Commit graph

221 commits

Author SHA1 Message Date
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 3dbfa73734 Both lemans24 and dirt devils are rendering some totally transparent objects as the first model in each viewport. The HW seems to skip these entirely, and including them breaks our near/far plane calculations leading to Z fighting. 2018-09-19 20:43:41 +00:00
Ian Curtis e3255e45f3 Tweak the ratio for the near plane. Fixes missing text on the map indicator at the start of spikeout. The vertices are 0.003 units apart so a tonne of precision is required at the near plane to not depth test out. 2018-09-18 21:46:38 +00:00
Ian Curtis c5b156d95d remove debug code 2018-09-18 21:20:15 +00:00
Ian Curtis 5dab9910e2 avoid double matrix load 2018-09-16 08:43:13 +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 e4f5f0bcaf Sega bass fishing is starting some off the meshes with a shared vertex. Without having a previous vertex to share with, the values were just uninitialised and junk. The hardware itself seems to hold the value from the previous mesh, and sega bass fishing relies on this undefined behaviour to function correctly. Storing the cached vertices as member variables instead of locally to the function means it holds the values from the last mesh, and uses those values instead of random garbage. 2018-09-02 21:36:24 +00:00
Ian Curtis c1c2dedcfa remove dead variable 2018-08-09 21:57:51 +00:00
Ian Curtis 9f5a19a04a Use correct PCI IDs (Harry Tuttle) 2018-07-09 08:06:06 +00:00
Ian Curtis 73ff32a10d fix cast, and remove extra ; that had snuck into the shaders 2018-06-18 10:24:46 +00:00
Ian Curtis f9be1259c0 Opaque polys definitely depth test with less than or equal. Virtua striker is drawing co-planar polys for the bar gfx 2018-06-17 11:30:01 +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 7497e3f1a6 forgot parentheses 2018-05-29 14:54:23 +00:00
Ian Curtis f9f43ca66b 2018-05-28 12:55:13 +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 2af58f4352 select correct bit .. 2018-05-24 20:19:54 +00:00
Ian Curtis 8452d4c0ef Parse out TranslucencyPatternSelect 2018-05-24 20:13:15 +00:00
Ian Curtis 4d275ba49e Parse siblings after children. It's the only way to get Daytona water fall to look correct without h/w poly sorting. 2018-05-03 18:37:49 +00:00
Bart Trzynadlowski 3f9b1b76e5 Added a stretch mode (-stretch) and modified new renderer's viewport code (hopefully correctly) to handle aspect ratio correction and widening the way the legacy one does. 2018-05-03 03:46:44 +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 11a3cdbfd1 remove unnecessary copies 2018-04-24 13:51:53 +00:00
Ian Curtis d21e71dced work around for non working jtag code in star wars 2018-03-21 10:26:05 +00:00
Ian Curtis b184ca3e1b Clamping must be applied before the spotlight is applied on step 1.0 h/w. 2018-03-10 09:13:28 +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 99b5b9ba1b make the logic a bit clearer 2018-01-15 14:40:59 +00:00
Ian Curtis 22a6166b82 fix Ian's bad maths :) 2018-01-15 13:08:39 +00:00
Ian Curtis a1350d95a2 Update microtexture coordinate logic (Harry Tuttle) 2018-01-14 12:56:24 +00:00
Ian Curtis 863ea95013 simplify maths 2018-01-10 20:37:21 +00:00
Ian Curtis adb5196625 comment out unneeded code 2018-01-10 16:12:33 +00:00
Ian Curtis d708ce9ba2 top/bottom were swapped for off axis projection 2018-01-10 16:08:02 +00:00
Ian Curtis 6efa03112e Rewrite projection maths based upon previously unknown viewport values. The previous values used roughly worked as the normals for frustum planes. Perhaps they were only used for culling and not actually rendering, as sometimes the values don't work correctly. 2018-01-08 18:35:42 +00:00
Ian Curtis cc28d5f00e Implement sub 8x8 tile encoding. Fixes incomplete mipmap chains which previously only went down to 8x8 pixels before. It wasn't known these textures existed before. (Harry Tuttle) 2017-12-17 22:25:50 +00:00
Ian Curtis cede67468c Fix some bad/missing textures in fighting vipers. The game is referencing totally illegal texture sizes. The real h/w was just handling it somehow, whilst we were returning null for the textures. This might produce junk textures for the lower mipmaps, but this can be clamped in a later update. 2017-12-13 01:21:25 +00:00
Ian Curtis 62d9584b0d Shift fog maths to fragment shader to fix bug in virtua on. 2017-11-23 17:51:51 +00:00
Ian Curtis bddc86aba9 The vertex shader is run before clipping is done. If fogging values are calculated and clamped in the vertex shader it can interpolate bad values, since the range has been truncated. This happens if the polys overlap the near plane. The solution to clamp the values in the fragment shader. This fixes a bunch of fogging errors I long thought were transparency related errors in the ocean hunter. 2017-11-20 22:21:15 +00:00
Ian Curtis bc7f1e9fac Fixed shading also works with untextured polys. Fixes some shading issues in La machineguns. (Harry Tuttle) 2017-11-07 00:15:57 +00:00
Ian Curtis df44ad458b Update step 1.5 luminous logic with Harry's findings. Fixes various shading issues. 2017-11-05 13:25:33 +00:00
Ian Curtis 8e13c3bbb9 Finish the hash function (Harry Tuttle) 2017-10-19 20:48:53 +00:00
Ian Curtis 7f6df0cc84 Remove fixed shading check from specular. 2017-10-07 12:39:30 +00:00
Ian Curtis eb798ed15e Star wars is the only game to pass unsigned fixed shaded values (per vertex brightness) to the renderer. Originally we thought that the specular flag would turn on unsigned values since it's the only game to set specular with these polys, but this logic turned out to be incorrect. The JTAG interface seems to config the GPU to turn on this functionality. (Harry Tuttle) 2017-10-05 19:15:00 +00:00
Ian Curtis 43cf6b3bbf update spotlight code (Harry Tuttle) 2017-10-05 18:49:08 +00:00
Ian Curtis 9bac7836ed add missing header 2017-09-30 19:05:04 +00:00
Ian Curtis 0afd9026dc Fix the sky in one of the levels in virtua on. The problem was caused by the fact we didn't split the mesh by the fog % burn through, so all the polys had the same value. We could use a vertex attrib, but % burn through fog is so rarely used and when it is, normally every poly in the mesh has the same value. 2017-09-26 00:30:08 +00:00
Bart Trzynadlowski 55bb02d4e5 - New work-in-progress frame timing code (disabled by default, compile with NEW_FRAME_TIMING defined to activate it)
- New JTAG emulation, moved into its own class, CJTAG
- Removed game-specific sun clamp hacks from CNew3D (JTAG and Real3D emulation will call the appropriate method to configure this at run-time)
- Removed JTAG from Real3D save state data and reused some of that space for new state variables having to do with the internal JTAG-based config as well as new frame timing state variables
2017-09-24 20:52:48 +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
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