Commit graph

48 commits

Author SHA1 Message Date
dukeeeey 628eeebbc3
Merge pull request #101 from gm-matthew/lod-and-blending
Add LOD switching and blending out culling nodes
2023-11-03 19:56:17 +00:00
Ian Curtis 8dda8e9105 Fix the line of sight function.
Polygons have a line of sight value that's either a 0 or 1. We write this value into the stencil buffer, then read the app can read it back to determine the polygon attribute is visible or not. The returned value is 1/depth value in world coordinates. The first bit of the float is actually a control bit, 1 indicates no geometry hit, 0 indicates geometry hit.
2023-11-03 13:24:59 +00:00
gm-matthew 483dbdda2e Add LOD switching and blending out culling nodes
We're not blending between LODs yet as we're not sure of the best way to implement it
Also implementing control bits for disable culling and enable model scale (needed for ECA and Harley)
2023-11-02 14:16:07 +00:00
Ian Curtis 6595b9320e Rewrite the renderer a bit to spit out the finished graphics from the 3d chip on separate buffers. One buffer is for opaque pixels, and 2 more for translucent pixels. Before the frame was composited on the back buffer, which meant the tilegen had to have been drawn first. This way the images are now totally independant of the tilegen chip so can be drawn as soon as the register write 0xC is written to the tilegen.
Some games update the tilegen after the ping_ping bit has flipped at 66% of the frame, so we need to split the tilegen drawing up into two stages to get some effects to work. So having the tilegen draw independantly of the 3d chip can make this happen.
2023-10-14 20:05:00 +01:00
Ian Curtis 40c8259130 Rewrite the whole project for GL4+. I figured if we removed the limitation of a legacy rendering API we could improve things a bit. With GL4+ we can do unsigned integer math in the shaders. This allows us to upload a direct copy of the real3d texture sheet, and texture directly from this memory given the x/y pos and type. This massively simplifies the binding and invalidation code. Also the crazy corner cases will work because it essentially works the same way as the original hardware.
The standard triangle render requires gl 4.1 core, so should work on mac. The quad renderer runs on 4.5 core. The legacy renderer should still work, and when enabled a regular opengl context will be created, which allows functions marked depreciated in the core profiles to still work. This will only work in windows/linux I think. Apple doesn't support this.

A GL 4.1 GPU is now the min required spec. Sorry if you have an OLDER gpu. GL 4.1 is over 12 years old now.

This is a big update so I apologise in advance if I accidently broke something :]
2022-11-07 21:33:01 +00:00
toxieainc 4961951a89 fix a real error (m68kdasm) and some harmless performance warnings and use modern headers 2022-07-11 18:10:41 +02:00
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