Ian Curtis
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b184ca3e1b
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Clamping must be applied before the spotlight is applied on step 1.0 h/w.
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2018-03-10 09:13:28 +00:00 |
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Ian Curtis
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99b5b9ba1b
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make the logic a bit clearer
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2018-01-15 14:40:59 +00:00 |
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Ian Curtis
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a1350d95a2
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Update microtexture coordinate logic (Harry Tuttle)
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2018-01-14 12:56:24 +00:00 |
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Ian Curtis
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62d9584b0d
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Shift fog maths to fragment shader to fix bug in virtua on.
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2017-11-23 17:51:51 +00:00 |
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Ian Curtis
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bddc86aba9
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The vertex shader is run before clipping is done. If fogging values are calculated and clamped in the vertex shader it can interpolate bad values, since the range has been truncated. This happens if the polys overlap the near plane. The solution to clamp the values in the fragment shader. This fixes a bunch of fogging errors I long thought were transparency related errors in the ocean hunter.
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2017-11-20 22:21:15 +00:00 |
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Ian Curtis
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df44ad458b
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Update step 1.5 luminous logic with Harry's findings. Fixes various shading issues.
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2017-11-05 13:25:33 +00:00 |
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Ian Curtis
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7f6df0cc84
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Remove fixed shading check from specular.
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2017-10-07 12:39:30 +00:00 |
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Ian Curtis
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43cf6b3bbf
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update spotlight code (Harry Tuttle)
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2017-10-05 18:49:08 +00:00 |
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Ian Curtis
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a3e2fb7906
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Calculating the length of the vertex results in quite broken values for fogging when the vertices are traversing the view frustum. The hardware also wouldn't have been doing a square root per vertex for fogging. Simply using the z values is enough. Todo check clamping of values for the near/far planes.
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2017-09-06 13:07:39 +00:00 |
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Ian Curtis
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266c911133
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Optimise vertex data to cut down on unnecessary copying
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2017-08-30 21:45:25 +00:00 |
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Ian Curtis
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165926aa06
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Modern hardware does backface culling in window space by calculating the face normal for the polygon, then doing a dot product against the view vector. The real3d pro-1000 on the other hand passes a pre-calculated face normal for each polygon which is used for culling. We were using this face normal to rewind the polygons so that regular backface culling would work. This worked 99.9% of the time. However this was failing on some models in Virtua Striker. The reason was because the pre-calculated face normals being passed were actually completely different to the actual face normals for the poly (not just inverted like you would expect). This broke our code. The solution was to emulate face culling directly in the vertex shader using the pre-calculated face normals directly. Only minimally tested this but hopefully there are no obvious regressions.
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2017-08-29 10:27:29 +00:00 |
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Ian Curtis
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50d1f95648
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Changed fixed shaded logic for step 1.5 hw based upon Harry's findings
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2017-08-25 22:40:39 +00:00 |
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Ian Curtis
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cd5978773a
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Harry made some important discoveries with regards to fixed shading on the model 3 (per vertex poly brightness values). Firstly values are allowed to be negative, and they are used as a drop in replacement in the standard lighting equation for the normal dot light vector. This quite radically changes the brightness in LA Machine guns, but now correctly matches the arcade.
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2017-08-19 20:06:31 +00:00 |
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Ian Curtis
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0efd4dac39
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Finish fixed shading for 2.0 hardware. I'm pretty sure it actually works identically to step 1.5 hardware. The oddball is LA machine guns where the viewport ambient doesn't seem to effect the brightness. But the ambient works differently in this game because it uses the unclamped light model. Still need to investigate if the diffuse factor effects fixed shading.
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2017-08-15 23:21:57 +00:00 |
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Ian Curtis
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b1cc9a615d
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With fixed shading, when lighting is disabled, fixed shading appears to be a flat shaded version based upon the poly colour, instead of per vertex attributes.
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2017-08-15 20:50:36 +00:00 |
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Ian Curtis
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eac76f0908
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simplify
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2017-08-14 23:30:34 +00:00 |
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Ian Curtis
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81188bee07
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fixed shading doesn't effect the alpha channel
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2017-08-14 16:10:26 +00:00 |
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Ian Curtis
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c12e4c3215
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Fixed shading (per vertex poly colours) on step 1.5 hardware have the viewport ambient value added to them. This fixes various shading on scud. To do this had to switch the maths to the vertex shader.
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2017-08-14 09:14:06 +00:00 |
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Ian Curtis
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8f622714a7
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Fix attribute locations. glBindAttribLocation must be called linking
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2017-08-11 11:59:41 +00:00 |
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Bart Trzynadlowski
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a315627401
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Added support for loading shaders from files for new engine and tile renderer. Changed help text to reflect new engine being default.
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2017-08-11 00:41:10 +00:00 |
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Ian Curtis
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d7403afda6
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use generic vertex attributes
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2017-08-10 15:43:03 +00:00 |
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Ian Curtis
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57d0a513fd
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Technically matrix casts are only allowed in glsl 1.2 and later
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2017-08-09 23:25:01 +00:00 |
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Ian Curtis
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5709ee2659
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Sometime ago I managed to work out that specular on the model3 is not real specular, and really is just an extension of diffuse lighting. But attempts were derailed by corner cases and the fact we were not handling the normals correctly. Anyway Harry managed to successfully come up with an algorithm, and coefficients that give an almost perfect match to specular on the model3, based soley on observations from video footage! He also worked out that the lighting on hardware 1.5 onwards appears to be unclamped (ie greater than 1). This quite radically changes the brightness of some of the games, but much better matches the original hardware.
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2017-08-09 16:56:56 +00:00 |
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Ian Curtis
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1d338877fc
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cosmetic
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2017-08-03 11:05:04 +00:00 |
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Ian Curtis
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3fc28159eb
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Add the unclamped light model we know exists to the shaders.
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2017-08-03 10:41:18 +00:00 |
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Ian Curtis
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9aa3f13777
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We were force normalising the result of matrix * normal, which looked correct in most cases. But this didn't preserve the scaling of the matrix, or the scaling of the model normals which resulted in many over bright areas. On it's own this generally worked, but games like Star Wars looked quite broken. Harry correctly figured out if you scale these normals by the scaling value that is sometimes present in the culling nodes the lighting looks correct. Still more work to do to correctly figure out the model3's lighting model.
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2017-07-29 16:30:30 +00:00 |
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Ian Curtis
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a9b49c1676
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Implement unclamped light model based upon Harry's findings. Unknown how this is turned on/off.
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2017-07-22 17:15:14 +00:00 |
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Ian Curtis
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2335f3173b
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Use c++11 raw string literals
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2017-07-08 10:55:14 +00:00 |
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Ian Curtis
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3efb055344
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Clamp the ambient light to a max of 0.75. LA Machine guns seems to use an ambient value of 1, which is full bright for everything. But for some reason the hardware seems to treat this as ~ 0.75. This fixes various missing shading in the game. This doesn't seem to have any negative effects on other games I have tested. Clamping in the shader as we might need the full range of values for fixed shading.
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2017-06-29 19:05:30 +00:00 |
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Ian Curtis
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ec3872d108
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convert sun angle coordinate system outside of the shader
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2017-06-25 19:50:02 +00:00 |
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Ian Curtis
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101e43213e
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cosmetic
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2017-04-05 19:32:01 +00:00 |
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Ian Curtis
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edfb521a9b
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Daytona seems to use this completely undocumented feature of the real3d pro-1000, the ability to invert texture colours. This patch fixes the colours on the cars, and the signs which should flash by alternating their colours.
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2017-04-05 17:57:38 +00:00 |
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Ian Curtis
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f0e00c5dc7
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Rewrite the spot light code, and implement the missing fog logic. (HarryTuttle)
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2017-04-02 21:03:59 +00:00 |
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Ian Curtis
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69eac95846
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Replace glsl 3 function. Apparently this doesn't work on OS X.
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2017-03-28 20:24:44 +00:00 |
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Bart Trzynadlowski
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f34e25dfc7
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Massive internal change: removed CConfig object and replaced it with a hierarchical config object system (Util::Config::Node). Games are now defined in an XML file. Hopefully I didn't break too many things :/
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2017-03-27 03:19:15 +00:00 |
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Ian Curtis
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b19ceb0b6a
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Texture coordinates seem to be scaled relative to the fixed texture size of 256. Thanks to HarryTurtle for figuring this crazy logic out. The road in scud matches the arcade now almost perfectly.
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2017-03-13 00:59:35 +00:00 |
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Ian Curtis
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2c23268d88
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Support microtexture relative scale. The exact scaling values are not known, but a 2x difference between each level seems highly likely. We know from visual inspection from scud that the first level is exactly 4. The SDK has a function that accepts a float input for scale and does this. lod = (1/scale) + 0.5. If lod>3 lod = 3. So this is our best guess.
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2016-12-09 14:13:46 +00:00 |
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Ian Curtis
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483ba2f398
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Fix the shading in scud. When lighting is disabled the fixed shading intensities appear to be offset values added to the colour value.
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2016-11-11 17:50:27 +00:00 |
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Bart Trzynadlowski
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458684eb22
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Fixed new 3D engine's fragment shader to work on some older GPUs by reducing the number of discard statements to one
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2016-08-24 22:21:18 +00:00 |
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Ian Curtis
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2086b1c9af
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Stencil layered polys, fixes shadow z fighting in some of the games. Other games maybe using stipple alpha (yuck), not sure yet.
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2016-05-27 19:30:40 +00:00 |
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Ian Curtis
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3f9936d664
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don't clamp after spot light code, looks much closer to h/w
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2016-05-26 09:06:09 +00:00 |
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Ian Curtis
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89c987fae1
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basic spotlight code
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2016-05-26 00:08:12 +00:00 |
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Ian Curtis
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7e3c097a31
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remove debug code
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2016-05-16 17:26:53 +00:00 |
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Ian Curtis
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828fd8ebb4
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Fog start is apparently the fog value at the viewport (0,0,0) I guess like an ambient value. Default value is negative
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2016-05-16 17:10:04 +00:00 |
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Ian Curtis
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62eafacfc3
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adjust (hopefully correct) fog equation
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2016-05-16 10:44:16 +00:00 |
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Ian Curtis
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bc08276d60
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preliminary specular
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2016-05-15 16:24:49 +00:00 |
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Ian Curtis
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c545b9fd85
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preliminary microtexture
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2016-05-04 00:35:07 +00:00 |
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Ian Curtis
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8f6ab2fcf9
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simplify
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2016-04-27 08:13:22 +00:00 |
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Bart Trzynadlowski
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908d979cd7
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Flattened out nested if-statements in new engine's fragment shader to improve compatibility with older GPUs (e.g., NVS 300)
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2016-04-22 23:46:49 +00:00 |
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Ian Curtis
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23172c9aec
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fix for bad matrix with NaN
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2016-03-23 01:05:02 +00:00 |
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