Commit graph

409 commits

Author SHA1 Message Date
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
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
Bart Trzynadlowski 147faf37c9 Added palette bit to list of bits to dump for analysis 2016-05-14 06:21:56 +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
Bart Trzynadlowski 8c082abab9 Added some IRQ-related code (commented out for now) from MAME findings. May incorporate in the future when investigating IRQs and timing again. 2016-05-10 03:08:03 +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 a9095e6c8e Added a register read handler for tilegen (although nothing seems to benefit from it) 2016-05-08 20:30:45 +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
Bart Trzynadlowski 595e24ad60 Changed XInput DLL failure message 2016-05-07 03:25:05 +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
Bart Trzynadlowski fa65542d76 Added support for A1RGB5 to BMP file writer and added a (commented-out) example of how to use it to dump texture memory in ~CReal3D() 2016-05-03 00:28:56 +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
Bart Trzynadlowski e0513ec723 Updated to-do comments 2016-04-29 23:57:15 +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
Ian Curtis 2785ecd25f read front buffer 2016-04-28 22:15:36 +00:00
Bart Trzynadlowski 7456aa745c Luminous bit is now also dumped in polygon header analysis because shading modes may depend on whether or not lighting is enabled 2016-04-28 13:18:56 +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
Bart Trzynadlowski 0ae9e8013b Fixed polygon header bit analysis code: was forgetting to swap GL buffer back to retrieve pixels from last rendered frame 2016-04-28 01:27:35 +00:00
Ian Curtis 09e27e3082 color flag 2016-04-27 16:42:31 +00:00
Ian Curtis a246fc1454 make compilable with visual studio 2016-04-27 11:17:12 +00:00
Ian Curtis 8f6ab2fcf9 simplify 2016-04-27 08:13:22 +00:00
Bart Trzynadlowski 3c5fcbd241 Forgot a newline 2016-04-27 04:15:22 +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 04fba1466d Added utility function to write BMP files 2016-04-27 04:08:49 +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 112777385e Added a debug option to load and render a single frame of graphics state from a save state file. Only available if compiled with DEBUG defined. Invoked using: -gfx-state=<file> on command line. 2016-04-24 17:06:14 +00:00
Bart Trzynadlowski 1265c8d184 Using IEmulator interface instead of CModel3 directly 2016-04-24 03:01:42 +00:00
Bart Trzynadlowski 9baa0488e3 Changed save state file version (r340 changed Real3D save format, breaking compatibility with older states, and states were probably already incompatible with 0.2a) 2016-04-24 01:50:03 +00:00
Bart Trzynadlowski 3bd8e20639 Fixed white space and warnings. Fixed second argument to -dis option in cases where other numerical parameters are specified on command line. 2016-04-24 01:40:16 +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
Bart Trzynadlowski 9a2bb78add Hooked up Magical Truck Adventure controls 2016-04-13 03:28:04 +00:00
Ian Curtis d2563c035f you were right Bart :) (Fixes broken sound in last build) 2016-04-11 15:16:35 +00:00
Ian Curtis 499ac0e1c9 Don't use variable sized variables across platforms, unless needed 2016-04-11 09:00:20 +00:00
Ian Curtis 6d313fcf9e Fix - cannot specify explicit initializer for arrays 2016-04-11 08:38:59 +00:00
Bart Trzynadlowski 94c66eea7b Figured out Step 1.0 VROM texture uploads. Fixes missing textures in VF3 and VF3TB. 2016-04-11 03:48:36 +00:00
Bart Trzynadlowski ef87093824 Debugger compilation fixed: CBus -> IBus 2016-04-11 03:39:19 +00:00
Bart Trzynadlowski 2524f2e837 Fixed Magical Truck Adventure by emulating VROM texture ports as a FIFO. Now, VF3 crashes on Akira's stage (and probably the other stages with texture glitches). Other games may be affected, too (not thoroughly tested yet). 2016-04-11 00:19:10 +00:00
Bart Trzynadlowski 775256118d Fixed Magical Truck Adventure country check (accidentally removed a line in previous commit). 2016-04-10 23:57:55 +00:00
Bart Trzynadlowski 7ade3a6abb Magical Truck Adventure expects 0x03 to be returned from MIDI control port (thanks, Ville). Game now boots but crashes because VROM texture uploads clobber memory for some reason. 2016-04-10 21:47:07 +00:00
Bart Trzynadlowski 198a469ff7 Created IEmulator interface, renamed CBus to IBus and CPCIDevice to IPCIDevice. Frames now rendered when emulator paused. 2016-04-10 03:42:41 +00:00
Ian Curtis f52cb3c491 tweak frustum planes 2016-04-08 23:29:31 +00:00
Bart Trzynadlowski e08b754140 Changed help text to explain that -sound-volume and -music-volume only take effect when DSB is present 2016-04-05 04:31:39 +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