Commit Graph

131 Commits

Author SHA1 Message Date
Unknown W. Brackets
7f6cf3ec29 Add a few gstate accessors for texture type stuff. 2013-08-24 11:34:37 -07:00
Henrik Rydgård
d9897719b7 Merge pull request #3260 from raven02/patch-8
Treat light type 3 as GE_LIGHTTYPE_SPOT
2013-08-20 05:13:26 -07:00
raven02
4899f67fa1 Missing one case type == GE_LIGHTTYPE_UNKNOWN 2013-08-20 19:43:26 +08:00
raven02
a328bc968c HW: Use GETexProjMapMode constants 2013-08-20 11:56:43 +08:00
raven02
4e533adf52 HW : Treat light type 3 as light type 2 2013-08-20 11:43:18 +08:00
Unknown W. Brackets
12c5f5e1e6 Use constants for other uv gen mode usages.
And also change them to treat 3 as coords as well.
2013-08-19 00:43:54 -07:00
raven02
0daa550538 Add getWeightMask() 2013-07-30 23:55:11 +08:00
raven02
ba458bf421 VertexShader : Set case 3 as default #1 2013-07-29 16:53:06 +08:00
Unknown W. Brackets
7b7801d59a Switch to including Windows.h from an intermediate.
This makes it easier for Xbox which uses a separate header.
2013-07-28 21:04:19 -07:00
Henrik Rydgard
50a2d1b87f More work on prescaled UV 2013-07-28 00:33:51 +02:00
Henrik Rydgard
2eaf581bbe Add experimental UV prescaling hack, hidden as it's not finished yet.
Most people should ignore this for now, it's a step towards faster skinning in the future.
2013-07-27 23:23:17 +02:00
Henrik Rydgard
8602c276ca Remove that silly factor 2 for floating point texcoords and weights.
No longer needed since we treat the various vertex formats separately.
2013-07-27 22:14:34 +02:00
Henrik Rydgard
e36e976877 Collapse skinning shaders with #bones < 4 to a single one.
Significant perf win for skinned characters in FF:CC and maybe other games.
2013-07-27 20:09:22 +02:00
Henrik Rydgard
0ae3c041d2 Minor shader simplification 2013-07-27 18:16:32 +02:00
Unknown W. Brackets
abd9dc6137 Use the light computation/type GE accessors. 2013-07-21 19:44:30 -07:00
Unknown W. Brackets
988614f6d0 Use lightning GE state accessors where appropriate. 2013-07-21 19:44:30 -07:00
Henrik Rydgard
bf1e07661a Cheap HW transform solution for raven02's texture scaling fix. 2013-07-10 01:23:35 +02:00
Henrik Rydgard
79110638c9 Unbreak things (silly mistake in last commit, remove *2.0 factor which just can't be right) 2013-07-06 22:50:06 +02:00
raven02
23a22a4931 HW : revert multiple with 2.0 2013-07-06 22:47:35 +08:00
raven02
7983bdb448 HW T&L: remove multiple with 2.0 2013-07-01 08:12:43 +08:00
Henrik Rydgard
afb596f3c3 Reorder things a little in VertexShaderGenerator. Strangely solves a specular lighting issue I saw. 2013-06-24 19:11:04 +02:00
Henrik Rydgard
6a9e6ce5fe Simplify vertex shaders a little more in the common case of directional lights. 2013-06-24 00:29:30 +02:00
Henrik Rydgard
916184d2f4 Optimize the most common light type, directional, by doing the normalization beforehand. May shorten some shaders below Mali's limit with luck. 2013-06-20 23:30:21 +02:00
Henrik Rydgard
e7097ca95a Fall back to software transform when hardware transform fails. Should help Mali devices.
This is done per shader so the speed hit should not be as bad as turning hw transform off entirely.
Displays a red error at the top of the screen so that we don't trigger this accidentally.
2013-06-06 10:09:37 +02:00
Unknown W. Brackets
d3e488400c Multiply by the base color in ambient lighting.
JPCSP seems to do it this way.  Fixes #1692, and makes it consistent with
specular and diffuse, which seems right.
2013-06-04 22:54:19 -07:00