Ian Curtis
519cce34f5
remove debug code
2017-03-19 09:54:51 +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
2ddc8a30e0
Clear queued texture uploads after processing them. Saves re-uploading the same textures whilst paused
2016-11-20 17:02:59 +00:00
Ian Curtis
10dd530cde
More accurate 2D colours. White should map to 255 not 248
2016-11-15 12:44:47 +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
0a7c0d0864
change throttle logic for smoother playback, we could get closer to 60fps if SDL timers weren't so lame
2016-10-21 00:04:12 +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
e21ea93319
Added RGBA4 format to BMP file writer
2016-09-07 01:25:27 +00:00
Bart Trzynadlowski
3df3610361
Made parsing of hex values more robust
2016-08-25 04:54:08 +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
4b184b05dc
Updated game loader to make use of latest changes to config tree: generic value types and eliminated pointers
2016-08-24 04:13:23 +00:00
Bart Trzynadlowski
c2f80cef6b
Support for hex numbers in string to integer conversions (with '0x' prefix) and special keywords in string to bool conversions (true/false/on/off/yes/no)
2016-08-24 04:11:52 +00:00
Bart Trzynadlowski
f08ad1584f
Added Util::Stricmp() and small tweak to serialization of Util::Format
2016-08-24 04:10:20 +00:00
Bart Trzynadlowski
2efe18b525
Added support for multiple value types in config nodes.
...
Removed Ptr_t and ConstPtr_t from public interface, moved config tree builders into their own file, and made them pass by reference and value.
Exceptions can be thrown now on lookup failures.
Removed s_empty_node -- failed lookups in [] operator create a permanent "hidden" child.
Updated comment in NewConfig.cpp.
2016-08-21 22:22:45 +00:00
Bart Trzynadlowski
01a6ad1596
Added copy constructor and assignment operator using C++11 move semantics
2016-08-19 00:01:45 +00:00
Bart Trzynadlowski
a9816467d8
Defined inputs
2016-08-18 04:19:36 +00:00
Bart Trzynadlowski
fbeeb3c922
Support for deep copies via assignment operator. This will pave the way for elimination of Ptr_t and ConstPtr_t.
2016-08-18 04:14:36 +00:00
Bart Trzynadlowski
5652aab91f
Added Write() method to write buffer to an ostream, and added an ostream operator overload
2016-08-18 04:13:50 +00:00
Bart Trzynadlowski
1dc360a8b0
Changes to game loader interface, added 32-bit word swapping utility function
2016-08-11 03:53:19 +00:00
Bart Trzynadlowski
a2423a8b75
Initial check-in of game loader (not operational yet)
2016-08-10 03:28:40 +00:00
Bart Trzynadlowski
037bfc648d
Byte swapping utility function
2016-08-10 03:27:59 +00:00
Bart Trzynadlowski
718c237063
Added ValueAsBool(), ValueAsBoolWithDefault(), and ValueAsUnsignedWithDefault()
2016-08-10 03:27:01 +00:00
Bart Trzynadlowski
52d6eac7e5
Added Util::Config::Node::ValueAsUnsigned() with support for base 10 and 16 ('0x' prefix)
2016-07-10 04:25:41 +00:00
Bart Trzynadlowski
331d7042f2
Added Util::ToLower()
2016-07-10 04:25:12 +00:00
Bart Trzynadlowski
a84aacf80b
Config::Node::Add() now supports nested keys (e.g., Add("foo/bar/baz", "0") will create three nested config nodes)
2016-07-09 15:19:17 +00:00
Bart Trzynadlowski
24c341120a
Changed Config::Node::Create() to Add() and added a Set() method (for INI semantics). Turned Test_Config.cpp into a proper unit test reporting pass/fail for each test.
2016-07-09 14:45:48 +00:00
Bart Trzynadlowski
2e069af603
Adding tinyxml2 lib
2016-07-07 05:05:27 +00:00
Bart Trzynadlowski
724dc93294
XML parsing support for new config system
2016-07-07 04:59:10 +00:00
Bart Trzynadlowski
bcc663d4eb
Moved logging functions into OSD/Logger.cpp (eventually logging system will be reworked entirely) and added new config tree structure (not yet used).
2016-07-05 01:15:58 +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
Bart Trzynadlowski
de043355bc
Marked offset of code in CROM for scudp
2016-06-24 01:01:30 +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
Bart Trzynadlowski
f31f06b42e
Fix compilation when SUPERMODEL_DEBUGGER enabled
2016-06-13 00:53:39 +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
Bart Trzynadlowski
b0911afd1f
Added drive board and lamp raw outputs (submitted by SailorSat)
2016-06-07 01:51:16 +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
Bart Trzynadlowski
6dc5845d47
Added -vsync and -no-vsync option descriptions to command line help
2016-06-02 23:51:43 +00:00
Ian Curtis
9bc1fbf0cb
remove dead code
2016-06-02 21:26:50 +00:00
Bart Trzynadlowski
968652bcfb
Added a Split() function to Util::Format.
2016-06-02 03:14:46 +00:00
Bart Trzynadlowski
d1330d310c
XInput fix: search for all three possible XInput DLLs (xinput1_4.dll, xinput1_3.dll, and xinput9_1_0.dll). I have not tested 32-bit builds.
2016-06-02 00:13:42 +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
8979246642
remove bad rom patches
2016-05-26 16:21:42 +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
Bart Trzynadlowski
8ba8d7290e
Hooked up Sega Bass Fishing / Get Bass controls
2016-05-26 04:13:22 +00:00
Ian Curtis
89c987fae1
basic spotlight code
2016-05-26 00:08:12 +00:00