z2442
a9718b0620
Adding hardware fog for the PSP.
2024-12-05 17:10:46 -05:00
Howard Su
734ed8788d
Make Win32 build on Release
2023-12-07 22:56:38 +08:00
Wally4000
448c384727
Begin fixing Posix build
2023-10-15 21:19:13 +11:00
Wally4000
5b8fb28b57
Compiles and launches, doesn't get to games yet :)
2023-10-10 12:52:48 +11:00
Wally4000
73827031bf
Bunch more compilation fixes, not quite there yet
2023-10-04 12:58:31 +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
Wally
9fe0d7666f
Use modern alignas specifier
2022-06-19 13:55:08 +10:00
Wally4000
a69ee0a3f3
More std::array magic
2022-05-03 12:50:08 +10:00
z2442
383621ba0d
Add window resize + fullscreen toggle
2020-12-31 08:52:37 -05:00
Wally4000
15e3e2a1d0
Update to the Bazel Directory Structure..
2020-08-22 18:42:41 +10:00
Carlos R
264ded00a8
Refactored S2DEX, FB and Sprite2D
2020-08-02 15:46:55 -07:00
Carlos R
b39e6d119e
*Do not set the texture tile and scale when texture its disabled, also handle properly when the texture scale its 0, DKR does this
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*Convert segment address to a physical address (fixes an ancient bug discovered by recent changes to RDPSegAddr (fixes a crash in DKR)
2020-07-11 15:29:31 -07:00
Carlos R
da6b5132b3
*Proper implementation for Branchz and added Zelda implementation, thanks Rinnegatamante
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*Optimization in CPU_CheckStuffToDo
2020-07-10 13:30:21 -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
ee22e26003
More bound checks
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*Implemented IsVertexInfoValid to add proper bound checking our vertextinfo
*Implemented IsAddressValid to add proper bound checking when referencing an N64 ram address, currently its only used for DMA_Tri_DKR
*Fixed bug bugged addresses in DKR ucode
*Removed now redundant bound checks, some of these were either wrong pr inconsistent
2020-06-27 13:53:06 -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
=
3707c880c2
Revert move to HWFog, we'll re-add this at a later date.
2020-05-28 09:38:37 +10:00
g
66b84def41
Revert "some fog changes better but not perfect."
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This reverts commit 5a8720ecfb
.
2020-05-16 21:19:22 +10:00
joey Radcliffe
9b9a88604c
Compiles on OSX now :)
2020-05-11 19:31:30 -04:00
=
939fe5027d
Add Rinne's commit to fix rendering issues.
2020-05-06 11:25:14 +10:00
joey
5a8720ecfb
some fog changes better but not perfect.
2020-05-01 12:43:49 -04:00
Rinnegatamante
839825dce3
Move to hw fog usage.
2020-04-27 15:11:35 +02:00
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
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
salvy
e691015226
[!] Fixed and optimized IS_SEG_8000 (Corn)
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[+] Glover needs rounding mode (PSP)
[!} Fixed crash in Paper Mario when Mem opt is enabled
[!} Removed unused entry from PatchSymbol struct
[-] Remove DAEDALUS_IS_LEGACY (all dead code is removed by the compiler anyways)
2013-11-07 00:19:23 -08:00
salvy
351e16a38c
[!] Fixed PC build
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[!] No longer needed to clear tnl flags
[~] Removed unused variable
2013-09-25 12:31:58 -07:00
CornN64
5b3534bab4
[!] Fog now works with point light on PSP as well (Zelda MM)
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[!] Removed redundant texture flag in TnL flags
2013-09-25 21:00:11 +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
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
salvy
7320eaef08
[!] Make sure to clear TnL flags, also rename it from TnLPSP to TnLMode
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
Paul Holden
f498524c01
[!] Fixed sky in DK64
2013-07-12 21:48:50 +01:00
salvy
45f8e49cfb
[~] Forgot to change parameters of SetLightCol
2013-06-13 01:46:20 -07:00
Paul Holden
49a06ed319
[~] Make header guards consistently use FULL_PATH_TO_FILE_H_, with script
2013-06-04 22:02:30 +01:00
salvy
dd678a0964
[!] Fixed graphics glitching out in Banjo Tooie
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[!] Fixed sun glare in Banjo Tooie (looks great now!)
2013-06-02 18:21:58 -07:00
strmnnrmn
43d924db7e
[~] Remove the hacky pspgu.h files for W32/OSX/Linux and just define this stuff directly in SysGL/GL.h (slightly less hacky).
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git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@1681 42e9bfbe-799a-4a2d-bad1-236e862a387a
2013-05-18 16:04:05 +00:00
salvy
581072f5e2
[!] Fixed MSVC warnings
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[!] Optimization for Sprite2D, only update the counter individually when next command doesn't match
[!] Fixed and optimized guNormalize_Rugrats (Still can't find any game that uses this errg)
git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@1599 42e9bfbe-799a-4a2d-bad1-236e862a387a
2013-04-18 22:05:31 +00:00
strmnnrmn
6a10ac65f5
[*] Pass integer texture coords through to TexRect and TexRectFlip. For OpenGL, the shader now also passes the texture offset/scale as integer args
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git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@1531 42e9bfbe-799a-4a2d-bad1-236e862a387a
2013-04-07 11:29:02 +00:00
strmnnrmn
f93a375049
[~] Pass integer texture coords to the OpenGL renderer.
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git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@1530 42e9bfbe-799a-4a2d-bad1-236e862a387a
2013-04-07 11:28:51 +00:00
strmnnrmn
b359dc1c1f
[~] Remove mAlphaThreshold - this is just the blend colour alpha
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git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@1527 42e9bfbe-799a-4a2d-bad1-236e862a387a
2013-04-07 11:28:31 +00:00
strmnnrmn
ae6a33fb87
[~] Don't bother storing mTexShift - just look it up using mActiveTile index as needed
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git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@1515 42e9bfbe-799a-4a2d-bad1-236e862a387a
2013-04-05 09:17:13 +00:00
strmnnrmn
9c83d36e2e
[~] Keep track of which tile is bound to slot 0/1
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git-svn-id: https://subversion.assembla.com/svn/Daedalusx64/trunk@1509 42e9bfbe-799a-4a2d-bad1-236e862a387a
2013-04-04 10:49:51 +00:00