Supermodel/Src/Graphics/New3D
Ian Curtis 8dda8e9105 Fix the line of sight function.
Polygons have a line of sight value that's either a 0 or 1. We write this value into the stencil buffer, then read the app can read it back to determine the polygon attribute is visible or not. The returned value is 1/depth value in world coordinates. The first bit of the float is actually a control bit, 1 indicates no geometry hit, 0 indicates geometry hit.
2023-11-03 13:24:59 +00:00
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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 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
Mat4.h remove unnecessary copies 2018-04-24 13:51:53 +00:00
Model.cpp 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
Model.h Fix the line of sight function. 2023-11-03 13:24:59 +00:00
New3D.cpp Fix the line of sight function. 2023-11-03 13:24:59 +00:00
New3D.h Prior scroll fog logic was nearly correct. For scroll fogging to draw it needs either a start value or a fog density value, but these can come from a different viewport if they have the same colour fog set. This fixes the credits in vf3 which sets scroll fog, but it never draws on the original hardware. 2023-10-22 21:07:35 +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 Fix the line of sight function. 2023-11-03 13:24:59 +00:00
PolyHeader.h Getting rid of most of the includes from Supermodel.h; each file now explicitly includes the header files it needs. 2021-11-22 17:15:06 +00:00
R3DData.h add LOD table data. Maybe we can get clipping planes out of these 2016-03-28 20:11:46 +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 Scroll fog is like a clear colour for the render target, but can be semi transparent as the tilegen layer can be shown underneath. I assumed that transprent polys would be drawn to the render target for transparent polys but unfortunately the logic does not work. So where else could it be drawn? Well with limited memory it must be draw to the buffer for opaque polys, which means this render target is also blended. 2023-10-15 17:16:52 +01:00
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 Amend the ambient fog logic to be disabled if fog density/start is set to zero. This fixes a regression where the sky stops drawing in lost world. 2023-10-24 10:17:15 +01:00
R3DScrollFog.h Amend the ambient fog logic to be disabled if fog density/start is set to zero. This fixes a regression where the sky stops drawing in lost world. 2023-10-24 10:17:15 +01:00
R3DShader.cpp Fix the line of sight function. 2023-11-03 13:24:59 +00:00
R3DShader.h Fix the line of sight function. 2023-11-03 13:24:59 +00:00
R3DShaderCommon.h Fix white gfx on linux / intel gpus. These optimisations originally came from toxieainc 2023-10-27 10:45:16 +01:00
R3DShaderQuads.h Fix white gfx on linux / intel gpus. These optimisations originally came from toxieainc 2023-10-27 10:45:16 +01:00
R3DShaderTriangles.h Fix white gfx on linux / intel gpus. These optimisations originally came from toxieainc 2023-10-27 10:45:16 +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