Commit graph

152 commits

Author SHA1 Message Date
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
*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
*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
*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
*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
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1511baa25e Fix up paths in headers 2020-05-27 19:20:52 +10:00
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de0e24096c Revert "Backport of Frangarcj's view port change."
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
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
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
[!] 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
[!] Handle better platform differences with sqrtf, roundf etc
2013-11-13 00:47:50 -08:00
CornN64
e16d9c8ba9 [!] Fixed fog issue in some games
[!] 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)
[-] 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)
[!] 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
[-] 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
[+] 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
[!] 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
[!] 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
[!] 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.
[!] 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)
[!] 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)
[!} Cleaned up SetNewVertexInfoPD
2013-07-16 22:58:33 -07:00