Ian Curtis
3efb055344
Clamp the ambient light to a max of 0.75. LA Machine guns seems to use an ambient value of 1, which is full bright for everything. But for some reason the hardware seems to treat this as ~ 0.75. This fixes various missing shading in the game. This doesn't seem to have any negative effects on other games I have tested. Clamping in the shader as we might need the full range of values for fixed shading.
2017-06-29 19:05:30 +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
bb3c538808
remove debug code
2017-06-20 19:46:06 +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
Bart Trzynadlowski
76817790d4
Extended -gfx-state to produce culling node analysis
2017-04-11 07:03:47 +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
69eac95846
Replace glsl 3 function. Apparently this doesn't work on OS X.
2017-03-28 20:24:44 +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
Bart Trzynadlowski
26a4417a5f
Cosmetic: renamed step to stepping
2017-03-27 03:13:34 +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
06c1cdcf94
Just use 1 hash map for the textures, instead of 1 for each format. Should greatly speed up texture invalidation. TODO invalidate texture mipmaps .. the h/w actually seems to stream the mipmap data separate from the base textures in some cases.
2017-03-24 20:54:12 +00:00
Ian Curtis
98d56ff011
cosmetic
2017-03-24 17:43:07 +00:00
Ian Curtis
82ac030dff
calculate the correct number of mipmap textures
2017-03-24 16:51:52 +00:00
Ian Curtis
17f878421b
Originally to do mipmapping, I just used the base texture and then let the h/w automatically generate the mipmap chain. I wasn't sure the real3d api even exposed to the programmer the ability to directly set the mipmap data. Anyway, as pointed out by HarryTuttle scud actually uses darker mipmaps for an effect on the water. This patch uses the uses the actual mipmap data from the real3d memory. Only tested scud, so hopefully I didn't cause any cataclysmic errors :)
2017-03-24 13:38:20 +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
b19ceb0b6a
Texture coordinates seem to be scaled relative to the fixed texture size of 256. Thanks to HarryTurtle for figuring this crazy logic out. The road in scud matches the arcade now almost perfectly.
2017-03-13 00:59:35 +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
732e3ef51f
More fixes to microtexture coordinates. They go vertically up and down the texture sheet, and not horizontally as I had guessed. (Thanks HarryTurtle)
2017-03-11 12:55:47 +00:00
Ian Curtis
6636776f03
Fix microtexture texture coordinates (thanks HarryTuttle)
2017-03-11 01:18:43 +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
2ae2010ee4
Add high priority poly function. Used by harley.
2017-02-18 23:58:08 +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
Ian Curtis
20a9514aa2
For scroll fog set the viewport to the entire area, allows fog to work in widescreen mode
2016-12-15 19:27:08 +00:00
Ian Curtis
ca7046729e
properly cache un-normalised texture coordinates, fixes a texturing regression in Daytona
2016-12-15 12:10:52 +00:00
Ian Curtis
f355e2d062
fix microtexture colours
2016-12-15 00:45:32 +00:00
Ian Curtis
89e75a9803
Only check scroll fog value from the first viewport from each priority layer. Seems to fix problems with background fogging.
2016-12-14 19:57:05 +00:00
Ian Curtis
707e945db9
delete unused files
2016-12-09 14:15:11 +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
da8b63b44b
The model3 shares vertices between polygons. But it also seems to do this for polygons with different textures. This means the texture coordinate for potentially different sizes textures is shared. Currently this was broken leading to some corrupted looking textures. The fix is to simply cache the old texture coordinates, and recalculate the normalised coordinates in the new texture coordinate space.
2016-12-06 14:39:46 +00:00
Ian Curtis
10a5d2c0e1
refactor
2016-12-06 12:25:34 +00:00
Ian Curtis
eece2d75b4
tweak scroll fog logic
2016-12-04 22:37:49 +00:00
Ian Curtis
adbebb0204
clean up
2016-12-04 22:37:22 +00:00
Ian Curtis
a310e8e5cf
minor optimisations
2016-11-28 17:32:25 +00:00
Ian Curtis
abc8c24b69
Only check the geometry for culling with valid node distances. We will need this later.
2016-11-27 19:30:46 +00:00
Ian Curtis
fe60d115d2
Revert changes .. if we clip against the real3d clipping planes, our wide screen hack won't work anymore.
2016-11-26 01:19:51 +00:00
Ian Curtis
665fa90425
Get clipping planes directly from the viewport data. Also no need to clip against a far plane
2016-11-26 01:12:08 +00:00
Ian Curtis
54c405709f
Need to walk back in memory and check the previous texture tiles to see if they overlap with the current textures being invalidated. If they overlap they must be cleared too. Algorithm is a bit brute forcy and more expensive than I'd like but it fixes the bad textures in Spikeout.
2016-11-22 20:30:10 +00:00
Ian Curtis
84ae8f035c
Skip processing the mipmap section of memory. The real3d doesn't create mipmaps down to 1x1 that is needed to do mipmapping properly on modern hardware anyway.
2016-11-21 09:04:56 +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
2f49012786
change scroll fog logic to parse the lower priority viewports first
2016-10-09 18:10:57 +00:00
Ian Curtis
f0a15febd1
implement scroll fog, fixes a tonne of missing fx
2016-10-09 16:34:12 +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
33e795de9b
Fix scenes with missing fog in ocean hunter. The game was passing negative fog densities. The sign seems to be ignored by the model 3.
2016-10-08 15:15:25 +00:00
Ian Curtis
9eeb81ac69
same fix for legacy engine
2016-10-08 12:10:47 +00:00
Ian Curtis
33cf6c89d1
our scratch mem must match correct max texture size
2016-10-08 11:59:25 +00:00
Ian Curtis
c472d90fb9
Fix the sky in advanced stage in Dirt Devils. It uses a massive (for 1998 :p) 1024x256 texture.
2016-10-06 20:10:45 +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
Bart Trzynadlowski
458684eb22
Fixed new 3D engine's fragment shader to work on some older GPUs by reducing the number of discard statements to one
2016-08-24 22:21:18 +00:00
Bart Trzynadlowski
0ab486645c
Updated Fragment_NoSpotlight.glsl (fragment shader for legacy engine without spot light)
2016-07-04 01:00:24 +00:00
Ian Curtis
732bff2769
disable spot light if the extent is zero
2016-06-29 20:53:19 +00:00
Ian Curtis
efa7776871
parse some unimplemented spot light values from viewport
2016-06-27 17:35:27 +00:00
Ian Curtis
d058a29ac8
stencil translucent non textured polys
2016-06-19 23:33:06 +00:00
Ian Curtis
85c4d85562
refactor
2016-06-19 21:43:09 +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
d799c63b1a
cache bound texture
2016-06-10 11:29:20 +00:00
Ian Curtis
48a79a8f14
cleaning
2016-06-10 10:18:47 +00:00
Ian Curtis
8440bc7f03
support negative exponent
2016-06-03 09:33:46 +00:00
Ian Curtis
5081ee99dc
Add code to convert the 16bit float format used by the hardware back into float 754 format. 16bit floats are used for the culling radiuses in the nodes.
2016-06-03 00:01:34 +00:00
Ian Curtis
9bc1fbf0cb
remove dead code
2016-06-02 21:26:50 +00:00
Ian Curtis
ff8e9d6aad
Check for overflow. Fixes some fade effects
2016-05-30 23:10:56 +00:00
Bart Trzynadlowski
9a49fefe12
Legacy engine: fixed texture offsets (VON2 was broken by last commit). Texture coordinates are wrapped within the bank first and then the bank can be swapped. This also allows the full range of texture coordinate bits to be used as specified in the Pro-1000 SDK.
2016-05-30 19:18:11 +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
Bart Trzynadlowski
d1f49675b1
Legacy engine: Culling node texture Y offset is only 5 bits (fixes Sega Rally 2 initials decal)
2016-05-29 20:49:28 +00:00
Bart Trzynadlowski
2ee0d9018e
New engine: modf -> std::modf (fixes compilation on gcc)
2016-05-28 20:54:25 +00:00
Bart Trzynadlowski
1a908dd414
Legacy engine: expanded color index to 12 bits from 11. Does this affect any games?
2016-05-28 20:50:05 +00:00
Bart Trzynadlowski
5c1a240565
New engine: expanded color indices to 12 bits from 11. Added PolygonHeader::ColorIndex and SensorColorIndex methods.
2016-05-28 20:49:10 +00:00
Bart Trzynadlowski
2ef5203839
Forgot to describe one polygon header field in Model.cpp
2016-05-28 20:40:45 +00:00
Bart Trzynadlowski
e4a5c341dd
Updated polygon header descriptions
2016-05-28 20:33:10 +00:00
Bart Trzynadlowski
0ebb8d5d47
Legacy engine: Added stencil buffering for layered models and shadows. Not as accurate as new engine because stencil buffering is applied per-model rather than per-polygon, so the entire model must consist of stencil-tested polygons. In practice, though, this seems to work fine.
2016-05-28 19:52:30 +00:00
Ian Curtis
ce03c13847
Optimise non smooth texture repeat to only effect texture boundaries, rather than poly boundaries. Fixes a few ugly artefacts
2016-05-28 13:21:35 +00:00
Ian Curtis
661f19be19
fix transparency values, values are from 0-32, not 0-16 where the top bit disables
2016-05-27 22:20:57 +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
3f9936d664
don't clamp after spot light code, looks much closer to h/w
2016-05-26 09:06:09 +00:00
Ian Curtis
89c987fae1
basic spotlight code
2016-05-26 00:08:12 +00:00
Bart Trzynadlowski
a0910f96fb
Fixed fog in legacy 3D engine. Now computed same as new engine, with 4-bit light modifier and corrected fog mixing in shaders.
2016-05-25 04:00:02 +00:00
Bart Trzynadlowski
6dc35f9563
Updated legacy engine vertex shader to use specular shininess and coefficient along with old equation. Still not correct (too strong compared to the old method).
2016-05-25 03:10:36 +00:00
Ian Curtis
c5ce2b9679
fix alpha testing for texture format 7
2016-05-22 19:17:15 +00:00
Ian Curtis
65d6342947
remove dead code
2016-05-21 16:26:00 +00:00
Ian Curtis
fd3eb49369
support 4 bit textures
2016-05-21 15:50:54 +00:00
Ian Curtis
e108b56664
correctly mask pointers
2016-05-19 22:23:50 +00:00
Ian Curtis
a79fd2786a
optimise hash table access for better performance
2016-05-19 19:04:44 +00:00
Ian Curtis
ff8d311dcc
support colour table pointer
2016-05-18 23:06:41 +00:00
Ian Curtis
7e3c097a31
remove debug code
2016-05-16 17:26:53 +00:00
Ian Curtis
828fd8ebb4
Fog start is apparently the fog value at the viewport (0,0,0) I guess like an ambient value. Default value is negative
2016-05-16 17:10:04 +00:00
Ian Curtis
9e279a0c1f
Non luminous polygons seem to be effected by the lightModifier also. API seems to have no restriction in this regard, neither does the SDK. The ocean hunter requires this for some of the 2d stuff. Light modifier values only seem to exist between 0-16, which is strange for 5 bits of precision. Possibly top bit disables the effect and lower 4 bits are the value. This clearly differs from the SDK, but without this the values come out clearly wrong.
2016-05-16 10:49:00 +00:00
Ian Curtis
62eafacfc3
adjust (hopefully correct) fog equation
2016-05-16 10:44:16 +00:00
Ian Curtis
bc08276d60
preliminary specular
2016-05-15 16:24:49 +00:00
Bart Trzynadlowski
c9147bc93d
- Removed a stale comment
2016-05-14 06:31:44 +00:00
Bart Trzynadlowski
897b1acb21
Legacy renderer changes:
...
- Updated shading model. Unfortunately, it is far from perfect but it seems to be the best I can do for now. Not really much of a difference from before except that the Scud Race castle is fixed at the expense of the Yosemite level in LA Machineguns being too bright.
- Added lots of notes in the shading code.
- Passing both specular coefficient and shininess to shader. This will probably break specular lighting for now until the shader is updated to use the shininess correctly.
- Color table address in polygon RAM is now obtained from culling nodes as they are traversed (found this in the Pro-1000 SDK).
2016-05-14 06:25:35 +00:00
Ian Curtis
c4b5b185c6
Disable light modifier on fog, seems not to work .. values don't make sense. Maybe the model3 doesn't use these.
2016-05-13 19:26:10 +00:00
Ian Curtis
c8f8cd1655
remove dead code
2016-05-13 08:40:53 +00:00
Ian Curtis
e295ad6868
double up polys for two sided polys, fixes some diffuse lighting problems
2016-05-13 08:39:48 +00:00
Bart Trzynadlowski
ddf3d5213d
FLT_MAX -> std::numeric_limits<float>::max()
2016-05-10 03:08:36 +00:00
Ian Curtis
34c81eabee
update header documentation
2016-05-09 16:53:12 +00:00
Ian Curtis
43add90d2f
Fix bad texture seems
2016-05-09 16:26:34 +00:00
Bart Trzynadlowski
846c9d0edd
Reverted stencil mask change. This reintroduces the Scud Race 'ROLLING START' bug. Previous 'fix' did not work for Magical Truck Adventure anyway and also broke some games (Daytona 2 transmission and course select screen, ECA title screen). The stencil mask is not shifted by 16 pixels and I suspect that either there is some unknown trick to horizontal scrolling or that the behavior is affected by hidden raster timing registers hidden in the JTAG interface.
2016-05-08 21:17:02 +00:00
Bart Trzynadlowski
9249eaa29f
Fixed logic for clearing bottom layer. Added new functions to 2D renderer interface. Avoid drawing top and bottom surfaces when no layers are present there. Added some comments to tile
2016-05-08 19:27:08 +00:00
Bart Trzynadlowski
5d048958b9
Rewrote 2D renderer and fixed 2D layer priorities, stencil mask clipping (Scud Race 'ROLLING START'), and cleaned up code. Unfortunately, the new code is about 50% slower, mostly due to the need to perform stencil clipping after scrolling.
2016-05-07 21:54:03 +00:00
Ian Curtis
69a44a5d5f
add texture helper functions
2016-05-07 18:57:06 +00:00
Ian Curtis
242cddac2d
remove pointless loop
2016-05-07 15:45:02 +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
05e1e4de37
update poly header class
2016-05-06 15:00:12 +00:00
Bart Trzynadlowski
fee1cfb126
Fixed compilation on gcc (gotos cannot cross variable declarations)
2016-05-05 22:01:59 +00:00
Ian Curtis
da4bab5f9b
Flat shaded polys can't share vertex normals with adjacent connected polys. Fixes some bad lighting in Harley on pavements
2016-05-05 08:06:06 +00:00
Ian Curtis
b2da849d90
support flat shading
2016-05-05 00:01:17 +00:00
Ian Curtis
3693a51cbb
Make sure texture is bound to correct texture unit, stop flashing micro textures in daytona
2016-05-04 16:30:15 +00:00
Ian Curtis
b0569007ef
set correct microtexture wrap mode
2016-05-04 10:30:58 +00:00
Ian Curtis
c545b9fd85
preliminary microtexture
2016-05-04 00:35:07 +00:00
Ian Curtis
396fba7d24
skip viewports marked as disabled, might stop parsing some bad data
2016-05-03 21:17:37 +00:00
Ian Curtis
6d1aa4d527
fix compilation
2016-05-03 18:38:06 +00:00
Ian Curtis
c459772f8e
wrap invalid texture sizes, seems to fix bad textures in srally2 (skid marks)
2016-05-01 19:52:02 +00:00
Ian Curtis
7ec7906c0f
Turn off lighting if fixed shading (or no normals) flag is present. Fixes some of the lighting weirdness in scud
2016-04-30 20:32:44 +00:00
Bart Trzynadlowski
48767b2267
Legacy engine: fixed per-vertex fixed shading to incorporate Ian's findings that the intensity value is signed and that fixed shading applies only when lighting is enabled
2016-04-30 16:23:25 +00:00
Ian Curtis
23a5839d46
Daytona seems to use 3 bits for texture transparency, will figure it out later but for now this works
2016-04-30 09:02:38 +00:00
Ian Curtis
30ca1792bb
Fix fixed shading maths
2016-04-30 08:58:13 +00:00
Ian Curtis
c499e6640c
fixed shading code
2016-04-29 23:03:46 +00:00
Bart Trzynadlowski
57d5bc8367
Legacy engine: preliminary per-vertex fixed shading. Only limited testing with LA Machineguns (appears to work), Sega Rally 2 (appears okay), and Scud Race (fixes expert course bridge but not other mis-colored polygons).
2016-04-29 03:56:06 +00:00
Bart Trzynadlowski
34e8f00382
Legacy engine: extracting fixed shading component (but still can't use it because unsure of how to activate)
2016-04-28 13:18:15 +00:00
Ian Curtis
09e27e3082
color flag
2016-04-27 16:42:31 +00:00
Ian Curtis
8f6ab2fcf9
simplify
2016-04-27 08:13:22 +00:00
Bart Trzynadlowski
c0ec610e99
Polygon header bit analysis code (need to #define DEBUG and use -gfx-state option)
2016-04-27 04:09:50 +00:00
Bart Trzynadlowski
3682ab7300
Updated polygon header description with double-sided bit (forgot it in last update!)
2016-04-26 23:06:40 +00:00
Bart Trzynadlowski
85a77bb016
Added an updated description of the polygon header to the top of Legacy3D/Models.cpp
2016-04-26 23:04:11 +00:00
Ian Curtis
3e8439c09c
fix model normals, add code for fixed shading, as of yet flag to turn it on is unknown
2016-04-26 09:06:48 +00:00
Bart Trzynadlowski
b730fc466c
Legacy engine: vertex normals are standalone and do not need to be added to polygon normal
2016-04-26 00:12:02 +00:00
Bart Trzynadlowski
908d979cd7
Flattened out nested if-statements in new engine's fragment shader to improve compatibility with older GPUs (e.g., NVS 300)
2016-04-22 23:46:49 +00:00
Ian Curtis
58d187e59a
parse viewports in normal order
2016-04-19 22:05:12 +00:00
Ian Curtis
df9fefd064
walk siblings before children, fixes some of the transparency drawing issues in ocean hunter
2016-04-18 22:25:05 +00:00
Ian Curtis
057ee94210
simplify
2016-04-18 14:06:10 +00:00
Ian Curtis
a5301efed6
avoid cast warning
2016-04-17 00:02:16 +00:00
Ian Curtis
c4dc96ef71
simplify list code
2016-04-17 00:00:51 +00:00
Bart Trzynadlowski
34d4d8981d
Fixed 8-bit texture decoding in legacy 3D engine. Contour mode/alpha still needs to be made consistent (as much as possible) with new engine.
2016-04-15 04:26:42 +00:00
Ian Curtis
f52cb3c491
tweak frustum planes
2016-04-08 23:29:31 +00:00
Bart Trzynadlowski
22907b033f
Fixes for non-Windows builds: Makefile updated and fixed header files in Vec.cpp
2016-04-05 04:30:52 +00:00
Ian Curtis
5f68544641
revert viewport code
2016-04-04 10:50:05 +00:00
Ian Curtis
ecea4cad56
change tex format 4
2016-04-04 10:21:34 +00:00
Bart Trzynadlowski
38d5d14157
Clamping diffuse+ambient light intensity to 1.0 (legacy engine)
2016-04-04 04:32:10 +00:00
Bart Trzynadlowski
faf5f9cf48
Added a comment about viewports
2016-04-04 04:31:26 +00:00
Bart Trzynadlowski
6d9426759b
Fixed texture enable bit (fixes Star Wars light sabers and Sega Rally 2 cones) and added a hack for (and more comments about) color modulation. Scud Race, Sega Rally 2, LA Machineguns, etc. look correct now, but Fighting Vipers 2 shadows are no longer dark enough. Other bugs may exist.
2016-04-04 03:50:24 +00:00
Bart Trzynadlowski
1d4f5c871d
Fixed Types.h include
2016-04-04 03:43:55 +00:00
Ian Curtis
d155fbd6e4
rgb values were swapped for paletted colours
2016-04-03 23:21:50 +00:00
Ian Curtis
3bc2794b0a
Use the correct texture enable bit
2016-04-03 16:10:40 +00:00
Bart Trzynadlowski
3c8352f4ca
Added a comment: observation of Star Wars and Scud Race color modulation issues.
2016-04-03 04:09:06 +00:00
Ian Curtis
688af26846
Possible work around for slightly incorrect viewport positions in ECA and harley
2016-04-02 22:13:59 +00:00
Ian Curtis
c7412828d4
Use proper texture wrapping mode for 2d. Stops garbage down the top and left sides. Should really use NPOT texture.
2016-04-02 12:23:46 +00:00
Ian Curtis
7e7847bc83
Allow asymmetric projection matrices. Fixes a bunch of missing effects and bad camera angles in harley.
2016-03-31 09:27:42 +00:00
Ian Curtis
aee89390ba
add LOD table data. Maybe we can get clipping planes out of these
2016-03-28 20:11:46 +00:00
Ian Curtis
e79b241a49
properly mark dynamic meshes as such
2016-03-28 19:58:36 +00:00
Ian Curtis
e1278f4451
allow 8 bit mono textures to be contour textures, fixes a bunch of missing transparency in harley la riders
2016-03-27 08:39:40 +00:00
Ian Curtis
ffaed8ae32
clear the rom mesh buffer
2016-03-26 22:48:51 +00:00
Ian Curtis
4992e59673
Cache rom models, for better performance.
2016-03-26 22:44:26 +00:00
Ian Curtis
8488f22ac5
2016-03-24 13:26:28 +00:00
Ian Curtis
0327db246f
WIP
2016-03-24 13:17:17 +00:00
Ian Curtis
23172c9aec
fix for bad matrix with NaN
2016-03-23 01:05:02 +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
Ian Curtis
8ea5978093
fix parenthesis error
2016-03-22 21:59:51 +00:00
Ian Curtis
e7eb912eaa
add maths functions
2016-03-22 13:47:28 +00:00
Ian Curtis
93f6b01e0b
Update project to vs 2013. Clean compile warnings
2016-03-22 12:30:23 +00:00
Ian Curtis
ce99c47f8a
Remove double copy of shaders
2016-03-22 11:40:24 +00:00
Bart Trzynadlowski
3627213577
Fixed compiler warnings, whitespace, and moved local variable declarations to site of assignment
2016-03-22 03:43:31 +00:00
Bart Trzynadlowski
3afe3cf1a7
Moved
2016-03-21 23:27:30 +00:00
Bart Trzynadlowski
d61b01ab6f
Removing legacy 3D engine files that were already moved to Graphics/Legacy3D
2016-03-21 23:12:17 +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
Bart Trzynadlowski
f1e93bcd8f
- Fixed Win32 GCC Makefile.
...
- Reverted Nik's polygon palette index change in Models.cpp. Subtracting 1 was breaking Scud Race.
- Added an explicit typecast in Inputs.cpp, which GCC requires for some reason.
2012-07-16 02:27:55 +00:00
Nik Henson
183dca563d
Committing various small updates that have been hanging around in my source tree for a while now:
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- Added 'crosshairs' command line and config option.
- Added 'vsync' command line and config option (so far only tested on NVidia cards on Windows 7 - other graphics drivers, O/Ss or driver settings may simply chose to ignore this).
- Added fullscreen toggle within game using Alt+Enter key combination.
- Added framework for lamp outputs and 'outputs' command line and config option. So far only the lamps for driving games are hooked up in the emulator (others to be added later).
- Added an initial outputs implementation for Windows that sends MAMEHooker compatible messages (-outputs=win to enable)
- Fixed fps calculation in Main.cpp that was producing incorrect results and so giving the impression that frame throttling wasn't working properly when in fact it was.
- Fixed palette indexed colours as the index was always off by one, causing incorrect colours in various games, eg drivers' suits and flashing Start sign in Daytona 2.
- Altered caching of models so that models with palette indexed colours use the dynamic cache rather than the static one. This is so that changes in palette indexed colours appear on screen, eg the flashing Start sign on the advanced course of Daytona 2 (although currently the START message itself is not visible due to other problems with texture decoding).
- Fixed small bug in TileGen.cpp which meant both palettes were being completely recomputed pretty much with every frame. This was a significant performance hit, particularly as palette recomputation is currently being done in SyncSnapshots (it should be moved out of here at some point, although for now it's no big deal).
- Made sure all OpenGL objects and resources are deleted in Render2D/3D destructors, in particular the deleting of the VBO buffer in DestroyModelCache.
- Made sure that GLSL uniforms are always checked to see if they are bound before using them in order to stop unecessary (but harmless) GL errors.
- Altered the default texture sheet handling to use a single large GL texture holding multiple Model3 texture sheets rather than multiple GL textures as before (if required, the old behaviour can still be selected with the mulisheet fragment shader). I believe this fixes the disappearing crosshairs/corrupt GL state problem which the multisheet fragment shader seemed to be triggering somehow.
- Fixed a bug in debugger which meant memory watches were not triggering properly
2012-07-15 21:04:46 +00:00
Bart Trzynadlowski
93b71c8429
Applied Nik's fix for cyclical scene graphs. Improves Harley Davidson, Ski Champ, Emergency Call Ambulance, and Ocean Hunter.
2012-03-31 19:41:55 +00:00
Bart Trzynadlowski
1bce444668
Brought in the near clipping plane for Step 1.5+. Objects close to camera are no longer cut-off (e.g., driver arms and steering wheels in cockpit views). Note: This change should probably be applied to Step 1.0 as well in the future. For now, I am leaving the old distance because Step 1.0 coordinates need closer investigation. Bringing in the near clipping plane extends the view frustum depth and will worsen Z-buffer accuracy. Be on the lookout for Z-fighting that did not previously exist.
2012-02-28 04:34:32 +00:00
Bart Trzynadlowski
69610ef8dd
Added a clear() method to VBORef and removed unsafe memset() clear.
2012-02-25 06:36:04 +00:00
Nik Henson
3b41239cfb
This update fixes (hopefully) the last of the texture upload lags that were affecting some games, in particular Daytona 2 and Spikeout.
...
To achieve this UploadTextures no longer clears the model cache when called. Instead the cache is kept in-tact (which should help improve cache hits) and all textures referenced by models being rendered are (re-)decoded with every frame.
To help with tracking all the unique texture references contained in a model a new class TextureRefs has been added.
2012-02-23 23:20:21 +00:00
Bart Trzynadlowski
16e4fcab06
Forgot to update to-do list in previous revision. Added a comment to mark CRender2D::WriteVRAM() as deprecated.
2012-02-23 00:12:46 +00:00
Bart Trzynadlowski
fcf1d955a9
Previous "optimization" contained a mistake and made things worse. Removed unnecessary clear of the bottom layer buffer. Now, if there is no bottom layer, it will not be displayed at all and glClear(GL_COLOR_BUFFER_BIT) is used instead.
2012-02-22 01:34:42 +00:00
Bart Trzynadlowski
c085be59af
Further optimization/simplification of the 2D renderer's main loop.
2012-02-20 04:09:11 +00:00
Bart Trzynadlowski
453df4f5f5
- Finished cleaning up and optimizing the 2D renderer.
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- Fixed up color offset register support for new 2D rendering system. Now maintains 2 computed palettes for layers A/A' and B/B'.
- Fixed a minor bug in InitPalette(); VRAM was not being typecast properly.
- Fixed specular lighting bug that occurred on some OpenGL drivers because integers were not being interpreted as floats in the vertex shader.
- Began to update copyright date in some files.
- Graphics modules now use the C++-style names for C standard library headers (e.g., stdio.h -> cstdio) consistent with the rest of Supermodel.
2012-02-20 03:45:48 +00:00
Bart Trzynadlowski
0257f1f9e8
Contour processing (discarding of pixels when alpha==0) enabled for A4L4 texture formats. Improves smoke and fire in Daytona 2.
2012-02-17 07:45:50 +00:00
Bart Trzynadlowski
79d24d403f
- NOTE: In this revision (possibly earlier), I've started to notice some intermittent geometry glitches in Spikeout and slowdown while playing certain characters.
...
- Added multi-texture fragment shader to repo.
- Added a multiTexture option (enabled by default) to use multi-texturing to decode textures.
- Added some comments regarding timing to the PowerPC execution loop.
2012-02-14 03:28:52 +00:00