Commit graph

153 commits

Author SHA1 Message Date
Bart Trzynadlowski 458684eb22 Fixed new 3D engine's fragment shader to work on some older GPUs by reducing the number of discard statements to one 2016-08-24 22:21:18 +00:00
Bart Trzynadlowski 0ab486645c Updated Fragment_NoSpotlight.glsl (fragment shader for legacy engine without spot light) 2016-07-04 01:00:24 +00:00
Ian Curtis 732bff2769 disable spot light if the extent is zero 2016-06-29 20:53:19 +00:00
Ian Curtis efa7776871 parse some unimplemented spot light values from viewport 2016-06-27 17:35:27 +00:00
Ian Curtis d058a29ac8 stencil translucent non textured polys 2016-06-19 23:33:06 +00:00
Ian Curtis 85c4d85562 refactor 2016-06-19 21:43:09 +00:00
Ian Curtis c2b1db11f8 Cull geometry based on the culling distances in the nodes. Should give some sort of speedup on lower end pcs where the CPU is predominantly the bottle neck. 2016-06-16 20:05:29 +00:00
Ian Curtis d799c63b1a cache bound texture 2016-06-10 11:29:20 +00:00
Ian Curtis 48a79a8f14 cleaning 2016-06-10 10:18:47 +00:00
Ian Curtis 8440bc7f03 support negative exponent 2016-06-03 09:33:46 +00:00
Ian Curtis 5081ee99dc Add code to convert the 16bit float format used by the hardware back into float 754 format. 16bit floats are used for the culling radiuses in the nodes. 2016-06-03 00:01:34 +00:00
Ian Curtis 9bc1fbf0cb remove dead code 2016-06-02 21:26:50 +00:00
Ian Curtis ff8e9d6aad Check for overflow. Fixes some fade effects 2016-05-30 23:10:56 +00:00
Bart Trzynadlowski 9a49fefe12 Legacy engine: fixed texture offsets (VON2 was broken by last commit). Texture coordinates are wrapped within the bank first and then the bank can be swapped. This also allows the full range of texture coordinate bits to be used as specified in the Pro-1000 SDK. 2016-05-30 19:18:11 +00:00
Ian Curtis 36074d9fd5 Y texture offsets are just 5 bits. Texture coordinate wrap around happens in the same texture sheet, not into the next one. Fixes various texturing bugs in sega rally. 2016-05-30 13:25:00 +00:00
Bart Trzynadlowski d1f49675b1 Legacy engine: Culling node texture Y offset is only 5 bits (fixes Sega Rally 2 initials decal) 2016-05-29 20:49:28 +00:00
Bart Trzynadlowski 2ee0d9018e New engine: modf -> std::modf (fixes compilation on gcc) 2016-05-28 20:54:25 +00:00
Bart Trzynadlowski 1a908dd414 Legacy engine: expanded color index to 12 bits from 11. Does this affect any games? 2016-05-28 20:50:05 +00:00
Bart Trzynadlowski 5c1a240565 New engine: expanded color indices to 12 bits from 11. Added PolygonHeader::ColorIndex and SensorColorIndex methods. 2016-05-28 20:49:10 +00:00
Bart Trzynadlowski 2ef5203839 Forgot to describe one polygon header field in Model.cpp 2016-05-28 20:40:45 +00:00
Bart Trzynadlowski e4a5c341dd Updated polygon header descriptions 2016-05-28 20:33:10 +00:00
Bart Trzynadlowski 0ebb8d5d47 Legacy engine: Added stencil buffering for layered models and shadows. Not as accurate as new engine because stencil buffering is applied per-model rather than per-polygon, so the entire model must consist of stencil-tested polygons. In practice, though, this seems to work fine. 2016-05-28 19:52:30 +00:00
Ian Curtis ce03c13847 Optimise non smooth texture repeat to only effect texture boundaries, rather than poly boundaries. Fixes a few ugly artefacts 2016-05-28 13:21:35 +00:00
Ian Curtis 661f19be19 fix transparency values, values are from 0-32, not 0-16 where the top bit disables 2016-05-27 22:20:57 +00:00
Ian Curtis 2086b1c9af Stencil layered polys, fixes shadow z fighting in some of the games. Other games maybe using stipple alpha (yuck), not sure yet. 2016-05-27 19:30:40 +00:00
Ian Curtis 3f9936d664 don't clamp after spot light code, looks much closer to h/w 2016-05-26 09:06:09 +00:00
Ian Curtis 89c987fae1 basic spotlight code 2016-05-26 00:08:12 +00:00
Bart Trzynadlowski a0910f96fb Fixed fog in legacy 3D engine. Now computed same as new engine, with 4-bit light modifier and corrected fog mixing in shaders. 2016-05-25 04:00:02 +00:00
Bart Trzynadlowski 6dc35f9563 Updated legacy engine vertex shader to use specular shininess and coefficient along with old equation. Still not correct (too strong compared to the old method). 2016-05-25 03:10:36 +00:00
Ian Curtis c5ce2b9679 fix alpha testing for texture format 7 2016-05-22 19:17:15 +00:00
Ian Curtis 65d6342947 remove dead code 2016-05-21 16:26:00 +00:00
Ian Curtis fd3eb49369 support 4 bit textures 2016-05-21 15:50:54 +00:00
Ian Curtis e108b56664 correctly mask pointers 2016-05-19 22:23:50 +00:00
Ian Curtis a79fd2786a optimise hash table access for better performance 2016-05-19 19:04:44 +00:00
Ian Curtis ff8d311dcc support colour table pointer 2016-05-18 23:06:41 +00:00
Ian Curtis 7e3c097a31 remove debug code 2016-05-16 17:26:53 +00:00
Ian Curtis 828fd8ebb4 Fog start is apparently the fog value at the viewport (0,0,0) I guess like an ambient value. Default value is negative 2016-05-16 17:10:04 +00:00
Ian Curtis 9e279a0c1f Non luminous polygons seem to be effected by the lightModifier also. API seems to have no restriction in this regard, neither does the SDK. The ocean hunter requires this for some of the 2d stuff. Light modifier values only seem to exist between 0-16, which is strange for 5 bits of precision. Possibly top bit disables the effect and lower 4 bits are the value. This clearly differs from the SDK, but without this the values come out clearly wrong. 2016-05-16 10:49:00 +00:00
Ian Curtis 62eafacfc3 adjust (hopefully correct) fog equation 2016-05-16 10:44:16 +00:00
Ian Curtis bc08276d60 preliminary specular 2016-05-15 16:24:49 +00:00
Bart Trzynadlowski c9147bc93d - Removed a stale comment 2016-05-14 06:31:44 +00:00
Bart Trzynadlowski 897b1acb21 Legacy renderer changes:
- Updated shading model. Unfortunately, it is far from perfect but it seems to be the best I can do for now. Not really much of a difference from before except that the Scud Race castle is fixed at the expense of the Yosemite level in LA Machineguns being too bright.
- Added lots of notes in the shading code.
- Passing both specular coefficient and shininess to shader. This will probably break specular lighting for now until the shader is updated to use the shininess correctly.
- Color table address in polygon RAM is now obtained from culling nodes as they are traversed (found this in the Pro-1000 SDK).
2016-05-14 06:25:35 +00:00
Ian Curtis c4b5b185c6 Disable light modifier on fog, seems not to work .. values don't make sense. Maybe the model3 doesn't use these. 2016-05-13 19:26:10 +00:00
Ian Curtis c8f8cd1655 remove dead code 2016-05-13 08:40:53 +00:00
Ian Curtis e295ad6868 double up polys for two sided polys, fixes some diffuse lighting problems 2016-05-13 08:39:48 +00:00
Bart Trzynadlowski ddf3d5213d FLT_MAX -> std::numeric_limits<float>::max() 2016-05-10 03:08:36 +00:00
Ian Curtis 34c81eabee update header documentation 2016-05-09 16:53:12 +00:00
Ian Curtis 43add90d2f Fix bad texture seems 2016-05-09 16:26:34 +00:00
Bart Trzynadlowski 846c9d0edd Reverted stencil mask change. This reintroduces the Scud Race 'ROLLING START' bug. Previous 'fix' did not work for Magical Truck Adventure anyway and also broke some games (Daytona 2 transmission and course select screen, ECA title screen). The stencil mask is not shifted by 16 pixels and I suspect that either there is some unknown trick to horizontal scrolling or that the behavior is affected by hidden raster timing registers hidden in the JTAG interface. 2016-05-08 21:17:02 +00:00
Bart Trzynadlowski 9249eaa29f Fixed logic for clearing bottom layer. Added new functions to 2D renderer interface. Avoid drawing top and bottom surfaces when no layers are present there. Added some comments to tile 2016-05-08 19:27:08 +00:00