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