mirror of
https://github.com/RetroDECK/Supermodel.git
synced 2024-11-27 08:05:41 +00:00
222 lines
6.5 KiB
C++
222 lines
6.5 KiB
C++
/**
|
|
** Supermodel
|
|
** A Sega Model 3 Arcade Emulator.
|
|
** Copyright 2011 Bart Trzynadlowski, Nik Henson
|
|
**
|
|
** This file is part of Supermodel.
|
|
**
|
|
** Supermodel is free software: you can redistribute it and/or modify it under
|
|
** the terms of the GNU General Public License as published by the Free
|
|
** Software Foundation, either version 3 of the License, or (at your option)
|
|
** any later version.
|
|
**
|
|
** Supermodel is distributed in the hope that it will be useful, but WITHOUT
|
|
** ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
|
|
** FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
|
|
** more details.
|
|
**
|
|
** You should have received a copy of the GNU General Public License along
|
|
** with Supermodel. If not, see <http://www.gnu.org/licenses/>.
|
|
**/
|
|
|
|
/*
|
|
* New3D.h
|
|
*
|
|
* Header file defining the CNew3D class: OpenGL Real3D graphics engine.
|
|
*/
|
|
|
|
#ifndef INCLUDED_NEW3D_H
|
|
#define INCLUDED_NEW3D_H
|
|
|
|
#include "Pkgs/glew.h"
|
|
#include "Types.h"
|
|
#include "TextureSheet.h"
|
|
#include "Graphics/IRender3D.h"
|
|
#include "Model.h"
|
|
#include "Mat4.h"
|
|
#include "R3DShader.h"
|
|
#include "VBO.h"
|
|
#include "R3DData.h"
|
|
|
|
namespace New3D {
|
|
|
|
class CNew3D : public IRender3D
|
|
{
|
|
public:
|
|
/*
|
|
* RenderFrame(void):
|
|
*
|
|
* Renders the complete scene database. Must be called between BeginFrame() and
|
|
* EndFrame(). This function traverses the scene database and builds up display
|
|
* lists.
|
|
*/
|
|
void RenderFrame(void);
|
|
|
|
/*
|
|
* BeginFrame(void):
|
|
*
|
|
* Prepare to render a new frame. Must be called once per frame prior to
|
|
* drawing anything.
|
|
*/
|
|
void BeginFrame(void);
|
|
|
|
/*
|
|
* EndFrame(void):
|
|
*
|
|
* Signals the end of rendering for this frame. Must be called last during
|
|
* the frame.
|
|
*/
|
|
void EndFrame(void);
|
|
|
|
/*
|
|
* UploadTextures(x, y, width, height):
|
|
*
|
|
* Signals that a portion of texture RAM has been updated.
|
|
*
|
|
* Parameters:
|
|
* x X position within texture RAM.
|
|
* y Y position within texture RAM.
|
|
* width Width of texture data in texels.
|
|
* height Height.
|
|
*/
|
|
void UploadTextures(unsigned x, unsigned y, unsigned width, unsigned height);
|
|
|
|
/*
|
|
* AttachMemory(cullingRAMLoPtr, cullingRAMHiPtr, polyRAMPtr, vromPtr,
|
|
* textureRAMPtr):
|
|
*
|
|
* Attaches RAM and ROM areas. This must be done prior to any rendering
|
|
* otherwise the program may crash with an access violation.
|
|
*
|
|
* Parameters:
|
|
* cullingRAMLoPtr Pointer to low culling RAM (4 MB).
|
|
* cullingRAMHiPtr Pointer to high culling RAM (1 MB).
|
|
* polyRAMPtr Pointer to polygon RAM (4 MB).
|
|
* vromPtr Pointer to video ROM (64 MB).
|
|
* textureRAMPtr Pointer to texture RAM (8 MB).
|
|
*/
|
|
void AttachMemory(const UINT32 *cullingRAMLoPtr,
|
|
const UINT32 *cullingRAMHiPtr, const UINT32 *polyRAMPtr,
|
|
const UINT32 *vromPtr, const UINT16 *textureRAMPtr);
|
|
|
|
/*
|
|
* SetStep(stepID):
|
|
*
|
|
* Sets the Model 3 hardware stepping, which also determines the Real3D
|
|
* functionality. The default is Step 1.0. This should be called prior to
|
|
* any other emulation functions and after Init().
|
|
*
|
|
* Parameters:
|
|
* stepID 0x10 for Step 1.0, 0x15 for Step 1.5, 0x20 for Step 2.0,
|
|
* or 0x21 for Step 2.1. Anything else defaults to 1.0.
|
|
*/
|
|
void SetStep(int stepID);
|
|
|
|
/*
|
|
* Init(xOffset, yOffset, xRes, yRes, totalXRes, totalYRes):
|
|
*
|
|
* One-time initialization of the context. Must be called before any other
|
|
* members (meaning it should be called even before being attached to any
|
|
* other objects that want to use it).
|
|
*
|
|
* External shader files are loaded according to configuration settings.
|
|
*
|
|
* Parameters:
|
|
* xOffset X offset of the viewable area within OpenGL display
|
|
* surface, in pixels.
|
|
* yOffset Y offset.
|
|
* xRes Horizontal resolution of the viewable area.
|
|
* yRes Vertical resolution.
|
|
* totalXRes Horizontal resolution of the complete display area.
|
|
* totalYRes Vertical resolution.
|
|
*
|
|
* Returns:
|
|
* OKAY is successful, otherwise FAILED if a non-recoverable error
|
|
* occurred. Any allocated memory will not be freed until the
|
|
* destructor is called. Prints own error messages.
|
|
*/
|
|
bool Init(unsigned xOffset, unsigned yOffset, unsigned xRes, unsigned yRes, unsigned totalXRes, unsigned totalYRes);
|
|
|
|
/*
|
|
* CRender3D(void):
|
|
* ~CRender3D(void):
|
|
*
|
|
* Constructor and destructor.
|
|
*/
|
|
CNew3D(void);
|
|
~CNew3D(void);
|
|
|
|
private:
|
|
/*
|
|
* Private Members
|
|
*/
|
|
|
|
// Real3D address translation
|
|
const UINT32 *TranslateCullingAddress(UINT32 addr);
|
|
const UINT32 *TranslateModelAddress(UINT32 addr);
|
|
|
|
// Matrix stack
|
|
void MultMatrix(UINT32 matrixOffset, Mat4& mat);
|
|
void InitMatrixStack(UINT32 matrixBaseAddr, Mat4& mat);
|
|
|
|
// Scene database traversal
|
|
bool DrawModel(UINT32 modelAddr);
|
|
void DescendCullingNode(UINT32 addr);
|
|
void DescendPointerList(UINT32 addr);
|
|
void DescendNodePtr(UINT32 nodeAddr);
|
|
void RenderViewport(UINT32 addr, int pri);
|
|
|
|
// building the scene
|
|
void CacheModel(Model *m, const UINT32 *data);
|
|
void CopyVertexData(R3DPoly& r3dPoly, std::vector<Poly>& polyArray);
|
|
|
|
void RenderScene(int priority, bool alpha);
|
|
float Determinant3x3(const float m[16]);
|
|
bool IsDynamicModel(UINT32 *data); // check if the model has a colour palette
|
|
bool IsVROMModel(UINT32 modelAddr);
|
|
|
|
|
|
/*
|
|
* Data
|
|
*/
|
|
|
|
// Stepping
|
|
int m_step;
|
|
int m_offset; // offset to subtract for words 3 and higher of culling nodes
|
|
float m_vertexFactor; // fixed-point conversion factor for vertices
|
|
|
|
// Memory (passed from outside)
|
|
const UINT32 *m_cullingRAMLo; // 4 MB
|
|
const UINT32 *m_cullingRAMHi; // 1 MB
|
|
const UINT32 *m_polyRAM; // 4 MB
|
|
const UINT32 *m_vrom; // 64 MB
|
|
const UINT16 *m_textureRAM; // 8 MB
|
|
|
|
// Resolution and scaling factors (to support resolutions higher than 496x384) and offsets
|
|
float m_xRatio, m_yRatio;
|
|
unsigned m_xOffs, m_yOffs;
|
|
unsigned m_totalXRes, m_totalYRes;
|
|
|
|
// Real3D Base Matrix Pointer
|
|
const float *m_matrixBasePtr;
|
|
|
|
TextureSheet m_texSheet;
|
|
NodeAttributes m_nodeAttribs;
|
|
Mat4 m_modelMat; // current modelview matrix
|
|
int m_listDepth;
|
|
|
|
std::vector<Node> m_nodes; // this represents the entire render frame
|
|
std::vector<Poly> m_polyBufferRam; // dynamic polys
|
|
std::vector<Poly> m_polyBufferRom; // rom polys
|
|
std::unordered_map<UINT32, std::shared_ptr<std::vector<Mesh>>> m_romMap; // a hash table for all the ROM models. The meshes don't have model matrices or tex offsets yet
|
|
|
|
VBO m_vbo; // large VBO to hold our poly data, start of VBO is ROM data, ram polys follow
|
|
|
|
R3DShader m_r3dShader;
|
|
int m_currentVPPriority;
|
|
};
|
|
|
|
} // New3D
|
|
|
|
#endif // INCLUDED_NEW3D_H
|