..
GLSLShader.cpp
Upgrade the glsl shader class a bit. Add a const char* comparitor so we can use a map with a simple "string" key. Fine to use when performance is not critical.
2022-10-16 21:03:41 +01:00
GLSLShader.h
Fix build for linux (just missing header)
2022-10-17 09:34:11 +01:00
Mat4.cpp
Added new uniform bool polyAlpha to shaders
2023-12-22 16:31:05 +00:00
Mat4.h
Added new uniform bool polyAlpha to shaders
2023-12-22 16:31:05 +00:00
Model.cpp
Add LOD switching and blending out culling nodes
2023-11-02 14:16:07 +00:00
Model.h
Implementing texture NP values
2024-07-05 15:57:25 +01:00
New3D.cpp
Implementing texture NP values
2024-07-05 15:57:25 +01:00
New3D.h
Implementing texture NP values
2024-07-05 15:57:25 +01:00
Plane.h
Harmless math warning fixes. map->unordered_map in CNew3D::CacheModel. Avoid general aliasing problems (using bit_cast or the recommended/optimized-away memcpy).
2022-10-03 17:59:59 -07:00
PolyHeader.cpp
Implementing texture NP values
2024-07-05 15:57:25 +01:00
PolyHeader.h
Implementing texture NP values
2024-07-05 15:57:25 +01:00
R3DData.h
Add LOD switching and blending out culling nodes
2023-11-02 14:16:07 +00:00
R3DFloat.cpp
address review
2022-10-03 17:59:59 -07:00
R3DFloat.h
Harmless math warning fixes. map->unordered_map in CNew3D::CacheModel. Avoid general aliasing problems (using bit_cast or the recommended/optimized-away memcpy).
2022-10-03 17:59:59 -07:00
R3DFrameBuffers.cpp
Add supersampling anti-aliasing
2023-12-26 18:25:03 +00:00
R3DFrameBuffers.h
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.
2023-10-14 20:05:00 +01:00
R3DScrollFog.cpp
fixed some -Wunused-*
compiler warnings
2023-12-02 14:27:32 -08:00
R3DScrollFog.h
Correct scroll fog attenuation logic (gm_matthew)
2023-11-05 23:44:27 +00:00
R3DShader.cpp
Implementing texture NP values
2024-07-05 15:57:25 +01:00
R3DShader.h
Implementing texture NP values
2024-07-05 15:57:25 +01:00
R3DShaderCommon.h
Implementing texture NP values
2024-07-05 15:57:25 +01:00
R3DShaderQuads.h
Implementing texture NP values
2024-07-05 15:57:25 +01:00
R3DShaderTriangles.h
Implementing texture NP values
2024-07-05 15:57:25 +01:00
TextureBank.cpp
Performance improvements
2024-06-13 13:36:30 +01:00
TextureBank.h
Performance improvements
2024-06-13 13:36:30 +01:00
VBO.cpp
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.
2022-11-07 21:33:01 +00:00
VBO.h
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.
2022-11-07 21:33:01 +00:00
Vec.cpp
fix a real error (m68kdasm) and some harmless performance warnings and use modern headers
2022-07-11 18:10:41 +02:00
Vec.h
Cull geometry based on the culling distances in the nodes. Should give some sort of speedup on lower end pcs where the CPU is predominantly the bottle neck.
2016-06-16 20:05:29 +00:00