
|
}
|
|
}
|
|
|
|
if (temp == 4) count++; // point is inside all 4 frustum planes
|
|
}
|
|
|
|
if (count == 8) return Clip::INSIDE;
|
|
if (count > 0) return Clip::INTERCEPT;
|
|
|
|
//if we got here all points are outside of the view frustum
|
|
//check for all points being side same of any plane, means box outside of view
|
|
|
|
for (int i = 0; i < 4; i++) {
|
|
|
|
int temp = 0;
|
|
|
|
for (int j = 0; j < 8; j++) {
|
|
if (planes[i].DistanceToPoint(box.points[j]) >= 0) {
|
|
float distance = planes[i].DistanceToPoint(box.points[j]);
|
|
temp++;
|
|
}
|
|
}
|
|
|
|
if (temp == 0) {
|
|
return Clip::OUTSIDE;
|
|
}
|
|
}
|
|
|
|
//if we got here, box is traversing view frustum
|
|
|
|
return Clip::INTERCEPT;
|
|
}
|
|
|
|
void CNew3D::CalcBoxExtents(const BBox& box)
|
|
{
|
|
for (int i = 0; i < 8; i++) {
|
|
if (box.points[i][2] < 0) {
|
|
m_nfPairs[m_currentPriority].zNear = std::max(box.points[i][2], m_nfPairs[m_currentPriority].zNear);
|
|
m_nfPairs[m_currentPriority].zFar = std::min(box.points[i][2], m_nfPairs[m_currentPriority].zFar);
|
|
}
|
|
}
|
|
}
|
|
|
|
void CNew3D::ClipPolygon(ClipPoly& clipPoly, Plane planes[4])
|
|
{
|
|
//============
|
|
ClipPoly temp;
|
|
ClipPoly *in;
|
|
ClipPoly *out;
|
|
//============
|
|
|
|
in = &clipPoly;
|
|
out = &temp;
|
|
|
|
for (int i = 0; i < 4; i++) {
|
|
|
|
//=================
|
|
bool currentIn;
|
|
bool nextIn;
|
|
float currentDot;
|
|
float nextDot;
|
|
//=================
|
|
|
|
currentDot = planes[i].DotProduct(in->list[0].pos);
|
|
currentIn = (currentDot + planes[i].d) >= 0;
|
|
|
|
for (int j = 0; j < in->count; j++) {
|
|
|
|
if (currentIn) {
|
|
out->list[out->count] = in->list[j];
|
|
out->count++;
|
|
}
|
|
|
|
int nextIndex = j + 1;
|
|
if (nextIndex >= in->count) {
|
|
nextIndex = 0;
|
|
}
|
|
|
|
nextDot = planes[i].DotProduct(in->list[nextIndex].pos);
|
|
nextIn = (nextDot + planes[i].d) >= 0;
|
|
|
|
// we have an intersection
|
|
if (currentIn != nextIn) {
|
|
|
|
float u = (currentDot + planes[i].d) / (currentDot - nextDot);
|
|
|
|
float* p1 = in->list[j].pos;
|
|
float* p2 = in->list[nextIndex].pos;
|
|
|
|
out->list[out->count].pos[0] = p1[0] + ((p2[0] - p1[0]) * u);
|
|
out->list[out->count].pos[1] = p1[1] + ((p2[1] - p1[1]) * u);
|
|
out->list[out->count].pos[2] = p1[2] + ((p2[2] - p1[2]) * u);
|
|
out->count++;
|
|
}
|
|
|
|
currentDot = nextDot;
|
|
currentIn = nextIn;
|
|
}
|
|
|
|
std::swap(in, out);
|
|
out->count = 0;
|
|
}
|
|
}
|
|
|
|
void CNew3D::ClipModel(const Model *m)
|
|
{
|
|
//================
|
|
ClipPoly clipPoly;
|
|
std::vector<Poly> *polys;
|
|
int offset;
|
|
//================
|
|
|
|
if (m->dynamic) {
|
|
polys = &m_polyBufferRam;
|
|
offset = MAX_ROM_POLYS;
|
|
}
|
|
else {
|
|
polys = &m_polyBufferRom;
|
|
offset = 0;
|
|
}
|
|
|
|
for (const auto &mesh : *m->meshes) {
|
|
|
|
int start = mesh.vboOffset - offset;
|
|
|
|
for (int i = 0; i < mesh.triangleCount; i++) {
|
|
|
|
//==================================
|
|
Poly& poly = (*polys)[start + i];
|
|
//==================================
|
|
|
|
MultVec(m->modelMat, poly.p1.pos, clipPoly.list[0].pos);
|
|
MultVec(m->modelMat, poly.p2.pos, clipPoly.list[1].pos);
|
|
MultVec(m->modelMat, poly.p3.pos, clipPoly.list[2].pos);
|
|
|
|
clipPoly.count = 3;
|
|
|
|
ClipPolygon(clipPoly, m_planes);
|
|
|
|
for (int j = 0; j < clipPoly.count; j++) {
|
|
if (clipPoly.list[j].pos[2] < 0) {
|
|
m_nfPairs[m_currentPriority].zNear = std::max(clipPoly.list[j].pos[2], m_nfPairs[m_currentPriority].zNear);
|
|
m_nfPairs[m_currentPriority].zFar = std::min(clipPoly.list[j].pos[2], m_nfPairs[m_currentPriority].zFar);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void CNew3D::CalcViewport(Viewport* vp, float near, float far)
|
|
{
|
|
if (near < far / 1000000) {
|
|
near = far / 1000000; // if we get really close to zero somehow, we will have almost no depth precision
|
|
}
|
|
|
|
float l = near * tanf(vp->angle_left); // we need to calc the shape of the projection frustum for culling
|
|
float r = near * tanf(vp->angle_right);
|
|
float t = near * tanf(vp->angle_top);
|
|
float b = near * tanf(vp->angle_bottom);
|
|
|
|
vp->projectionMatrix.LoadIdentity(); // reset matrix
|
|
|
|
if ((vp->vpX == 0) && (vp->vpWidth >= 495) && (vp->vpY == 0) && (vp->vpHeight >= 383)) {
|
|
|
|
float windowAR = (float)m_totalXRes / (float)m_totalYRes;
|
|
float originalAR = 496 / 384.f;
|
|
float correction = windowAR / originalAR; // expand horizontal frustum planes
|
|
|
|
vp->x = 0;
|
|
vp->y = m_yOffs + (int)((384 - (vp->vpY + vp->vpHeight))*m_yRatio);
|
|
vp->width = m_totalXRes;
|
|
vp->height = (int)(vp->vpHeight*m_yRatio);
|
|
|
|
vp->projectionMatrix.Frustum(l*correction, r*correction, b, t, near, far);
|
|
}
|
|
else {
|
|
|
|
vp->x = m_xOffs + (int)(vp->vpX*m_xRatio);
|
|
vp->y = m_yOffs + (int)((384 - (vp->vpY + vp->vpHeight))*m_yRatio);
|
|
vp->width = (int)(vp->vpWidth*m_xRatio);
|
|
vp->height = (int)(vp->vpHeight*m_yRatio);
|
|
|
|
vp->projectionMatrix.Frustum(l, r, b, t, near, far);
|
|
}
|
|
}
|
|
|
|
void CNew3D::SetSunClamp(bool enable)
|
|
{
|
|
m_sunClamp = enable;
|
|
}
|
|
|
|
} // New3D
|
|
|