/************************************************************************* Driver for Gaelco 3D games driver by Aaron Giles **************************************************************************/ #include "emu.h" #include "includes/gaelco3d.h" #include "cpu/tms32031/tms32031.h" #include "video/rgbutil.h" #include "video/poly.h" #define MAX_POLYGONS 4096 #define MAX_POLYDATA (MAX_POLYGONS * 21) #define MAX_VERTICES 32 #define DISPLAY_TEXTURE 0 #define LOG_POLYGONS 0 #define DISPLAY_STATS 0 #define IS_POLYEND(x) (((x) ^ ((x) >> 1)) & 0x4000) gaelco3d_renderer::gaelco3d_renderer(gaelco3d_state &state) : poly_manager(state.machine()), m_state(state), m_screenbits(machine().primary_screen->alloc_compatible_bitmap()), m_zbuffer(auto_bitmap_alloc(state.machine(), state.machine().primary_screen->width(), state.machine().primary_screen->height(), BITMAP_FORMAT_INDEXED16)), m_polygons(0), m_texture_size(state.machine().region("gfx1")->bytes()), m_texmask_size(state.machine().region("gfx2")->bytes() * 8), m_texture(auto_alloc_array(state.machine(), UINT8, m_texture_size)), m_texmask(auto_alloc_array(state.machine(), UINT8, m_texmask_size)) { state_save_register_global_bitmap(state.machine(), m_screenbits); state_save_register_global_bitmap(state.machine(), m_zbuffer); /* first expand the pixel data */ UINT8 *src = state.machine().region("gfx1")->base(); UINT8 *dst = m_texture; for (int y = 0; y < m_texture_size/4096; y += 2) for (int x = 0; x < 4096; x += 2) { dst[(y + 0) * 4096 + (x + 1)] = src[0*m_texture_size/4 + (y/2) * 2048 + (x/2)]; dst[(y + 1) * 4096 + (x + 1)] = src[1*m_texture_size/4 + (y/2) * 2048 + (x/2)]; dst[(y + 0) * 4096 + (x + 0)] = src[2*m_texture_size/4 + (y/2) * 2048 + (x/2)]; dst[(y + 1) * 4096 + (x + 0)] = src[3*m_texture_size/4 + (y/2) * 2048 + (x/2)]; } /* then expand the mask data */ src = state.machine().region("gfx2")->base(); dst = m_texmask; for (int y = 0; y < m_texmask_size/4096; y++) for (int x = 0; x < 4096; x++) dst[y * 4096 + x] = (src[(x / 1024) * (m_texmask_size/8/4) + (y * 1024 + x % 1024) / 8] >> (x % 8)) & 1; } /************************************* * * Video init * *************************************/ VIDEO_START( gaelco3d ) { gaelco3d_state *state = machine.driver_data(); state->m_poly = auto_alloc(machine, gaelco3d_renderer(*state)); state->m_palette = auto_alloc_array(machine, rgb_t, 32768); state->m_polydata_buffer = auto_alloc_array(machine, UINT32, MAX_POLYDATA); /* save states */ state_save_register_global_pointer(machine, state->m_palette, 32768); state_save_register_global_pointer(machine, state->m_polydata_buffer, MAX_POLYDATA); state_save_register_global(machine, state->m_polydata_count); state_save_register_global(machine, state->m_lastscan); } /************************************* * * Polygon rendering * *************************************/ /* Polygon data stream format: data[0] (float) = scale factor to map Z to fixed Z buffer value data[1] (float) = dvoz/dy (change in v/z per Y) data[2] (float) = dvoz/dx (change in v/z per X) data[3] (float) = dooz/dy (change in 1/z per Y) data[4] (float) = dooz/dx (change in 1/z per X) data[5] (float) = duoz/dy (change in u/z per Y) data[6] (float) = duoz/dx (change in u/z per X) data[7] (float) = voz origin (value of v/z at coordinate (0,0)) data[8] (float) = ooz origin (value of 1/z at coordinate (0,0)) data[9] (float) = uoz origin (value of u/z at coordinate (0,0)) data[10] (int) = palette base (bits 14-8) data[11] (int) = texture address data[12] (int) = start point (bits 15-8 = X coordinate, bits 12-0 = Y coordinate) data[13] (int) = next point (bits 15-8 = X coordinate, bits 12-0 = Y coordinate) data[14] (int) = 16.16 dx/dy from previous point to this point (repeat these two for each additional point in the fan) */ void gaelco3d_renderer::render_poly(screen_device &screen, UINT32 *polydata) { float midx = screen.width() / 2; float midy = screen.height() / 2; float z0 = tms3203x_device::fp_to_float(polydata[0]); float voz_dy = tms3203x_device::fp_to_float(polydata[1]) * 256.0f; float voz_dx = tms3203x_device::fp_to_float(polydata[2]) * 256.0f; float ooz_dy = tms3203x_device::fp_to_float(polydata[3]); float ooz_dx = tms3203x_device::fp_to_float(polydata[4]); float uoz_dy = tms3203x_device::fp_to_float(polydata[5]) * 256.0f; float uoz_dx = tms3203x_device::fp_to_float(polydata[6]) * 256.0f; float voz_base = tms3203x_device::fp_to_float(polydata[7]) * 256.0f - midx * voz_dx - midy * voz_dy; float ooz_base = tms3203x_device::fp_to_float(polydata[8]) - midx * ooz_dx - midy * ooz_dy; float uoz_base = tms3203x_device::fp_to_float(polydata[9]) * 256.0f - midx * uoz_dx - midy * uoz_dy; gaelco3d_object_data &object = object_data_alloc(); int color = (polydata[10] & 0x7f) << 8; vertex_t vert[MAX_VERTICES]; UINT32 data; int vertnum; if (LOG_POLYGONS) { int t; logerror("poly: %12.2f %12.2f %12.2f %12.2f %12.2f %12.2f %12.2f %12.2f %12.2f %12.2f %08X %08X (%4d,%4d) %08X", (double)tms3203x_device::fp_to_float(polydata[0]), (double)tms3203x_device::fp_to_float(polydata[1]), (double)tms3203x_device::fp_to_float(polydata[2]), (double)tms3203x_device::fp_to_float(polydata[3]), (double)tms3203x_device::fp_to_float(polydata[4]), (double)tms3203x_device::fp_to_float(polydata[5]), (double)tms3203x_device::fp_to_float(polydata[6]), (double)tms3203x_device::fp_to_float(polydata[7]), (double)tms3203x_device::fp_to_float(polydata[8]), (double)tms3203x_device::fp_to_float(polydata[9]), polydata[10], polydata[11], (INT16)(polydata[12] >> 16), (INT16)(polydata[12] << 2) >> 2, polydata[12]); logerror(" (%4d,%4d) %08X %08X", (INT16)(polydata[13] >> 16), (INT16)(polydata[13] << 2) >> 2, polydata[13], polydata[14]); for (t = 15; !IS_POLYEND(polydata[t - 2]); t += 2) logerror(" (%4d,%4d) %08X %08X", (INT16)(polydata[t] >> 16), (INT16)(polydata[t] << 2) >> 2, polydata[t], polydata[t+1]); logerror("\n"); } /* fill in object data */ object.tex = polydata[11]; object.color = color; object.ooz_dx = ooz_dx; object.ooz_dy = ooz_dy; object.ooz_base = ooz_base; object.uoz_dx = uoz_dx; object.uoz_dy = uoz_dy; object.uoz_base = uoz_base; object.voz_dx = voz_dx; object.voz_dy = voz_dy; object.voz_base = voz_base; object.z0 = z0; /* extract vertices */ data = 0; for (vertnum = 0; vertnum < ARRAY_LENGTH(vert) && !IS_POLYEND(data); vertnum++) { /* extract vertex data */ data = polydata[13 + vertnum * 2]; vert[vertnum].x = midx + (float)((INT32)data >> 16) + 0.5f; vert[vertnum].y = midy + (float)((INT32)(data << 18) >> 18) + 0.5f; } /* if we have a valid number of verts, render them */ if (vertnum >= 3) { const rectangle &visarea = screen.visible_area(); /* special case: no Z buffering and no perspective correction */ if (color != 0x7f00 && z0 < 0 && ooz_dx == 0 && ooz_dy == 0) render_triangle_fan(visarea, render_delegate(FUNC(gaelco3d_renderer::render_noz_noperspective), this), 0, vertnum, &vert[0]); /* general case: non-alpha blended */ else if (color != 0x7f00) render_triangle_fan(visarea, render_delegate(FUNC(gaelco3d_renderer::render_normal), this), 0, vertnum, &vert[0]); /* color 0x7f seems to be hard-coded as a 50% alpha blend */ else render_triangle_fan(visarea, render_delegate(FUNC(gaelco3d_renderer::render_alphablend), this), 0, vertnum, &vert[0]); m_polygons += vertnum - 2; } } void gaelco3d_renderer::render_noz_noperspective(INT32 scanline, const extent_t &extent, const gaelco3d_object_data &object, int threadid) { float zbase = recip_approx(object.ooz_base); float uoz_step = object.uoz_dx * zbase; float voz_step = object.voz_dx * zbase; int zbufval = (int)(-object.z0 * zbase); offs_t endmask = m_texture_size - 1; const rgb_t *palsource = m_state.m_palette + object.color; UINT32 tex = object.tex; UINT16 *dest = BITMAP_ADDR16(m_screenbits, scanline, 0); UINT16 *zbuf = BITMAP_ADDR16(m_zbuffer, scanline, 0); int startx = extent.startx; float uoz = (object.uoz_base + scanline * object.uoz_dy + startx * object.uoz_dx) * zbase; float voz = (object.voz_base + scanline * object.voz_dy + startx * object.voz_dx) * zbase; int x; for (x = startx; x < extent.stopx; x++) { int u = (int)uoz; int v = (int)voz; int pixeloffs = (tex + (v >> 8) * 4096 + (u >> 8)) & endmask; if (pixeloffs >= m_texmask_size || !m_texmask[pixeloffs]) { rgb_t rgb00 = palsource[m_texture[pixeloffs]]; rgb_t rgb01 = palsource[m_texture[(pixeloffs + 1) & endmask]]; rgb_t rgb10 = palsource[m_texture[(pixeloffs + 4096) & endmask]]; rgb_t rgb11 = palsource[m_texture[(pixeloffs + 4097) & endmask]]; rgb_t filtered = rgb_bilinear_filter(rgb00, rgb01, rgb10, rgb11, u, v); dest[x] = (filtered & 0x1f) | ((filtered & 0x1ff800) >> 6); zbuf[x] = zbufval; } /* advance texture params to the next pixel */ uoz += uoz_step; voz += voz_step; } } void gaelco3d_renderer::render_normal(INT32 scanline, const extent_t &extent, const gaelco3d_object_data &object, int threadid) { float ooz_dx = object.ooz_dx; float uoz_dx = object.uoz_dx; float voz_dx = object.voz_dx; offs_t endmask = m_texture_size - 1; const rgb_t *palsource = m_state.m_palette + object.color; UINT32 tex = object.tex; float z0 = object.z0; UINT16 *dest = BITMAP_ADDR16(m_screenbits, scanline, 0); UINT16 *zbuf = BITMAP_ADDR16(m_zbuffer, scanline, 0); int startx = extent.startx; float ooz = object.ooz_base + scanline * object.ooz_dy + startx * ooz_dx; float uoz = object.uoz_base + scanline * object.uoz_dy + startx * uoz_dx; float voz = object.voz_base + scanline * object.voz_dy + startx * voz_dx; int x; for (x = startx; x < extent.stopx; x++) { if (ooz > 0) { /* compute Z and check the Z buffer value first */ float z = recip_approx(ooz); int zbufval = (int)(z0 * z); if (zbufval < zbuf[x]) { int u = (int)(uoz * z); int v = (int)(voz * z); int pixeloffs = (tex + (v >> 8) * 4096 + (u >> 8)) & endmask; if (pixeloffs >= m_texmask_size || !m_texmask[pixeloffs]) { rgb_t rgb00 = palsource[m_texture[pixeloffs]]; rgb_t rgb01 = palsource[m_texture[(pixeloffs + 1) & endmask]]; rgb_t rgb10 = palsource[m_texture[(pixeloffs + 4096) & endmask]]; rgb_t rgb11 = palsource[m_texture[(pixeloffs + 4097) & endmask]]; rgb_t filtered = rgb_bilinear_filter(rgb00, rgb01, rgb10, rgb11, u, v); dest[x] = (filtered & 0x1f) | ((filtered & 0x1ff800) >> 6); zbuf[x] = (zbufval < 0) ? -zbufval : zbufval; } } } /* advance texture params to the next pixel */ ooz += ooz_dx; uoz += uoz_dx; voz += voz_dx; } } void gaelco3d_renderer::render_alphablend(INT32 scanline, const extent_t &extent, const gaelco3d_object_data &object, int threadid) { float ooz_dx = object.ooz_dx; float uoz_dx = object.uoz_dx; float voz_dx = object.voz_dx; offs_t endmask = m_texture_size - 1; const rgb_t *palsource = m_state.m_palette + object.color; UINT32 tex = object.tex; float z0 = object.z0; UINT16 *dest = BITMAP_ADDR16(m_screenbits, scanline, 0); UINT16 *zbuf = BITMAP_ADDR16(m_zbuffer, scanline, 0); int startx = extent.startx; float ooz = object.ooz_base + object.ooz_dy * scanline + startx * ooz_dx; float uoz = object.uoz_base + object.uoz_dy * scanline + startx * uoz_dx; float voz = object.voz_base + object.voz_dy * scanline + startx * voz_dx; int x; for (x = startx; x < extent.stopx; x++) { if (ooz > 0) { /* compute Z and check the Z buffer value first */ float z = recip_approx(ooz); int zbufval = (int)(z0 * z); if (zbufval < zbuf[x]) { int u = (int)(uoz * z); int v = (int)(voz * z); int pixeloffs = (tex + (v >> 8) * 4096 + (u >> 8)) & endmask; if (pixeloffs >= m_texmask_size || !m_texmask[pixeloffs]) { rgb_t rgb00 = palsource[m_texture[pixeloffs]]; rgb_t rgb01 = palsource[m_texture[(pixeloffs + 1) & endmask]]; rgb_t rgb10 = palsource[m_texture[(pixeloffs + 4096) & endmask]]; rgb_t rgb11 = palsource[m_texture[(pixeloffs + 4097) & endmask]]; rgb_t filtered = rgb_bilinear_filter(rgb00, rgb01, rgb10, rgb11, u, v) >> 1; dest[x] = ((filtered & 0x0f) | ((filtered & 0x0f7800) >> 6)) + ((dest[x] >> 1) & 0x3def); zbuf[x] = (zbufval < 0) ? -zbufval : zbufval; } } } /* advance texture params to the next pixel */ ooz += ooz_dx; uoz += uoz_dx; voz += voz_dx; } } /************************************* * * Scene rendering * *************************************/ void gaelco3d_render(screen_device &screen) { gaelco3d_state *state = screen.machine().driver_data(); /* wait for any queued stuff to complete */ state->m_poly->wait("Time to render"); #if DISPLAY_STATS { int scan = screen.vpos(); popmessage("Polys = %4d Timeleft = %3d", state->m_poly->polygons(), (state->m_lastscan < scan) ? (scan - state->m_lastscan) : (scan + (state->m_lastscan - screen.visible_area().max_y))); } #endif state->m_polydata_count = 0; state->m_lastscan = -1; } /************************************* * * Renderer access * *************************************/ WRITE32_HANDLER( gaelco3d_render_w ) { gaelco3d_state *state = space->machine().driver_data(); /* append the data to our buffer */ state->m_polydata_buffer[state->m_polydata_count++] = data; if (state->m_polydata_count >= MAX_POLYDATA) fatalerror("Out of polygon buffer space!"); /* if we've accumulated a completed poly set of data, queue it */ if (!space->machine().video().skip_this_frame()) { if (state->m_polydata_count >= 18 && (state->m_polydata_count % 2) == 1 && IS_POLYEND(state->m_polydata_buffer[state->m_polydata_count - 2])) { state->m_poly->render_poly(*space->machine().primary_screen, &state->m_polydata_buffer[0]); state->m_polydata_count = 0; } state->m_video_changed = TRUE; } #if DISPLAY_STATS state->m_lastscan = space->machine().primary_screen->vpos(); #endif } /************************************* * * Palette access * *************************************/ WRITE16_HANDLER( gaelco3d_paletteram_w ) { gaelco3d_state *state = space->machine().driver_data(); state->m_poly->wait("Palette change"); COMBINE_DATA(&space->machine().generic.paletteram.u16[offset]); state->m_palette[offset] = ((space->machine().generic.paletteram.u16[offset] & 0x7fe0) << 6) | (space->machine().generic.paletteram.u16[offset] & 0x1f); } WRITE32_HANDLER( gaelco3d_paletteram_020_w ) { gaelco3d_state *state = space->machine().driver_data(); state->m_poly->wait("Palette change"); COMBINE_DATA(&space->machine().generic.paletteram.u32[offset]); state->m_palette[offset*2+0] = ((space->machine().generic.paletteram.u32[offset] & 0x7fe00000) >> 10) | ((space->machine().generic.paletteram.u32[offset] & 0x1f0000) >> 16); state->m_palette[offset*2+1] = ((space->machine().generic.paletteram.u32[offset] & 0x7fe0) << 6) | (space->machine().generic.paletteram.u32[offset] & 0x1f); } /************************************* * * Video update * *************************************/ SCREEN_UPDATE( gaelco3d ) { gaelco3d_state *state = screen->machine().driver_data(); int ret; /* if (DISPLAY_TEXTURE && (screen->machine().input().code_pressed(KEYCODE_Z) || screen->machine().input().code_pressed(KEYCODE_X))) { static int xv = 0, yv = 0x1000; UINT8 *base = state->m_texture; int length = state->m_texture_size; if (screen->machine().input().code_pressed(KEYCODE_X)) { base = state->m_texmask; length = state->m_texmask_size; } if (screen->machine().input().code_pressed(KEYCODE_LEFT) && xv >= 4) xv -= 4; if (screen->machine().input().code_pressed(KEYCODE_RIGHT) && xv < 4096 - 4) xv += 4; if (screen->machine().input().code_pressed(KEYCODE_UP) && yv >= 4) yv -= 4; if (screen->machine().input().code_pressed(KEYCODE_DOWN) && yv < 0x40000) yv += 4; for (y = cliprect->min_y; y <= cliprect->max_y; y++) { UINT16 *dest = BITMAP_ADDR16(bitmap, y, 0); for (x = cliprect->min_x; x <= cliprect->max_x; x++) { int offs = (yv + y - cliprect->min_y) * 4096 + xv + x - cliprect->min_x; if (offs < length) dest[x] = base[offs]; else dest[x] = 0; } } popmessage("(%04X,%04X)", xv, yv); } else*/ { if (state->m_video_changed) copybitmap(bitmap, state->m_poly->screenbits(), 0,1, 0,0, cliprect); ret = state->m_video_changed; state->m_video_changed = FALSE; } logerror("---update---\n"); return (!ret); }