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Legacy engine: fixed per-vertex fixed shading to incorporate Ian's findings that the intensity value is signed and that fixed shading applies only when lighting is enabled
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@ -484,8 +484,6 @@ void CLegacy3D::InsertVertex(ModelCache *Cache, const Vertex *V, const Poly *P,
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g = (GLfloat) ((P->header[4]>>16)&0xFF) * (1.0f/255.0f);
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b = (GLfloat) ((P->header[4]>>8)&0xFF) * (1.0f/255.0f);
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}
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//GLfloat intensity = ((P->header[6]>>26)&0x1f) * (1.0/31.0f); // intensity controlled by header[6]&0x02000000 ?
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/*
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* Color Modulation Observations
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@ -546,30 +544,21 @@ void CLegacy3D::InsertVertex(ModelCache *Cache, const Vertex *V, const Poly *P,
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*/
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/*
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* Fixed per-vertex shading appears to only be active in LA Machineguns for
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* polygons where bits 0x20 and 0x08 of word 1 are set to 1 and 0,
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* respectively. Confirmed in both Scud Race and LA Machineguns that such
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* polygons contain 0's in normal Y and Z component.
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*
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* Fixed shading appears to multiply the polygon color, else LA Machineguns
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* enemy target reticles and Sega Rally 2 dust trails are mis-colored.
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*
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* This code is still not correct for Scud Race, although it illuminates the
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* expert stage bridge battlements.
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*
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* To-do: What is the significance of the two fixed shading bits? What are
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* other possible settings for them? What if lighting already disabled?
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* When fixed shading is enabled, header[1] & 0x08 == 0 (always?) Perhaps
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* some combination of these two bits also selects between smooth and flat
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* shading when fixed shading is off? Should check to see if 0x08 is the
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* flat shading bit.
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*/
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int modulate = !(P->header[4] & 0x80);
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int fixedShading = (P->header[1] & 0x20) && !(P->header[1] & 0x08);
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int fixedShading = (P->header[1] & 0x20);// && !(P->header[1] & 0x08);
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if (texEnable)
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{
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if (!modulate)
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r = g = b = 1.0f;
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}
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if (fixedShading)
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if (fixedShading && lightEnable)
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{
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lightEnable = 0;
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//lightEnable = 0; // is this needed?
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r *= V->intensity;
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g *= V->intensity;
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b *= V->intensity;
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@ -960,7 +949,7 @@ struct VBORef *CLegacy3D::CacheModel(ModelCache *Cache, int lutIdx, UINT16 texOf
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P.Vert[j].n[2] = (GLfloat)(INT8)(iz&0xFF);
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P.Vert[j].u = (GLfloat) ((UINT16)(it>>16)) * uvScale; // TO-DO: might these be signed?
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P.Vert[j].v = (GLfloat) ((UINT16)(it&0xFFFF)) * uvScale;
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P.Vert[j].intensity = GLfloat((255 - (ix & 0xFF))) / 255.0;
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P.Vert[j].intensity = GLfloat((ix + 128) & 0xFF) / 255.0; // signed (-0.5 -> black, +0.5 -> white)
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//if ((P.header[1] & 0x20) && !(P.header[1] & 0x08))
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// printf("%02x %02x %02x\n", ix&0xff, iy&0xff, iz&0xff);
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data += 4;
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