Commit graph

127 commits

Author SHA1 Message Date
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