Commit graph

680 commits

Author SHA1 Message Date
Ian Curtis d711afade1 Only need to clip against 4 planes for poly culling 2020-01-04 13:45:55 +00:00
Ian Curtis 605dad2c02 Fix the sky in harley in first person mode where pixels in the sky are culled when they shouldn't be with the quad renderer. Basically we were running out of precision in a rare corner case. Doing the maths with double precision and casting back to float was enough to fix the issue. 2019-12-27 21:36:46 +00:00
Ian Curtis a5858e635d To calculate the mipmap value the opengl needs to calculate the difference in the texture coordinates between adjacent pixels. If there are no adjacent pixels the hw may need to spawn invisible fragments outside of the visible polygon. Our algorithm was culling these out so the mipamp calculation failed for edge pixels. Anyway this fixes quad rendering looking broken with the latest nvidia drivers. 2019-12-10 11:40:39 +00:00
Ian Curtis 06688de5fc Really should cull against 5 frustum planes. 2019-11-15 20:00:25 +00:00
Ian Curtis e1827cfd13 Stretch the time the ping_pong bit flips a bit to bump writes into correct frame. Otherwise they end up getting written at like 99.8% of the frame and overlapping with the next. 2019-11-08 20:36:11 +00:00
Ian Curtis 2e6968fe9d Thanks to our anonymous contributor who managed to patch a model 3 game and run it on real h/w, we were able to obtain some timing values we had been long been missing for correct emulation. The h/w polls something called the ping_pong bit at start-up to sync the GPU with the CPU. Unfortunately we didn't have the correct values and just manually used some per game hacks to get games to run. This mostly worked, but some games were writing more or less frames than they should have been for a given time period. When the ping_pong bit flips at 66% of the frame time, games were writing data for a new frame, which meant writes were often straddling 2 separate frames. We aren't 100% sure if IRQ2 or the ping_pong bit is vblank. 2019-11-07 20:29:17 +00:00
Ian Curtis 06b43c45b3 Ocean hunter in the middle of the game is passing a few matrices with FLT_MAX inside them, which blows apart our near/far calculation. The hardware must have some method to sanitize the near/far for instance if you render something extremely close to the origin you will also blow apart any near/far calc. 2019-11-02 20:11:48 +00:00
Ian Curtis 714f6a123a skip invalid culling nodes 2019-07-28 12:14:13 +00:00
Ian Curtis 17f4103123 A culling node must follow immediately after a viewport. 2019-07-26 16:39:58 +00:00
Ian Curtis cc830003f5 Fix possible negative pointer arithmetic which was causing the music to wrap around. 2019-02-22 01:00:41 +00:00
Ian Curtis 8aa476aeeb Previous mpeg audio code worked for me in debug mode, but the release build had some serious corruption issues when being built in visual studio. Replaced the old spaghetti code with a more modern implementation. 2019-02-21 14:56:25 +00:00
SpinDizzy c86dab0fe9 - Disabled Alt-O (dump timings) and Alt-U (dump input state) when
SUPERMODEL_DEBUGGER not defined
- Option '-print-inputs' works again if no ROM set specified
2019-02-19 09:24:31 +00:00
SpinDizzy 6fe878b1d3 Restore Sega Rally 2 music in some practice stages 2019-02-07 06:32:46 +00:00
SpinDizzy 383e6ac85c Fixed MPEG music looping glitch. 2019-02-05 10:30:50 +00:00
SpinDizzy bb89bc8e54 Refactor code from previous svn768 (Note : break old savestate compatibility) 2019-02-05 10:03:50 +00:00
Ian Curtis 90faeafbc4 Fix the audio in sega rally2. The game has packed separate tracks into the left and right audio channels. Selecting the correct track fixes the garbled mess. (Spindizzi) 2019-02-01 21:02:02 +00:00
Ian Curtis f634d19fdc Fix shader. Why this worked on my nvidia card .. I'm not sure. 2019-01-24 19:11:26 +00:00
Ian Curtis 8094c2e2b7 Composite the alpha layers at the end of rendering. To do this we need to mask the alpha pixels with the opaque pixels from the next priority layer. Fixes some overlapping shadows in vf3tb that have different priority layers. I assume that was a game bug, but it works on the real h/w. 2019-01-21 14:30:42 +00:00
SpinDizzy c171356f7d -Added support for specifying multiple sections simultaneously in INI
files, e.g., [ daytona2, dayto2pe ]
-Forgetfulness in 763
2019-01-20 08:02:01 +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
SpinDizzy 98106df68b Inputs can now be configured on a per-game basis 2019-01-13 16:20:19 +00:00
SpinDizzy b0813ef7a0 - PCI bridge can be specified in Games.xml for games that use a different version than expected based on stepping. No more hard-coded exceptions.
- Real3D PCI ID can be specified in Games.xml for exceptions that require it.
- Real3D status bit timing specified in Games.xml for exceptions that require it.
2019-01-13 16:00:37 +00:00
Ian Curtis d8f736e7a8 timing fix for srally2x (Spindizzi) 2019-01-06 23:48:34 +00:00
Ian Curtis 0f49e0b1e9 remove commands that do nothing 2018-12-08 20:01:37 +00:00
Ian Curtis 08eeb20033 clear scissored out areas 2018-12-08 19:55:26 +00:00
Ian Curtis 6075352868 Optimise depth calculation for quad shader. 2018-11-27 20:43:27 +00:00
Ian Curtis 78039e91a8 2018-10-28 18:30:04 +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 b8da2d6064 debug code should be disabled 2018-10-22 21:59:01 +00:00
Ian Curtis bf4d725970 Smooth texture repeat makes no sense for alpha/contour textures with pixel dilate. HW seems to treat them as non smooth anyway. Also implement some line of sight stuff, used by Scud. Really need to check the threading/synchronisation of the register reads but it basically works. 2018-10-19 20:59:46 +00:00
Ian Curtis df02d6a753 return correct PCI ID 2018-10-18 09:42:51 +00:00
Ian Curtis 3dc69f89b8 fix debugging code 2018-10-17 22:36:33 +00:00
Ian Curtis 42eaa7f3d8 fix copy paste error :] 2018-10-14 10:05:24 +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 7bcc70a170 Update makefile 2018-10-01 17:42:45 +00:00
Ian Curtis 3dbfa73734 Both lemans24 and dirt devils are rendering some totally transparent objects as the first model in each viewport. The HW seems to skip these entirely, and including them breaks our near/far plane calculations leading to Z fighting. 2018-09-19 20:43:41 +00:00
Ian Curtis e3255e45f3 Tweak the ratio for the near plane. Fixes missing text on the map indicator at the start of spikeout. The vertices are 0.003 units apart so a tonne of precision is required at the near plane to not depth test out. 2018-09-18 21:46:38 +00:00
Ian Curtis c5b156d95d remove debug code 2018-09-18 21:20:15 +00:00
Ian Curtis 5dab9910e2 avoid double matrix load 2018-09-16 08:43:13 +00:00
Ian Curtis a7e851d578 updated command line help 2018-09-14 20:31:34 +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
Ian Curtis e4f5f0bcaf Sega bass fishing is starting some off the meshes with a shared vertex. Without having a previous vertex to share with, the values were just uninitialised and junk. The hardware itself seems to hold the value from the previous mesh, and sega bass fishing relies on this undefined behaviour to function correctly. Storing the cached vertices as member variables instead of locally to the function means it holds the values from the last mesh, and uses those values instead of random garbage. 2018-09-02 21:36:24 +00:00
Ian Curtis c1c2dedcfa remove dead variable 2018-08-09 21:57:51 +00:00
Ian Curtis 9f5a19a04a Use correct PCI IDs (Harry Tuttle) 2018-07-09 08:06:06 +00:00
Ian Curtis 80cf1f9b52 add crosshair effect (Harry Tuttle) 2018-07-04 22:15:44 +00:00
Ian Curtis 73ff32a10d fix cast, and remove extra ; that had snuck into the shaders 2018-06-18 10:24:46 +00:00
Ian Curtis f9be1259c0 Opaque polys definitely depth test with less than or equal. Virtua striker is drawing co-planar polys for the bar gfx 2018-06-17 11:30:01 +00:00
Ian Curtis c7ffd0a808 Draw transparent polys to separate layers and composite at the end. This solves a tonne of transparency errors we had been battling with for a long time. The model3 is strange in the fact it only supports a max of two translucent overlapped polys. They are not blended into the frame normally. Doing this means the topmost translucent polys only are visible in the scene, the equivalent of doing a depth pass first, but without the added cost. 2018-06-16 21:31:29 +00:00
Ian Curtis 7497e3f1a6 forgot parentheses 2018-05-29 14:54:23 +00:00
Ian Curtis f9f43ca66b 2018-05-28 12:55:13 +00:00