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 |
|
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 |
|
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
|
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
|
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
|
d7403afda6
|
use generic vertex attributes
|
2017-08-10 15:43:03 +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
|
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
|
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
|
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 |
|
Ian Curtis
|
7694e4eb0c
|
minor culling node optimisations
|
2017-04-25 00:10:55 +00:00 |
|
Ian Curtis
|
ff936c588b
|
don't need cast, conversion is implicit
|
2017-04-20 19:46:40 +00:00 |
|
Ian Curtis
|
912bb0e7cf
|
better state handling
|
2017-04-20 19:43:41 +00:00 |
|
Ian Curtis
|
9b226ed478
|
parse out some culling node values
|
2017-04-17 10:40:07 +00:00 |
|
Ian Curtis
|
3c78571615
|
There are 2 bits in the polyheader labelled discard. When both are set ie in sega rally, the polygons are totally discarded. Scud seems to set bit 1 which seems halve the opacity.
|
2017-04-15 19:00:46 +00:00 |
|
Ian Curtis
|
21836c088c
|
The real3d has a flag that allows the hw to skip polygons so that they aren't rendered. Sega rally2 uses this for the dust effects. Triangles or quads that have this flag are junk, and look like random corruption if you try to draw them. We assumed polys that shared vertices with these bad polygons were also bad. It turns out the last few shared vertices in these polys were in fact valid, and thus the entire quad/triangle strip should be drawn and not discarded.
|
2017-04-14 23:41:11 +00:00 |
|
Ian Curtis
|
fc50bdee98
|
light parameters must be clamped (HarryTuttle)
|
2017-04-14 00:08:17 +00:00 |
|
Ian Curtis
|
391aafd4c1
|
Virtua fighter has a few massive polys that shouldn't be visible. It looks like these polys have a bad matrix, but the node distances are all zero. This means the bounding box that encapsulates them is of size zero. Skipping over these entirely seems to fix the issue.
|
2017-04-12 15:47:57 +00:00 |
|
Ian Curtis
|
edfb521a9b
|
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.
|
2017-04-05 17:57:38 +00:00 |
|
Ian Curtis
|
f0e00c5dc7
|
Rewrite the spot light code, and implement the missing fog logic. (HarryTuttle)
|
2017-04-02 21:03:59 +00:00 |
|
Bart Trzynadlowski
|
f34e25dfc7
|
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 :/
|
2017-03-27 03:19:15 +00:00 |
|
Ian Curtis
|
ff624afb4d
|
The mipmap data in some games seems to being sent behind the base textures, and when the base textures are bound and created the mipmap chain is not yet valid in memory. To fix this, we invalidate the base textures, when the mipmap chain is updated.
|
2017-03-25 00:06:24 +00:00 |
|
Ian Curtis
|
9780f333b4
|
The model3 has this weird issue where the 2d and 3d planes are misaligned by 2 pixels. Originally I made a quick hack that shifted subviewports 2 pixels. But apparently that wasn't enough, as the issue effects everything. Thanks to HarryTuttle for pointing this out, and making a patch :)
|
2017-03-19 01:33:45 +00:00 |
|
Ian Curtis
|
dcd018ab7e
|
Change microtexture scaling values. Seem to much better match expected output. (thanks HarryTuttle)
|
2017-03-12 19:00:00 +00:00 |
|
Ian Curtis
|
503c88df11
|
fix the bad projection matrix in dirt devils and lost world
|
2017-03-07 01:29:07 +00:00 |
|
Ian Curtis
|
f173c3c3ce
|
The hardware actually seems to treat the quad primitive as a triangle strip. The winding order can actually change between the first and second 'triangle' inside the quad, leading our code to incorrectly backface cull the 2nd triangle. So we must re-calculate the winding order for the 2nd triangle. This fixes a massive missing poly in the road in la machine guns, probably other games too. The hardware is unaffected by the winding order, as it doesn't calculate the poly normal from the vertices directly, instead it uses the provided normal in the poly header.
|
2017-02-21 23:35:40 +00:00 |
|
Ian Curtis
|
5b9741bd5d
|
Support high priority polygons. They are treated as a separate overlay plane by the h/w. Fixes some missing fx in harley.
|
2017-02-20 17:22:32 +00:00 |
|
Ian Curtis
|
4a116190b5
|
When the translator map?? bit is enabled the colour format seems to be 4-5bit. Max observed value is 16. Scaling these values up seems to produce the correct colours in harley and dirt devils.
|
2017-02-16 17:20:42 +00:00 |
|
Ian Curtis
|
7407d03036
|
Put a check in there, in case near values come out really close to zero. Fixes a slight corner case in lemans24. A check probably should have been there originally :)
|
2017-02-08 16:14:50 +00:00 |
|
Ian Curtis
|
24cbeed526
|
Dynamically calculate near/far frustum planes for each viewport priority layer by clipping the overlapping meshes with the 4 frustum planes. A bit brute forcy, but the results are great.
|
2017-02-07 14:05:03 +00:00 |
|
Ian Curtis
|
144125a62e
|
mark the nodes without valid distances set
|
2017-02-05 15:36:05 +00:00 |
|
Ian Curtis
|
c82dc55485
|
cosmetics
|
2016-12-22 22:11:19 +00:00 |
|
Ian Curtis
|
72dd0dbf98
|
only need to cull against 4 clipping planes
|
2016-12-22 22:09:13 +00:00 |
|