Ian Curtis
|
6f6c98c671
|
The translator map seems to work with paletted colour values too, and the result is not clamped. Colours are passed to the GPU as unsigned bytes to multiplying by 16 will overflow, so we do the logic in the shader. If we passed floats we could skip the shader logic.
|
2020-05-11 09:05:46 +00:00 |
|
Ian Curtis
|
8094c2e2b7
|
Composite the alpha layers at the end of rendering. To do this we need to mask the alpha pixels with the opaque pixels from the next priority layer. Fixes some overlapping shadows in vf3tb that have different priority layers. I assume that was a game bug, but it works on the real h/w.
|
2019-01-21 14:30:42 +00:00 |
|
Ian Curtis
|
3eeec35e7c
|
Correctly emulate the real3d pro-1000 texture modes in our shader.
|
2018-10-13 13:29:45 +00:00 |
|
Ian Curtis
|
7bcc70a170
|
Update makefile
|
2018-10-01 17:42:45 +00:00 |
|
Ian Curtis
|
b5f9ad9651
|
Quad rendering engine. Set QuadRendering = 1 in the ini file to use, or -quad-rendering at the end of the command line to use.
|
2018-09-13 12:50:34 +00:00 |
|
Ian Curtis
|
c7ffd0a808
|
Draw transparent polys to separate layers and composite at the end. This solves a tonne of transparency errors we had been battling with for a long time. The model3 is strange in the fact it only supports a max of two translucent overlapped polys. They are not blended into the frame normally. Doing this means the topmost translucent polys only are visible in the scene, the equivalent of doing a depth pass first, but without the added cost.
|
2018-06-16 21:31:29 +00:00 |
|
Ian Curtis
|
c1e0e3728b
|
optimise hash function and parse out transparency layer select bit
|
2018-05-28 11:59:48 +00:00 |
|
Ian Curtis
|
c6b86c0812
|
Render the opaque part of texture transparency in the first pass. Fixes numerous transparency related issues in lemans24 and some in ocean hunter. I don't really know if this is the 'correct' way of solving this because the real3d pro-1000 is a complete black box. There is still a lot we don't understand about how it handles transparency.
|
2018-05-02 20:10:02 +00:00 |
|
Ian Curtis
|
8266eecabb
|
Parse out line of sight position. Only known to be used by scud.
|
2018-01-15 21:27:21 +00:00 |
|
Ian Curtis
|
9bac7836ed
|
add missing header
|
2017-09-30 19:05:04 +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
|
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
|
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
|
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
|
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
|
45741b24d2
|
rewrite scroll fog logic
|
2017-05-06 16:47:31 +00:00 |
|
Ian Curtis
|
101e43213e
|
cosmetic
|
2017-04-05 19:32:01 +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 |
|
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
|
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
|
2c23268d88
|
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.
|
2016-12-09 14:13:46 +00:00 |
|
Ian Curtis
|
483ba2f398
|
Fix the shading in scud. When lighting is disabled the fixed shading intensities appear to be offset values added to the colour value.
|
2016-11-11 17:50:27 +00:00 |
|
Ian Curtis
|
ef11990d19
|
Parse out scrollfog value used for blending over the 2d background.
|
2016-10-08 15:41:16 +00:00 |
|
Ian Curtis
|
c3581c9fe8
|
Support multiple microTextures, fixes crazy texturing in sega ski champ. I'm assuming microtextures are always located on the other memory bank to the base texture. This logic seems to work for all our games anyway.
|
2016-10-06 01:37:29 +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
|
48a79a8f14
|
cleaning
|
2016-06-10 10:18:47 +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 |
|
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
|
bc08276d60
|
preliminary specular
|
2016-05-15 16:24:49 +00:00 |
|
Ian Curtis
|
ded3168060
|
Split face colour from per vertex poly colour. Fixes colour bleeding between connected polys in harley.
|
2016-05-07 15:28:04 +00:00 |
|
Ian Curtis
|
c545b9fd85
|
preliminary microtexture
|
2016-05-04 00:35:07 +00:00 |
|
Bart Trzynadlowski
|
1d4f5c871d
|
Fixed Types.h include
|
2016-04-04 03:43:55 +00:00 |
|
Ian Curtis
|
4992e59673
|
Cache rom models, for better performance.
|
2016-03-26 22:44:26 +00:00 |
|
Ian Curtis
|
f031e5d095
|
finish front/back face culling code based on matrix determinant. Optimised opengl to avoid redundant state changes.
|
2016-03-22 23:39:59 +00:00 |
|
Bart Trzynadlowski
|
34301e97e1
|
Adding new 3D engine by Ian Curtis. Old engine moved to Graphics/Legacy3D/.
|
2016-03-21 04:10:14 +00:00 |
|