gm-matthew
9f66fcaac7
Floating point reversed z-buffer and new clipping code
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Also always draw nodes with culling disabled even if they test as being outside the visible frustum
2023-12-22 02:00:47 +00:00
Ian Curtis
f89da17f17
Fix white gfx on linux / intel gpus. These optimisations originally came from toxieainc
2023-10-27 10:45:16 +01:00
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.
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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
5f30614c4c
FIx shaders failing to build on apple h/w
2022-11-09 18:56:15 +00:00
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.
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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
Fernando Casas Schössow
412e9232d7
Fix new 3D engine texture2DLod function missing error on Linux/MESA. MESA requires needed extensions to be explicitly declared in code otherwise it will not enable them.
2022-10-10 16:30:09 -07:00
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
864bb36b5a
Technically backface culling should cull polys when the dot product = 0, since when it equals 0 the polys is perpendicular to the camera and thus invisible. When you complete sega rally2 (if you can get that far lol) the champagne is invisible. The reason is because all the face normals are 0. So when multiplied by the model matrix they are still 0 and get culled. Tweaking the condition to only cull polys when greater than 0 fixes this, and allows these 'bad' polys to render as they do on the model3.
2019-01-16 01:07:56 +00:00
Ian Curtis
538a714086
Fade out microtextures with higher textures LODs. Fixes incorrectly applied microtextures in LA machineguns.
2018-10-23 00:16:23 +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
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