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
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