mirror of
https://github.com/RetroDECK/Supermodel.git
synced 2024-11-24 22:55:40 +00:00
9ffce8b92a
Making changes to a header file should no longer force the entire project to recompile.
164 lines
5.5 KiB
C++
164 lines
5.5 KiB
C++
#ifndef _POLY_HEADER_H_
|
|
#define _POLY_HEADER_H_
|
|
|
|
#include "Types.h"
|
|
|
|
namespace New3D {
|
|
|
|
/*
|
|
Polygon Data
|
|
|
|
0x00:
|
|
xxxxxx-- -------- -------- -------- Specular
|
|
------x- -------- -------- -------- Clockwise winding
|
|
-------x xxxxxxxx xxxxxx-- -------- Polygon number (not always present)
|
|
-------- -------- ------xx -------- Discard
|
|
-------- -------- -------- x------- Enable specular
|
|
-------- -------- -------- -x------ 0 = Triangle, 1 = Quad
|
|
-------- -------- -------- --x----- Poly is points
|
|
-------- -------- -------- ---x---- Anti-aliasing
|
|
-------- -------- -------- ----x--- Vertex 3 shared from previous polygon
|
|
-------- -------- -------- -----x-- Vertex 2 shared from previous polygon
|
|
-------- -------- -------- ------x- Vertex 1 shared from previous polygon
|
|
-------- -------- -------- -------x Vertex 0 shared from previous polygon
|
|
|
|
0x01:
|
|
xxxxxxxx xxxxxxxx xxxxxxxx-------- Polygon normal X coordinate(2.22 fixed point)
|
|
-------- -------- -------- x------- Edge on translucency (i guess anti-aliasing)
|
|
-------- -------- -------- -x------ UV scale (0 = 13.3, 1 = 16.0)
|
|
-------- -------- -------- --x----- Fixed shading (seems to only be enabled if lighting is enabled)
|
|
-------- -------- -------- ---x---- 1 = Double-sided polygon
|
|
-------- -------- -------- ----x--- 1 = smooth shading, 0 = flat shading
|
|
-------- -------- -------- -----x-- If set, this is the last polygon
|
|
-------- -------- -------- ------x- Poly color, 1 = RGB, 0 = color table
|
|
-------- -------- -------- -------x No los return ?
|
|
|
|
0x02:
|
|
xxxxxxxx xxxxxxxx xxxxxxxx -------- Polygon normal Y coordinate(2.22 fixed point)
|
|
-------- -------- -------- xxx----- Microtexture texture number 0-7
|
|
-------- -------- -------- ---x---- Microtexture enabled
|
|
-------- -------- -------- ----xx-- Microtexture min lod
|
|
-------- -------- -------- ------x- Texture U mirror enable
|
|
-------- -------- -------- -------x Texture V mirror enable
|
|
|
|
0x03:
|
|
xxxxxxxx xxxxxxxx xxxxxxxx -------- Polygon normal Z coordinate(2.22 fixed point)
|
|
-------- -------- -------- x------- X wrap smoothing
|
|
-------- -------- -------- -x------ Y wrap smoothing
|
|
-------- -------- -------- --xxx--- Texture width(in 8 - pixel tiles)
|
|
-------- -------- -------- -----xxx Texture height(in 8 - pixel tiles)
|
|
|
|
0x04:
|
|
xxxxxxxx xxxxxxxx xxxxxxxx -------- Color (RGB888 or two 12-bit indexes, sensor color and color)
|
|
-------- -------- -------- x------- Translator map enable ? (Seems to be some 4/5bit colour format. Max observed value=16)
|
|
-------- -------- -------- -x------ Texture page
|
|
-------- -------- -------- ---xxxxx Upper 5 bits of texture U coordinate
|
|
|
|
0x05 :
|
|
xxxxxxxx xxxxxxxx xxxxxxxx -------- Texture NP ?
|
|
-------- -------- -------- x------- Low bit of texture U coordinate
|
|
-------- -------- -------- ---xxxxx Low 5 bits of texture V coordinate
|
|
|
|
0x06:
|
|
x------- -------- -------- -------- Alpha testing / contour
|
|
-xxxxxxx -------- -------- -------- Translator map offset?
|
|
-------- xxxxxx-- -------- -------- Polygon transparency 0-32
|
|
-------- ------x- -------- -------- Translucency pattern select (stipple alpha) - not sure if used?
|
|
-------- -------x -------- -------- 1 = disable lighting
|
|
-------- -------- xxxxx--- -------- Polygon light modifier(Amount that a luminous polygon will burn through fog. Valid range is 0.0 to 1.0. 0.0 is completely fogged; 1.0 has no fog.)
|
|
-------- -------- -----x-- -------- Texture enable
|
|
-------- -------- ------xx x------- Texture format
|
|
-------- -------- -------- -xx----- Shininess
|
|
-------- -------- -------- ---x---- High priority
|
|
-------- -------- -------- ----x--- Layered polygon
|
|
-------- -------- -------- -----xxx Translucency mode
|
|
*/
|
|
|
|
class PolyHeader
|
|
{
|
|
public:
|
|
PolyHeader();
|
|
PolyHeader(UINT32* h);
|
|
|
|
void operator =(const UINT32* h);
|
|
|
|
UINT32* StartOfData();
|
|
bool NextPoly();
|
|
int NumPolysTotal(); // could be quads or triangles
|
|
int NumTrianglesTotal();
|
|
|
|
//header 0
|
|
bool SpecularEnabled();
|
|
float SpecularValue();
|
|
bool Clockwise();
|
|
int PolyNumber();
|
|
bool Discard(); // both bits
|
|
bool Discard1(); // bit 1 only
|
|
bool Discard2(); // bit 2 only
|
|
int NumVerts();
|
|
int NumSharedVerts();
|
|
bool SharedVertex(int vertex);
|
|
|
|
//header 1
|
|
void FaceNormal(float n[3]);
|
|
float UVScale();
|
|
bool DoubleSided();
|
|
bool LastPoly();
|
|
bool PolyColor(); // if false uses LUT from ram
|
|
bool FixedShading();
|
|
bool SmoothShading();
|
|
bool NoLosReturn(); // no line of sight return (still not exactly how sure this attribute is used yet)
|
|
|
|
//header 2
|
|
bool TexUMirror();
|
|
bool TexVMirror();
|
|
bool MicroTexture();
|
|
int MicroTextureID();
|
|
int MicroTextureMinLOD(); // basically how many times it repeats compared to the base texture (i assume)
|
|
|
|
// header 3
|
|
int TexWidth();
|
|
int TexHeight();
|
|
bool TexSmoothU();
|
|
bool TexSmoothV();
|
|
|
|
//header 4
|
|
void Color(UINT8& r, UINT8& g, UINT8& b);
|
|
int ColorIndex();
|
|
int SensorColorIndex();
|
|
bool TranslatorMap();
|
|
int Page();
|
|
|
|
// header 5
|
|
int X();
|
|
int Y();
|
|
|
|
//header 6
|
|
bool Layered();
|
|
bool HighPriority();
|
|
float Shininess();
|
|
int TexFormat();
|
|
bool TexEnabled();
|
|
bool LightEnabled();
|
|
bool AlphaTest();
|
|
UINT8 Transparency(); // 0-255
|
|
bool PolyAlpha();
|
|
bool TextureAlpha();
|
|
bool Luminous();
|
|
float LightModifier();
|
|
int TranslatorMapOffset();
|
|
bool TranslucencyPatternSelect();
|
|
|
|
// misc
|
|
UINT64 Hash(); // make a unique hash for sorting by state
|
|
|
|
|
|
//=============
|
|
UINT32* header;
|
|
//=============
|
|
};
|
|
|
|
} // New3D
|
|
|
|
#endif
|