Wally4000
2bd47919fa
Move CoverArt out of main tree
2024-10-06 15:22:22 +02:00
wally4000
4543f773ff
Not sure why rumble was in this function twice.
2024-08-03 09:44:12 +10:00
wally4000
4bcc5af9b9
Move MathUtil.h to Utility
2024-06-17 16:29:28 +10:00
wally4000
677f53c592
Modernise DAEDALUS_USE and replace ARRAY_SIZE VARIABLE
2024-06-17 13:45:41 +10:00
Howard Su
fcc875fb46
Fix warnings, still left some
2023-12-06 08:52:37 +08:00
Wally4000
895e8910d9
Remove BuildOptions and clean up macros
2023-10-23 12:58:37 +11:00
Wally4000
b6eff3b826
Hurray it lives.
2023-10-11 18:47:51 +11:00
Wally4000
af2ee46808
General code tidying up, cmake script borked ATM
2023-10-02 14:06:45 +11:00
Wally4000
76eb881494
use shared_ptr instead of RefCounted Class
2023-06-22 15:47:48 +10:00
Wally4000
b688456fbd
Use builtins for random function
2023-04-24 15:51:14 +10:00
Wally4000
a69ee0a3f3
More std::array magic
2022-05-03 12:50:08 +10:00
Wally4000
3fec82b04d
Remove stdafx.h for consistency
2022-03-22 18:06:17 +11:00
wally4000
d52ce85ce8
replace Clamp with std::clamp
2021-10-23 23:08:27 +11:00
wally4000
4fbc81a4ac
Use std::max and std::min
2021-10-23 22:12:40 +11:00
Wally4000
b1e6ac01da
Adding in some std:: functions to replace some templates
2021-10-16 22:54:18 +11:00
Wally4000
15e3e2a1d0
Update to the Bazel Directory Structure..
2020-08-22 18:42:41 +10:00
Carlos R
37db2e4337
Removed -1 from uViHeight/uViWidth
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*This was actually breaking the fix for New Tetris.. Originally we were doing -1 for the clear screen check in Fillrect, this been updated too. The check in SetScissor did not need to be updated as it was already clamping when the if the N64 resolution was equal or greater..
*Always clear z buffer first in fillrect
2020-07-18 13:15:58 -07:00
Carlos R
9801199bf6
Clean ups from last commit
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*Removed CLIP_TEST_FLAGS usage, I tested several games and I did not find any issue when all the clipping flags were set
*Refactored set ClipFlags to avoid duplicate code and make it easier to debug
2020-07-04 02:29:23 -07:00
Carlos R
ad31af0d97
Optimized CullDl
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*Fixed culling for Aydin Chronicles (first and last param its reversed)
*Avoid doing a bound check twice for testverts, the display list would get culled regardless
*Return early when Dlist its visible
PS: CLIP_TEST_FLAGS its meaningless right now since all clipping flags are checked, we can remove it after testing further if that's ok or if we need to relax the clipping flags for No Near Plane microcodes
2020-07-03 19:46:49 -07:00
Carlos R
4e48f03020
Fix some uninitialised states in the renderer which was breaking lightning in debug builds. Thanks StrmnNrmn!
2020-07-01 22:44:17 -07:00
Carlos R
d1ce452382
Improvements to BaseRenderer
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*Avoid division by zero in the viewport code and properly handle PAL scaling // taken from bazel and Vita port
*Restored bound checks for AddTri , TestVerts and ModifyVertexInfo
*Refactored CPU and VFPU vtx pipelines to make it easier to maintain
*Combined UpdateWorldProject and PokeWorldProject
*Added proper null check to LoadTextureDirectly
2020-06-27 12:08:58 -07:00
=
1511baa25e
Fix up paths in headers
2020-05-27 19:20:52 +10:00
=
de0e24096c
Revert "Backport of Frangarcj's view port change."
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This reverts commit 382f3c111d
.
2020-05-12 17:30:52 +10:00
z2442
7388099250
Small fixes from Rinne's Repo
2020-04-25 15:49:44 -04:00
joey
382f3c111d
Backport of Frangarcj's view port change.
2020-04-23 18:52:08 -04:00
Ben Slater
0e2d2369c4
Reverted base renderer
2019-05-27 17:34:13 +10:00
Wally
2d7157e5a9
Got SDL2 build compiling again.. Not sure if it works yet, crashes KDE on my VM
2019-05-27 13:00:23 +10:00
z2442
275aacd212
more nullptr updates
2019-05-03 21:09:20 -04:00
Ben Slater
6a725bf99e
Removed a bunch of asserts / debug options from release build, stabs a bunch of compiler warnings
2019-05-03 17:43:44 +10:00
z2442
d90bac8ef5
clean up narrowing errors
2019-03-23 20:24:40 -04:00
Wally
44b590f464
More playing around with C11 styled stuff
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Tidied up ME code
2019-03-23 08:59:56 +09:00
Wally
ba29423574
Converted BaseRenderer to C11 styled variables and did some type safety checking
2019-03-22 09:28:28 +09:00
Ben Slater
c562b76641
*Clean build from StrmnNrmns repo
2019-02-27 17:04:51 +11:00
Wally
8bc2012f0e
Fix 64 bit support from StrmnNrmns Bazel branch
2019-02-04 13:52:39 +11:00
Ben Slater
7233a55c83
Fixed macOS build - Just linker issues remain. Requirements will be listed later
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Removed third_party folder as it's all redundant
2019-01-29 11:21:41 +11:00
mrbenslater
2e6cf17baa
Move more debug stuff out of Release
2019-01-21 19:58:47 +11:00
CornN64
d4adf51a6b
[!] Fix menu screens in 40Winks
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[!] Made AudioHLEProcessor addresses and audio buffer accesses safer
2014-02-09 19:34:42 +01:00
salvy
804094c1af
[!] Fixed W32 build, also a couple of warnings
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[!] Handle better platform differences with sqrtf, roundf etc
2013-11-13 00:47:50 -08:00
CornN64
e16d9c8ba9
[!] Fixed fog issue in some games
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[!] Small optimization for CBFD(C++ TnL)
2013-10-15 17:20:37 +02:00
CornN64
bfd94b655c
[!] Some WIP for vertex fog on PSP (functions on many games that uses the standard TnL. It uses a second pass to blend in the fog)
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[-] Reverted some changes from previous commit since it broke texturing in some games and CBFD lights.
2013-09-21 18:31:48 +02:00
salvy
59052f047a
[!} Optimization to Conker's light (PC/OSX)
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[!] Aligned v2, we can copy 2d vectors more efficiently
2013-09-19 23:28:24 -07:00
CornN64
47a1d7c67a
[!] more optimization of VFPU triangle cull test
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[-] removed VFPU code for dot in V3 and V4
2013-08-26 20:53:47 +02:00
CornN64
0a9a6bb2ce
[!] Some tidy and small optimizations in VFPU ASM TnL
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[+] Added TnL VFPU ASM for Zelda MM point lighting
[+] Added calculations in VFPU ASM for back/front culling triangles
2013-08-24 20:34:02 +02:00
salvy
9e88e012b5
[!] Always set SkipIfZero when LigtCol is set
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[!] Refactored MV_LIGHT
[!] Removed invalid light direction check (This was for the PSP, I don't think is required)
2013-08-19 08:18:22 +01:00
CornN64
11703ec45a
[!] Optimized GBI2/MM point light calculations and light struct for CBFD and MM
2013-08-19 08:18:22 +01:00
salvy
189493fb59
[!] Moved Conker's coord mod to tnl struct
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[!] Changed abit how Vtx Conker len and n are calculated
[~] Some minor clean ups
2013-08-19 08:18:22 +01:00
salvy
be0f32311c
[!] Implemented proper lightning for Majora's Mask
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[!] Improved N64Light struct, it can now handle GBI2 (thnx corn for helping!)
[!] Fixed compiled error in SetNewVertexInfoPD, and some clean ups
2013-08-19 08:18:12 +01:00
CornN64
a0ff7c8160
[!] Further optimized lighting calculations and branches in conker TnL.
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[!] LightVerts() now returns only R,G & B (V3 and no A)
[!] Lights color and direction now uses V3
[!] Fixed RDP_MoveMemLight() to proper light direction.
2013-08-01 18:39:16 +02:00
salvy
d10ff1ca11
[+] Implemented lightning for Conker rendering (PC/OSX only for now) (Corn & Salvy)
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[!] PSP VFPU ASM compatible with new light struct as well possible to interface with Conker's new TnL. (Corn)
[!] Slight tidy in audio Alist processing loop. (Corn)
2013-07-31 13:56:36 -07:00
salvy
55bbf0c4a1
[!] Fixed light flickering in Conker (W32/OSX)
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[!} Cleaned up SetNewVertexInfoPD
2013-07-16 22:58:33 -07:00