Ian Curtis
|
d7403afda6
|
use generic vertex attributes
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2017-08-10 15:43:03 +00:00 |
|
Ian Curtis
|
57d0a513fd
|
Technically matrix casts are only allowed in glsl 1.2 and later
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2017-08-09 23:25:01 +00:00 |
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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.
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2017-08-09 16:56:56 +00:00 |
|
Ian Curtis
|
1d338877fc
|
cosmetic
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2017-08-03 11:05:04 +00:00 |
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Ian Curtis
|
3fc28159eb
|
Add the unclamped light model we know exists to the shaders.
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2017-08-03 10:41:18 +00:00 |
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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 :)
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2017-08-01 23:48:53 +00:00 |
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Ian Curtis
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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.
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2017-07-29 16:30:30 +00:00 |
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Ian Curtis
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a9b49c1676
|
Implement unclamped light model based upon Harry's findings. Unknown how this is turned on/off.
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2017-07-22 17:15:14 +00:00 |
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Ian Curtis
|
2335f3173b
|
Use c++11 raw string literals
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2017-07-08 10:55:14 +00:00 |
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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.
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2017-06-29 19:05:30 +00:00 |
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Ian Curtis
|
9e9a549283
|
remove WIP code
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2017-06-25 20:09:45 +00:00 |
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Ian Curtis
|
ec3872d108
|
convert sun angle coordinate system outside of the shader
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2017-06-25 19:50:02 +00:00 |
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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.
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2017-06-21 17:04:53 +00:00 |
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Ian Curtis
|
1532168af7
|
fix double offset
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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.
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2017-06-20 20:13:42 +00:00 |
|
Ian Curtis
|
bb3c538808
|
remove debug code
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2017-06-20 19:46:06 +00:00 |
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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.
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2017-06-17 16:05:54 +00:00 |
|
Ian Curtis
|
73a7d2760d
|
cosmetic
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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 |
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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.
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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
|
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 |
|
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 |
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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
|
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
|
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 |
|
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 |
|
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
|
2ee0d9018e
|
New engine: modf -> std::modf (fixes compilation on gcc)
|
2016-05-28 20:54:25 +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
|
e4a5c341dd
|
Updated polygon header descriptions
|
2016-05-28 20:33:10 +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 |
|
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 |
|