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
Bart Trzynadlowski
1d4f5c871d
Fixed Types.h include
2016-04-04 03:43:55 +00:00
Bart Trzynadlowski
a202d8adc3
Do not print extra hardware message when there is none
2016-04-04 03:42:55 +00:00
Bart Trzynadlowski
d8aefa421d
8-bit texture upload byte selection (thanks to Ville; but not tested yet); code cleanup
2016-04-04 03:42:26 +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
a99f022487
add missing include
2016-04-02 22:08:25 +00:00
Bart Trzynadlowski
6e5c301de8
Encryption device emulation (thanks to MAME), fixed warnings in Model3.cpp, added a string formatter helper, and updated Win32 GCC Makefile.
2016-04-02 21:50:40 +00:00
Bart Trzynadlowski
c0f679479a
Added virtual destructor to CDSB
2016-04-02 21:35:06 +00:00
Bart Trzynadlowski
0d989831ed
Added encryption keys, converted to cstdint types, fixed whitespace
2016-04-02 21:33:33 +00:00
Bart Trzynadlowski
c7ad13fb31
Whitespace, cstdint types
2016-04-02 21:32:28 +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
Ian Curtis
aee89390ba
add LOD table data. Maybe we can get clipping planes out of these
2016-03-28 20:11:46 +00:00
Ian Curtis
e79b241a49
properly mark dynamic meshes as such
2016-03-28 19:58:36 +00:00
Ian Curtis
e1278f4451
allow 8 bit mono textures to be contour textures, fixes a bunch of missing transparency in harley la riders
2016-03-27 08:39:40 +00:00
Ian Curtis
ffaed8ae32
clear the rom mesh buffer
2016-03-26 22:48:51 +00:00
Ian Curtis
4992e59673
Cache rom models, for better performance.
2016-03-26 22:44:26 +00:00
Ian Curtis
8488f22ac5
2016-03-24 13:26:28 +00:00
Ian Curtis
0327db246f
WIP
2016-03-24 13:17:17 +00:00
Ian Curtis
23172c9aec
fix for bad matrix with NaN
2016-03-23 01:05:02 +00:00
Bart Trzynadlowski
5c513445b1
Fixed detected axis printf() and compiler warnings (hopefully I did not parenthesize any conditionals incorrectly!)
2016-03-23 00:47:53 +00:00
Ian Curtis
f031e5d095
finish front/back face culling code based on matrix determinant. Optimised opengl to avoid redundant state changes.
2016-03-22 23:39:59 +00:00
Ian Curtis
8ea5978093
fix parenthesis error
2016-03-22 21:59:51 +00:00
Ian Curtis
e7eb912eaa
add maths functions
2016-03-22 13:47:28 +00:00
Ian Curtis
93f6b01e0b
Update project to vs 2013. Clean compile warnings
2016-03-22 12:30:23 +00:00
Ian Curtis
ce99c47f8a
Remove double copy of shaders
2016-03-22 11:40:24 +00:00
Ian Curtis
5b3eea25fb
fix basic compile errors (with vs)
2016-03-22 11:34:32 +00:00
Bart Trzynadlowski
3627213577
Fixed compiler warnings, whitespace, and moved local variable declarations to site of assignment
2016-03-22 03:43:31 +00:00
Bart Trzynadlowski
ec7588e2cd
Include Version.h
2016-03-22 03:41:00 +00:00
Bart Trzynadlowski
028727b389
Fixed typo that broke build
2016-03-22 02:44:38 +00:00
Bart Trzynadlowski
4c7186b1f1
Fixed warnings and whitespace
2016-03-22 01:37:55 +00:00
Bart Trzynadlowski
78609688c5
Fixed warnings and whitespace
2016-03-22 01:24:23 +00:00
Bart Trzynadlowski
bd09b3b68b
Fixed warnings and whitespace
2016-03-22 01:16:46 +00:00
Bart Trzynadlowski
f0488a3c94
Moved lastCycles static int out of header file (fixes compiler warnings)
2016-03-22 01:05:34 +00:00
Bart Trzynadlowski
3afe3cf1a7
Moved
2016-03-21 23:27:30 +00:00
Bart Trzynadlowski
47c54d100b
Updated to support new IRender3D interface and added FrameTimings object.
2016-03-21 23:25:29 +00:00
Bart Trzynadlowski
708455a82d
CRender3D -> CLegacy3D
2016-03-21 23:22:26 +00:00
Bart Trzynadlowski
60ce6180c0
Update Supermodel.h with graphics path and moved version string to separate header file
2016-03-21 23:20:32 +00:00
Bart Trzynadlowski
d61b01ab6f
Removing legacy 3D engine files that were already moved to Graphics/Legacy3D
2016-03-21 23:12:17 +00:00
Bart Trzynadlowski
34301e97e1
Adding new 3D engine by Ian Curtis. Old engine moved to Graphics/Legacy3D/.
2016-03-21 04:10:14 +00:00
Bart Trzynadlowski
9802bbbfd8
Fixed compilation errors involving min and max functions
2016-03-21 04:07:32 +00:00
Bart Trzynadlowski
0579e65ebd
Added registers to debugger: ctr, xer, srr0, srr1, sdr1, imiss, dmiss, hid0, hid1
2016-03-21 04:03:44 +00:00
Bart Trzynadlowski
27c20ff5e5
Fixed compiler warnings
2016-03-21 04:02:14 +00:00
Bart Trzynadlowski
8f87bb1698
53c810: do not increment DSP when executing interrupt instruction. Fixes invalid polygons in Virtua Fighter 3. Thanks to Ian Curtis for discovering that the polygons were incorrectly-copied garbage.
2016-02-23 05:28:17 +00:00
Bart Trzynadlowski
8e6712d2c7
Fixed display of PowerPC condition code bits in debugger (were backwards) and changed XER to print as hex.
2015-12-07 05:56:36 +00:00
Bart Trzynadlowski
3d00225cba
Support for loading an arbitrary (non-game) CROM image.
2015-12-07 05:29:07 +00:00
Bart Trzynadlowski
1035b0c6a8
Gracefully handle the case when a zip file contains no known Model 3 ROM set.
2015-06-13 02:57:41 +00:00
Bart Trzynadlowski
6bf4244207
Converted line endings from DOS to UNIX format.
2015-06-13 02:56:26 +00:00
Bart Trzynadlowski
ee8afa17c3
Contribution by Luciano Lopez:
...
- Added vs215o ROM set.
- Security board data for vs298 now also returned for vs2v991, vs299, vs299a, and vs299b, helping them run.
2015-05-12 02:50:28 +00:00
Nik Henson
8835d6fe36
Some updates to Supermodel made at beginning of the year but only now got around to checking in (better late than never...):
...
- hooked up the remaining controls in Supermodel (except for Magical Truck Adventure which does not work at all yet). The new controls are:
* InputAnalogJoyTrigger2 and InputAnalogJoyEvent2 for the additional second trigger and event buttons that were missing from Star Wars Trilogy,
* InputRearBrake and InputMusicSelect for the rear brake and music selection buttons that were missing from Harley Davidson,
* InputAnalogGunXXX, InputAnalogTriggerXXX, InputAnalogGunXXX2 and InputAnalogTriggerXXX2 for the analogue guns of Ocean Hunter and LA Machineguns (NOTE: these controls must be calibrated in the games' service menus otherwise they will not work properly. Also, the alignment of the gun cursor does not line up very well with the mouse position at the moment, but at least the games are a bit more playable now, although still with numerous graphical glitches...)
* InputSkiXXX for the controls of Ski Champ, making the game playable now.
- hooked up existing InputViewChange control to Harley Davidson's view change button
- improved the handling of InputGearShiftUp/Down inputs so that they work better with the driving games. With Dirt Devils, ECA, Harley and LeMans this means they map directly to the game's own shift up/down controls, while with the 4-speed games such as Daytona 2, Scud Racer and Sega Rally 2, they simulate the user shifting up and down through the gears
- added defaults for the new controls to Supermodel.ini
- other small code tweaks:
* fix small bug with handling of pos/neg inputs mapping to a control with inverted range (0XFF to 0x00) - this was needed to get Ski Champ's X-axis to work properly
* removed Wait method from InputSystem and added to CThread as CThread::Sleep instead
* added FrameTimings struct to hold all frame timings in a single place
No networking code yet as just haven't had a chance to work on it since initial progress at the beginning of the year - am *hoping* might have some time to pick it up again over Christmas...
2013-11-30 19:39:59 +00:00
Bart Trzynadlowski
b017b24b1f
Changed output "Pause" to "pause", as it is spelled in MAME, for MAMEHooker.
2012-09-06 05:38:35 +00:00
Nik Henson
08d347ccc7
Small tweak to get to compile under GCC (Unix/MacOS)
2012-07-24 20:37:40 +00:00
Nik Henson
a3c15e8208
Slight tweak to changes made to sound board synchronisation code in previous commit. The previous change was necessary to ensure no deadlock when waiting for sound board thread to exit but it introduced unwanted buffer overruns (with the end result being that the sound was often speeded up) so have added an extra check in WakeSoundBoardThread to prevent this.
2012-07-24 20:18:30 +00:00
Nik Henson
108ac64de8
- CModel3::StopThreads was rather gracelessly killing threads while they were waiting on their semaphores, which works okay Windows but not on Mac OS-X where it was preventing Supermodel from exiting properly. Hence, have instead altered StopThreads to signal to threads that they should exit and wait until until they have all done so. This is much better and is what I should have done the first time around had I not been so lazy :-)!
...
- Also fixed a small race condition in WakeSoundBoardThread. Previously if it happened to be called just before the sound board thread had finished processing a frame's worth of audio but before it had got around to waiting on the sync condition variable then the wake notification would be lost.
2012-07-23 20:35:10 +00:00
Bart Trzynadlowski
f1e93bcd8f
- Fixed Win32 GCC Makefile.
...
- Reverted Nik's polygon palette index change in Models.cpp. Subtracting 1 was breaking Scud Race.
- Added an explicit typecast in Inputs.cpp, which GCC requires for some reason.
2012-07-16 02:27:55 +00:00
Nik Henson
183dca563d
Committing various small updates that have been hanging around in my source tree for a while now:
...
- Added 'crosshairs' command line and config option.
- Added 'vsync' command line and config option (so far only tested on NVidia cards on Windows 7 - other graphics drivers, O/Ss or driver settings may simply chose to ignore this).
- Added fullscreen toggle within game using Alt+Enter key combination.
- Added framework for lamp outputs and 'outputs' command line and config option. So far only the lamps for driving games are hooked up in the emulator (others to be added later).
- Added an initial outputs implementation for Windows that sends MAMEHooker compatible messages (-outputs=win to enable)
- Fixed fps calculation in Main.cpp that was producing incorrect results and so giving the impression that frame throttling wasn't working properly when in fact it was.
- Fixed palette indexed colours as the index was always off by one, causing incorrect colours in various games, eg drivers' suits and flashing Start sign in Daytona 2.
- Altered caching of models so that models with palette indexed colours use the dynamic cache rather than the static one. This is so that changes in palette indexed colours appear on screen, eg the flashing Start sign on the advanced course of Daytona 2 (although currently the START message itself is not visible due to other problems with texture decoding).
- Fixed small bug in TileGen.cpp which meant both palettes were being completely recomputed pretty much with every frame. This was a significant performance hit, particularly as palette recomputation is currently being done in SyncSnapshots (it should be moved out of here at some point, although for now it's no big deal).
- Made sure all OpenGL objects and resources are deleted in Render2D/3D destructors, in particular the deleting of the VBO buffer in DestroyModelCache.
- Made sure that GLSL uniforms are always checked to see if they are bound before using them in order to stop unecessary (but harmless) GL errors.
- Altered the default texture sheet handling to use a single large GL texture holding multiple Model3 texture sheets rather than multiple GL textures as before (if required, the old behaviour can still be selected with the mulisheet fragment shader). I believe this fixes the disappearing crosshairs/corrupt GL state problem which the multisheet fragment shader seemed to be triggering somehow.
- Fixed a bug in debugger which meant memory watches were not triggering properly
2012-07-15 21:04:46 +00:00
Bart Trzynadlowski
772c94d122
- Committing Nik's timing changes: the PowerPC's DEC and TBR now count at the correct rate and time is accurately maintained between calls to the emulator. A VBlank bit was identified in the Real3D status register space and is now timed. Unfortunately, there are still some problems and not all games are perfect, but FV2, VS2, and others are working much better or perfectly.
...
- Added a new dump of Scud Race Plus (scudp1). Strangely, this one uses an MPC106 instead of the MPC105 used by every other Step 1.5 game...
2012-07-12 06:13:24 +00:00
John Peterson
3963a7a53c
Applied a series of patches by John Peterson:
...
- Fixed a printf statement in ConsoleDebugger.cpp.
- Fixed memory watches not breaking in CPUDebug.h.
- Added some helpful batch files to the VS2008 directory.
- Added support for automatic loading of parent ROM sets.
2012-07-12 05:28:08 +00:00
Bart Trzynadlowski
93b71c8429
Applied Nik's fix for cyclical scene graphs. Improves Harley Davidson, Ski Champ, Emergency Call Ambulance, and Ocean Hunter.
2012-03-31 19:41:55 +00:00
Bart Trzynadlowski
1bce444668
Brought in the near clipping plane for Step 1.5+. Objects close to camera are no longer cut-off (e.g., driver arms and steering wheels in cockpit views). Note: This change should probably be applied to Step 1.0 as well in the future. For now, I am leaving the old distance because Step 1.0 coordinates need closer investigation. Bringing in the near clipping plane extends the view frustum depth and will worsen Z-buffer accuracy. Be on the lookout for Z-fighting that did not previously exist.
2012-02-28 04:34:32 +00:00
Nik Henson
f9c3b9b5f8
DirectInputSystem's initial state wasn't being initialized properly, which would sometimes result in invalid input values until keyboard or mouse was successfully acquired
2012-02-27 20:32:15 +00:00
Bart Trzynadlowski
69610ef8dd
Added a clear() method to VBORef and removed unsafe memset() clear.
2012-02-25 06:36:04 +00:00
Nik Henson
3b41239cfb
This update fixes (hopefully) the last of the texture upload lags that were affecting some games, in particular Daytona 2 and Spikeout.
...
To achieve this UploadTextures no longer clears the model cache when called. Instead the cache is kept in-tact (which should help improve cache hits) and all textures referenced by models being rendered are (re-)decoded with every frame.
To help with tracking all the unique texture references contained in a model a new class TextureRefs has been added.
2012-02-23 23:20:21 +00:00
Bart Trzynadlowski
aba801ebb4
Byte swapped sample ROMs. This should fix the audio distortion that many users noticed. The differences are particularly noticeable in Scud Race and Daytona 2.
2012-02-23 03:08:57 +00:00
Bart Trzynadlowski
16e4fcab06
Forgot to update to-do list in previous revision. Added a comment to mark CRender2D::WriteVRAM() as deprecated.
2012-02-23 00:12:46 +00:00
Bart Trzynadlowski
fcf1d955a9
Previous "optimization" contained a mistake and made things worse. Removed unnecessary clear of the bottom layer buffer. Now, if there is no bottom layer, it will not be displayed at all and glClear(GL_COLOR_BUFFER_BIT) is used instead.
2012-02-22 01:34:42 +00:00
Bart Trzynadlowski
c085be59af
Further optimization/simplification of the 2D renderer's main loop.
2012-02-20 04:09:11 +00:00
Bart Trzynadlowski
453df4f5f5
- Finished cleaning up and optimizing the 2D renderer.
...
- Fixed up color offset register support for new 2D rendering system. Now maintains 2 computed palettes for layers A/A' and B/B'.
- Fixed a minor bug in InitPalette(); VRAM was not being typecast properly.
- Fixed specular lighting bug that occurred on some OpenGL drivers because integers were not being interpreted as floats in the vertex shader.
- Began to update copyright date in some files.
- Graphics modules now use the C++-style names for C standard library headers (e.g., stdio.h -> cstdio) consistent with the rest of Supermodel.
2012-02-20 03:45:48 +00:00
Bart Trzynadlowski
0257f1f9e8
Contour processing (discarding of pixels when alpha==0) enabled for A4L4 texture formats. Improves smoke and fire in Daytona 2.
2012-02-17 07:45:50 +00:00
Bart Trzynadlowski
5709010cb2
Default SCSP balance set to 0. Was erroneously set at +50%.
2012-02-14 09:13:36 +00:00
Bart Trzynadlowski
79d24d403f
- NOTE: In this revision (possibly earlier), I've started to notice some intermittent geometry glitches in Spikeout and slowdown while playing certain characters.
...
- Added multi-texture fragment shader to repo.
- Added a multiTexture option (enabled by default) to use multi-texturing to decode textures.
- Added some comments regarding timing to the PowerPC execution loop.
2012-02-14 03:28:52 +00:00
Nik Henson
30130f2bd5
Updated fragment shaders' floating point comparisons and also some knock-on changes from SVN revision 246.
2012-02-13 23:51:32 +00:00
Nik Henson
8a4ea64994
Added OSD/Video.h to provide OSD-dependent video functionality. The static functions in here get called by Model3.cpp from within the render thread so that any OSD related rendering can also be run in parallel for a further speed increase.
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Updated OSD/SDL/Main.cpp to provide the SDL implementations of the functions in OSD/Video.h.
2012-02-13 23:37:48 +00:00
Nik Henson
84eb017744
Added support for multiple texture sheets (with up to one per Model 3 texture format) as a rather brute-force way to handle overlapping texture formats in the current 3D engine. This fixes some corrupt textures in Daytona 2 and Virtua Striker 2 (and possibly other games) and also offers a small speed increase when some scenes load multiple overlapping textures.
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This feature only enables itself when a compatible shader script is loaded. Since none have been checked in yet this means it is currently disabled.
2012-02-13 21:54:26 +00:00
Bart Trzynadlowski
35a47bc7e3
Added command line options to force windowed mode and to control GPU multi-threading.
2012-02-11 16:40:09 +00:00
Bart Trzynadlowski
1b8740165c
Added a wide screen hack that can be enabled with the -'wide-screen' argument or WideScreen in the config file.
2012-02-10 19:53:51 +00:00
Bart Trzynadlowski
40a51287df
Tweaked help text slightly.
2012-02-09 17:15:15 +00:00
Bart Trzynadlowski
09f9bd81fd
Fixed left/right stereo channels -- they were reversed by default.
2012-02-09 17:12:13 +00:00
Bart Trzynadlowski
c5d0cb0d97
Added front/rear speaker balance (actually the master/slave SCSP balance). Balance setting is stored in CSoundBoardConfig and can be set on the command line (-balance) or config file (Balance). Valid range is 100 (front speaker volume doubled, rear muted) to -100. The default is 0, both sets at full volume. Balance is applied in the SCSP core before overall sound and music volume settings.
2012-02-09 07:58:07 +00:00
Bart Trzynadlowski
6814ef1ed8
Added preliminary specular lighting to shaders. The "no spotlight" shader has not yet been updated.
2012-02-06 02:54:43 +00:00
Bart Trzynadlowski
9fc0d7b3cc
Updated some comments regarding the VF3 ROM patches. It seems many of them are no longer necessary. The single necessary patch affects timing (note how the warning screen stays up longer when it is removed). This needs to be investigated -- perhaps it can lead to a timing fix for vf3, vs2, and fvipers2?
2012-02-01 18:08:13 +00:00
Bart Trzynadlowski
0fcb9686f9
Documented the tile generator.
2012-01-27 22:27:38 +00:00
Bart Trzynadlowski
8a8609f383
- Added specular highlight support to the 3D engine. A shininess parameter is now be passed to the shaders. Does not work correctly and I will save the shaders themselves for a future commit.
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- Added support for layer priorities. Highly unoptimal! This absolutely needs to be polished up before any release (and properly documented). For now, priorities in the popular games seem to be fixed but not all possible priority settings have been figured out yet.
2012-01-27 05:52:59 +00:00
Bart Trzynadlowski
c38ec7d5af
Removed unused dirty rectangle code.
2012-01-26 02:57:02 +00:00
Bart Trzynadlowski
e00a372cef
Removed unused dirty rectangle code.
2012-01-26 02:49:07 +00:00
Bart Trzynadlowski
b7980aa562
Removed unused dirty rectangle code.
2012-01-26 02:48:16 +00:00
Bart Trzynadlowski
3315fb463b
Small correction to lighting model in shaders. Light intensity is no longer clipped.
2012-01-22 01:05:59 +00:00
Bart Trzynadlowski
b57ba51e44
Removed unused (and non-functional) 'stack machine' scene graph traversal.
2012-01-18 08:12:23 +00:00
Bart Trzynadlowski
611ef43ba5
Now compiles with MinGW. Among other things, the use of __uuidof() was removed.
2012-01-18 04:59:42 +00:00
Nik Henson
d1d5175548
New multi-threaded rendering changes that parallelise graphics rendering and PPC execution in order to increase performance on multi-core machines.
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New gpuMultiThreaded config option to enable/disable multi-threaded rendering (enabled by default, disabling it reverts to previous behaviour).
Other rendering optimisations:
- texture uploads now only affect appropriate region in the texture sheet, rather than uploading the whole sheet each time
- performance of clearing the model caches has been improved
New Alt+O key input added to toggle outputting of frame timings for debugging purposes.
2012-01-16 23:21:14 +00:00
Nik Henson
0835e38b94
Removed unecessary SDL include
2012-01-16 23:04:37 +00:00
Nik Henson
b7242d27e8
Added CThread::Sleep && CThread::GetTicks methods
2012-01-16 22:07:17 +00:00
Bart Trzynadlowski
2ece814f43
Assigned new version number: 0.3a-WIP.
2011-12-27 19:16:22 +00:00
Bart Trzynadlowski
532eafef55
Fixed a bug w/ Read16() -- was not casting to a pointer properly, caused Scud Race to crash.
2011-12-26 07:15:32 +00:00
Bart Trzynadlowski
bdf11c765f
Preliminary backface culling fix. Matrices which effectively change the polygon winding without changing the Z component of the polygon normal are tested for when appending items to the display list. If necessary, the polygon winding is changed on the fly to ensure visibility is correct. This code desperately needs to be optimized. Note: Not yet thoroughly tested.
2011-12-26 06:10:55 +00:00
Bart Trzynadlowski
a71af94edb
Fixed ROM banking -- appears to fix the sounds in Daytona 2 PE and VON2 but otherwise has not been extensively tested. The high 8MB of the 68K address is treated as a single window into the 16MB sample ROM, and can point either to the low or high 8MB bank.
2011-12-23 21:06:45 +00:00
Bart Trzynadlowski
4c3d6e1abf
Fixed a MAGIC_NUMBER comment typo.
2011-12-23 21:03:24 +00:00
Nik Henson
885d946458
Small bug fix
2011-12-23 19:34:50 +00:00