Bart Trzynadlowski
|
1db2f6bb84
|
Added functions to extract bits as integer values and updated comment about bit vector layout
|
2017-09-24 18:40:58 +00:00 |
|
Bart Trzynadlowski
|
3041ca1922
|
Added SetOnes() and SetZeros()
|
2017-09-23 16:08:27 +00:00 |
|
Bart Trzynadlowski
|
c3eef706e8
|
Safe guard against shifting empty register.
|
2017-09-23 15:40:20 +00:00 |
|
Bart Trzynadlowski
|
98b0354dd6
|
Hex formatting support extended to 64 bits.
|
2017-09-23 15:33:26 +00:00 |
|
Bart Trzynadlowski
|
61a0517bd9
|
Added ShiftOutLeft() and ShiftOutRight()
|
2017-09-23 15:03:06 +00:00 |
|
Bart Trzynadlowski
|
7a2e6b393a
|
Renamed shift in/out functions to add/remove to be less ambiguous about their functionality
|
2017-09-23 14:42:05 +00:00 |
|
Bart Trzynadlowski
|
86631695d7
|
Added ToHexString() and made ostream serialization use this
|
2017-09-19 19:43:06 +00:00 |
|
Bart Trzynadlowski
|
e12a945ddd
|
Fix for VS2015 and newer by MetalliC
|
2017-09-18 04:24:23 +00:00 |
|
Bart Trzynadlowski
|
f2030ac125
|
Added BitRegister class (for use in upcoming JTAG refactor): an inefficient but flexible container for manipulating a dynamic bit stream.
|
2017-09-07 19:33:25 +00:00 |
|
Ian Curtis
|
a3e2fb7906
|
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.
|
2017-09-06 13:07:39 +00:00 |
|
Ian Curtis
|
2786d95795
|
add interface for sun clamp
|
2017-09-02 14:54:16 +00:00 |
|
Ian Curtis
|
266c911133
|
Optimise vertex data to cut down on unnecessary copying
|
2017-08-30 21:45:25 +00:00 |
|
Ian Curtis
|
165926aa06
|
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.
|
2017-08-29 10:27:29 +00:00 |
|
Bart Trzynadlowski
|
f04a285727
|
DMA and register space access for Real3D have been unified and CReal3D::ReadRegister() returns little endian data now that the PowerPC handler byte-swaps back, to be consistent with how DMA registers work.
|
2017-08-29 01:28:21 +00:00 |
|
Ian Curtis
|
50d1f95648
|
Changed fixed shaded logic for step 1.5 hw based upon Harry's findings
|
2017-08-25 22:40:39 +00:00 |
|
Ian Curtis
|
b21ed49512
|
cosmetic
|
2017-08-21 23:00:29 +00:00 |
|
Ian Curtis
|
cd5978773a
|
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.
|
2017-08-19 20:06:31 +00:00 |
|
Bart Trzynadlowski
|
507990a350
|
Fixed up memory region dumping code to use the new Util::FlipEndian functions
|
2017-08-19 19:27:58 +00:00 |
|
Bart Trzynadlowski
|
21f813ad3e
|
Fixed a bug in MCRFS instruction related to the VXSOFT, VXSQRT, and VXCVI bits. Thanks to Spindizzi.
|
2017-08-16 00:58:39 +00:00 |
|
Ian Curtis
|
0efd4dac39
|
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.
|
2017-08-15 23:21:57 +00:00 |
|
Ian Curtis
|
b1cc9a615d
|
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.
|
2017-08-15 20:50:36 +00:00 |
|
Ian Curtis
|
2422caadc6
|
Pad struct and align on 4 byte boundary.
|
2017-08-15 20:45:08 +00:00 |
|
Ian Curtis
|
eac76f0908
|
simplify
|
2017-08-14 23:30:34 +00:00 |
|
Ian Curtis
|
81188bee07
|
fixed shading doesn't effect the alpha channel
|
2017-08-14 16:10:26 +00:00 |
|
Ian Curtis
|
c12e4c3215
|
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.
|
2017-08-14 09:14:06 +00:00 |
|
Ian Curtis
|
8f622714a7
|
Fix attribute locations. glBindAttribLocation must be called linking
|
2017-08-11 11:59:41 +00:00 |
|
Bart Trzynadlowski
|
a315627401
|
Added support for loading shaders from files for new engine and tile renderer. Changed help text to reflect new engine being default.
|
2017-08-11 00:41:10 +00:00 |
|
Ian Curtis
|
7dc1eac614
|
make the new3d engine default :] Legacy engine can still be selected using -legacy3d in the command line
|
2017-08-10 15:59:16 +00:00 |
|
Ian Curtis
|
d7403afda6
|
use generic vertex attributes
|
2017-08-10 15:43:03 +00:00 |
|
Ian Curtis
|
57d0a513fd
|
Technically matrix casts are only allowed in glsl 1.2 and later
|
2017-08-09 23:25:01 +00:00 |
|
Ian Curtis
|
063b7d3ea4
|
Remove debug code
|
2017-08-09 21:40:48 +00:00 |
|
Ian Curtis
|
5709ee2659
|
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.
|
2017-08-09 16:56:56 +00:00 |
|
Ian Curtis
|
1d338877fc
|
cosmetic
|
2017-08-03 11:05:04 +00:00 |
|
Ian Curtis
|
3fc28159eb
|
Add the unclamped light model we know exists to the shaders.
|
2017-08-03 10:41:18 +00:00 |
|
Ian Curtis
|
b1bd877b82
|
Ski champ for some reason is passing denormalised numbers for the modelscale. This is causing a NaN in our shader killing the lighting for these models, so we simply skip these, since they are essentially zero anyway. Thanks to Harry for finding this bug :)
|
2017-08-01 23:48:53 +00:00 |
|
Ian Curtis
|
9aa3f13777
|
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.
|
2017-07-29 16:30:30 +00:00 |
|
Ian Curtis
|
a9b49c1676
|
Implement unclamped light model based upon Harry's findings. Unknown how this is turned on/off.
|
2017-07-22 17:15:14 +00:00 |
|
Ian Curtis
|
2335f3173b
|
Use c++11 raw string literals
|
2017-07-08 10:55:14 +00:00 |
|
Ian Curtis
|
3efb055344
|
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.
|
2017-06-29 19:05:30 +00:00 |
|
Ian Curtis
|
9e9a549283
|
remove WIP code
|
2017-06-25 20:09:45 +00:00 |
|
Ian Curtis
|
ec3872d108
|
convert sun angle coordinate system outside of the shader
|
2017-06-25 19:50:02 +00:00 |
|
Ian Curtis
|
97781108e8
|
A second go at fixing the fixed lighting in star wars .. Fixed shading is per vertex poly colours. For some reason in star wars they are treated as unsigned values instead of signed, like in every other game. These polys are all marked with specular enabled, where as in the rest of the games they are missing this flag. That's the only difference I can find.
|
2017-06-21 17:04:53 +00:00 |
|
Ian Curtis
|
1532168af7
|
fix double offset
|
2017-06-20 21:44:58 +00:00 |
|
Ian Curtis
|
b00315b072
|
Revert previous fixed shading changes. Implement new logic for fixed shading on step 1.5 hardware based upon Harry's findings.
|
2017-06-20 20:13:42 +00:00 |
|
Ian Curtis
|
bb3c538808
|
remove debug code
|
2017-06-20 19:46:06 +00:00 |
|
Ian Curtis
|
260daa1b91
|
Fix the fix shading in star wars. Fixed shading still needs some work for mag truck and dirt devils to match the arcade.
|
2017-06-17 16:05:54 +00:00 |
|
Ian Curtis
|
73a7d2760d
|
cosmetic
|
2017-06-07 23:16:22 +00:00 |
|
Ian Curtis
|
1193069709
|
Tweak scroll fog logic again .. should fix missing 2d fogging in Spikeout.
|
2017-06-07 23:14:01 +00:00 |
|
Ian Curtis
|
45741b24d2
|
rewrite scroll fog logic
|
2017-05-06 16:47:31 +00:00 |
|
Ian Curtis
|
80004b0dad
|
Remove debug code
|
2017-04-25 00:31:39 +00:00 |
|