mirror of
https://github.com/RetroDECK/Supermodel.git
synced 2024-11-24 06:35:41 +00:00
edb11dc223
The old texture code was being bottle necked by the texture reads. We mirrored the real3d texture memory directly, including the mipmaps in a single large texture. I *think* most h/w has some sort of texture cache for a 2x2 or 4x4 block of pixels for a texture. What we were doing was reading the base texture, then reading the mipmap data from a totally separate part of the same texture which I can only assume flushed this cache. What I did was to create mipmap chains for the texture sheet, then copy the mipmap data there. Doing this basically doubles performance.
414 lines
7.4 KiB
C++
414 lines
7.4 KiB
C++
#include "Supermodel.h"
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#include "PolyHeader.h"
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namespace New3D {
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PolyHeader::PolyHeader()
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{
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header = nullptr;
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}
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PolyHeader::PolyHeader(UINT32* h)
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{
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header = h;
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}
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void PolyHeader::operator = (const UINT32* h)
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{
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header = (UINT32*)h;
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}
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UINT32* PolyHeader::StartOfData()
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{
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return header + 7; // 7 is size of header in bytes, data immediately follows
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}
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bool PolyHeader::NextPoly()
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{
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if (LastPoly()) {
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return false;
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}
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header += 7 + (NumVerts() - NumSharedVerts()) * 4;
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return true;
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}
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int PolyHeader::NumPolysTotal()
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{
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UINT32* start = header; // save start address
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int count = 1;
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while (NextPoly()) {
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count++;
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}
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header = start; // restore start address
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return count;
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}
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int PolyHeader::NumTrianglesTotal()
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{
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if (header[6] == 0) {
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return 0; // no poly data
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}
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UINT32* start = header; // save start address
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int count = (NumVerts() == 4) ? 2 : 1;
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while (NextPoly()) {
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count += (NumVerts() == 4) ? 2 : 1;
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}
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header = start; // restore start address
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return count;
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}
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//
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// header 0
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//
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bool PolyHeader::SpecularEnabled()
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{
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return (header[0] & 0x80) > 0;
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}
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float PolyHeader::SpecularValue()
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{
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return (header[0] >> 26) / 63.f; // 63 matches decompiled lib value
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}
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bool PolyHeader::Clockwise()
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{
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return (header[0] & 0x2000000) > 0;
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}
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int PolyHeader::PolyNumber()
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{
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return (header[0] & 0x000FFFC00) >> 10; // not all programs pass this, instead they are set to 0
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}
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bool PolyHeader::Discard()
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{
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if ((header[0] & 0x100) && (header[0] & 0x200)) {
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return true;
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}
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return false;
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}
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bool PolyHeader::Discard1()
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{
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return (header[0] & 0x200) > 0;
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}
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bool PolyHeader::Discard2()
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{
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return (header[0] & 0x100) > 0;
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}
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int PolyHeader::NumVerts()
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{
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return (header[0] & 0x40) ? 4 : 3;
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}
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int PolyHeader::NumSharedVerts()
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{
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static const int sharedVerts[] = { 0, 1, 1, 2, 1, 2, 2, 3, 1, 2, 2, 3, 2, 3, 3, 4 };
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return sharedVerts[header[0] & 0xf];
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}
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bool PolyHeader::SharedVertex(int vertex)
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{
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UINT32 mask = 1 << vertex;
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return (header[0] & mask) > 0;
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}
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//
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// header 1
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//
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void PolyHeader::FaceNormal(float n[3])
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{
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n[0] = (float)(((INT32)header[1]) >> 8) * (float)(1.0 / 4194304.0);
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n[1] = (float)(((INT32)header[2]) >> 8) * (float)(1.0 / 4194304.0);
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n[2] = (float)(((INT32)header[3]) >> 8) * (float)(1.0 / 4194304.0);
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}
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float PolyHeader::UVScale()
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{
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return (header[1] & 0x40) ? 1.0f : (1.0f / 8.0f);
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}
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bool PolyHeader::DoubleSided()
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{
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return (header[1] & 0x10) ? true : false;
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}
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bool PolyHeader::LastPoly()
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{
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if ((header[1] & 4) > 0 || header[6] == 0) {
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return true;
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}
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return false;
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}
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bool PolyHeader::PolyColor()
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{
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return (header[1] & 2) > 0;
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}
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bool PolyHeader::FixedShading()
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{
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return (header[1] & 0x20) > 0;
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}
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bool PolyHeader::SmoothShading()
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{
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return (header[1] & 0x8) > 0;
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}
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bool PolyHeader::NoLosReturn()
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{
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return (header[1] & 0x1) > 0;
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}
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bool PolyHeader::EdgeOnTranslucency()
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{
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return (header[1] & 0x80) > 0;
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}
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//
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// header 2
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//
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bool PolyHeader::TexUMirror()
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{
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return (header[2] & 2) > 0;
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}
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bool PolyHeader::TexVMirror()
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{
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return (header[2] & 1) > 0;
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}
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bool PolyHeader::MicroTexture()
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{
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return (header[2] & 0x10) > 0;
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}
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int PolyHeader::MicroTextureID()
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{
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return (header[2] >> 5) & 7;
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}
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int PolyHeader::MicroTextureMinLOD()
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{
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return (header[2] >> 2) & 3;
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}
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//
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// header 3
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int PolyHeader::TexWidth()
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{
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UINT32 w = (header[3] >> 3) & 7;
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if (w >= 6) {
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w = 0;
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}
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return 32 << w;
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}
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int PolyHeader::TexHeight()
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{
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UINT32 h = (header[3] >> 0) & 7;
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if (h >= 6) {
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h = 0;
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}
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return 32 << h;
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}
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bool PolyHeader::TexSmoothU()
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{
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return (header[3] & 0x80) > 0;
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}
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bool PolyHeader::TexSmoothV()
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{
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return (header[3] & 0x40) > 0;
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}
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//
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// header 4
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//
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void PolyHeader::Color(UINT8& r, UINT8& g, UINT8& b)
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{
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r = (header[4] >> 24);
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g = (header[4] >> 16) & 0xFF;
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b = (header[4] >> 8) & 0xFF;
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}
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int PolyHeader::ColorIndex()
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{
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return (header[4] >> 8) & 0xFFF;
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}
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int PolyHeader::SensorColorIndex()
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{
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return (header[4] >> 20) & 0xFFF;
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}
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bool PolyHeader::TranslatorMap()
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{
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return (header[4] & 0x80) > 0;
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}
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int PolyHeader::Page()
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{
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return (header[4] & 0x40) >> 6;
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}
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//
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// header 5
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//
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int PolyHeader::X()
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{
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//====
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int x;
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//====
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x = (32 * (((header[4] & 0x1F) << 1) | ((header[5] >> 7) & 1)));
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x &= 2047;
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return x;
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}
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int PolyHeader::Y()
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{
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//====
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int y;
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//====
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y = 32 * (header[5] & 0x1F); // if we hit 2nd page add 1024 to y coordinate
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y &= 2047;
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return y;
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}
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//
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// header 6
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//
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bool PolyHeader::Layered()
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{
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return (header[6] & 0x8) > 0;
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}
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float PolyHeader::Shininess()
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{
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return (float)((header[6] >> 5) & 3); // input sdk values are float 0-1 output are int 0-3
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}
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int PolyHeader::TexFormat()
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{
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return (header[6] >> 7) & 7;
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}
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bool PolyHeader::TexEnabled()
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{
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return (header[6] & 0x400) > 0;
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}
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bool PolyHeader::LightEnabled()
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{
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return !(header[6] & 0x00010000);
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}
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bool PolyHeader::AlphaTest()
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{
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return (header[6] & 0x80000000) > 0;
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}
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UINT8 PolyHeader::Transparency()
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{
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if (header[6] & 0x800000) { // check top bit to see if its 1. Star wars is writing 1 for opaque, but the rest of the bits are garbage and are ignored
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return 255; // without this check we get overflow. In the SDK, values are explicitly clamped to 0-32.
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}
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return (((header[6] >> 18) & 0x3F) * 255) / 32;
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}
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bool PolyHeader::PolyAlpha()
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{
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return (header[6] & 0x00800000) == 0;
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}
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bool PolyHeader::TextureAlpha()
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{
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return (header[6] & 0x7) > 0;
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}
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bool PolyHeader::Luminous()
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{
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return (header[6] & 0x00010000) > 0;
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}
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float PolyHeader::LightModifier()
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{
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return ((header[6] >> 11) & 0x1F) * (1.0f / 16.0f);
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}
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bool PolyHeader::HighPriority()
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{
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return (header[6] & 0x10) > 0;
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}
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int PolyHeader::TranslatorMapOffset()
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{
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return (header[6] >> 24) & 0x7f;
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}
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bool PolyHeader::TranslucencyPatternSelect()
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{
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return (header[6] & 0x20000) > 0;
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}
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//
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// hashing
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//
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UINT64 PolyHeader::Hash()
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{
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UINT64 hash = 0;
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hash |= (UINT64)(header[3] & 0xFF); // bits 0-7 tex width / height / uv smooth
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hash |= (UINT64)(((header[4] & 0x1F) << 1) | ((header[5] >> 7) & 1)) << 8; // bits 8-13 x offset
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hash |= (UINT64)(header[5] & 0x1F) << 14; // bits 14-18 y offset
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hash |= (UINT64)((header[4] & 0xC0) >> 6) << 19; // bits 19-20 page / translatormap
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hash |= (UINT64)DoubleSided() << 21; // bits 21 double sided
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hash |= (UINT64)AlphaTest() << 22; // bits 22 contour processing
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hash |= (UINT64)PolyAlpha() << 23; // bits 23 poly alpha processing
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hash |= (UINT64)(header[2] & 0xFF) << 24; // bits 24-31 microtexture / uv mirror
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hash |= (UINT64)SpecularEnabled() << 32; // bits 32 enable specular reflection
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hash |= (UINT64)SmoothShading() << 33; // bits 33 smooth shading
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hash |= (UINT64)FixedShading() << 34; // bits 34 fixed shading
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hash |= (UINT64)(header[0] >> 26) << 35; // bits 35-40 specular coefficient (opacity)
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hash |= (UINT64)(header[6] & 0x3FFFF) << 41; // bits 41-58 Translucency pattern select / disable lighting / Polygon light modifier / Texture enable / Texture format / Shininess / High priority / Layered polygon / Translucency mode
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hash |= (UINT64)NoLosReturn() << 59; // bits 59 no line of sight return
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return hash;
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}
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} // New3D
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