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No commits in common. "4029e8ac5dafe2b74a0af5a0fdb3fe4ee3b6bcca" and "2829feffadb1e4261ab71a69917f8c20a9b60451" have entirely different histories.
4029e8ac5d
...
2829feffad
9 changed files with 16 additions and 35 deletions
10
TODO.md
10
TODO.md
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@ -16,13 +16,13 @@ Common:
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GLES 2.0 specific:
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- [x] Optimize to always run 10+ fps
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- [x] Fix skinning shader (cutscene heads require it)
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- [x] Fix face animations in optimized builds
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- [x] Disappearing background in cutscenes
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- [x] Huge lag spikes on VC4
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- [x] Skinning shader is still broken on VC4
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- [ ] Optimize to always run 20+ fps
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- [ ] Use etc1 compression
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- [ ] Fix face animations in optimized builds
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- [ ] Skinning shader is still broken on VC4
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- [ ] Disappearing background in cutscenes
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- [ ] HUD still disappearing sometimes
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- [ ] Huge lag spikes on VC4
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GLES 1.1 specific:
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- [x] Backport to STLport v4
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@ -35,6 +35,6 @@ GLES 1.1 specific:
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- [ ] Fix lighting
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Issues:
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- [ ] Fix crash in Texture::destroy on exit
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- [x] Fix crash in Texture::destroy on exit
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- [x] Save menu is too slow
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- [x] Crash when picking up a bat
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@ -1,4 +1,4 @@
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#{"GTA III"},(0xe0d67647),1,0,3
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#{"GTA III"},(0xe0d67647),1,0,2
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[0x101F7961], 0, 0, 0, {"S60ProductID"} ; S60v3
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[0x1028315F], 0, 0, 0, {"S60ProductID"} ; ^1
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@ -1,4 +1,4 @@
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#{"GTA III"},(0xe0d67647),1,0,3
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#{"GTA III"},(0xe0d67647),1,0,2
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[0x101F7961], 0, 0, 0, {"S60ProductID"} ; S60v3
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[0x1028315F], 0, 0, 0, {"S60ProductID"} ; ^1
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@ -1403,10 +1403,10 @@ RenderScene(void)
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}
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#endif
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PUSH_RENDERGROUP("RenderScene");
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CClouds::Render();
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// CClouds::Render();
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DoRWRenderHorizon();
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CRenderer::RenderRoads();
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CCoronas::RenderReflections();
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// CCoronas::RenderReflections();
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RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)TRUE);
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CRenderer::RenderEverythingBarRoads();
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CRenderer::RenderBoats();
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@ -1416,7 +1416,7 @@ RenderScene(void)
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#ifndef SQUEEZE_PERFORMANCE
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CRenderer::RenderVehiclesButNotBoats();
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#endif
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CWeather::RenderRainStreaks();
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// CWeather::RenderRainStreaks();
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POP_RENDERGROUP();
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}
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@ -137,10 +137,10 @@ void
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CSpecialFX::Render(void)
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{
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PUSH_RENDERGROUP("CSpecialFX::Render");
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CMotionBlurStreaks::Render();
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// CMotionBlurStreaks::Render();
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CBulletTraces::Render();
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CBrightLights::Render();
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CShinyTexts::Render();
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// CBrightLights::Render();
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// CShinyTexts::Render();
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CMoneyMessages::Render();
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#ifdef NEW_RENDERER
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if(!(gbNewRenderer && FredIsInFirstPersonCam()))
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20
vendor/librw/src/gl/gl3immed.cpp
vendored
20
vendor/librw/src/gl/gl3immed.cpp
vendored
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@ -118,11 +118,6 @@ im2DRenderPrimitive(PrimitiveType primType, void *vertices, int32 numVertices)
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glEnableVertexAttribArray(ATTRIB_TEXCOORDS0);
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glVertexAttribPointer(ATTRIB_TEXCOORDS0, 2, GL_FLOAT, GL_FALSE, sizeof(Im2DVertex), (uint8*)vertices + OFFSET_OF(Im2DVertex, u));
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glDisableVertexAttribArray(ATTRIB_NORMAL);
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glDisableVertexAttribArray(ATTRIB_WEIGHTS);
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glDisableVertexAttribArray(ATTRIB_INDICES);
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glDisableVertexAttribArray(ATTRIB_TEXCOORDS1);
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glDrawArrays(primTypeMap[primType], 0, numVertices);
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glDisableVertexAttribArray(ATTRIB_POS);
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@ -156,11 +151,6 @@ im2DRenderIndexedPrimitive(PrimitiveType primType,
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glEnableVertexAttribArray(ATTRIB_TEXCOORDS0);
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glVertexAttribPointer(ATTRIB_TEXCOORDS0, 2, GL_FLOAT, GL_FALSE, sizeof(Im2DVertex), (uint8*)vertices + OFFSET_OF(Im2DVertex, u));
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glDisableVertexAttribArray(ATTRIB_NORMAL);
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glDisableVertexAttribArray(ATTRIB_WEIGHTS);
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glDisableVertexAttribArray(ATTRIB_INDICES);
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glDisableVertexAttribArray(ATTRIB_TEXCOORDS1);
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glDrawElements(primTypeMap[primType], numIndices, GL_UNSIGNED_SHORT, indices);
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glDisableVertexAttribArray(ATTRIB_POS);
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@ -231,11 +221,6 @@ im3DRenderPrimitive(PrimitiveType primType)
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glEnableVertexAttribArray(ATTRIB_TEXCOORDS0);
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glVertexAttribPointer(ATTRIB_TEXCOORDS0, 2, GL_FLOAT, GL_FALSE, sizeof(Im3DVertex), (uint8*)currentIm3dVertices + OFFSET_OF(Im3DVertex, u));
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glDisableVertexAttribArray(ATTRIB_NORMAL);
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glDisableVertexAttribArray(ATTRIB_WEIGHTS);
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glDisableVertexAttribArray(ATTRIB_INDICES);
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glDisableVertexAttribArray(ATTRIB_TEXCOORDS1);
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glDrawArrays(primTypeMap[primType], 0, num3DVertices);
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glDisableVertexAttribArray(ATTRIB_POS);
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@ -260,11 +245,6 @@ im3DRenderIndexedPrimitive(PrimitiveType primType, void *indices, int32 numIndic
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glEnableVertexAttribArray(ATTRIB_TEXCOORDS0);
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glVertexAttribPointer(ATTRIB_TEXCOORDS0, 2, GL_FLOAT, GL_FALSE, sizeof(Im3DVertex), (uint8*)currentIm3dVertices + OFFSET_OF(Im3DVertex, u));
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glDisableVertexAttribArray(ATTRIB_NORMAL);
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glDisableVertexAttribArray(ATTRIB_WEIGHTS);
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glDisableVertexAttribArray(ATTRIB_INDICES);
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glDisableVertexAttribArray(ATTRIB_TEXCOORDS1);
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glDrawElements(primTypeMap[primType], numIndices, GL_UNSIGNED_SHORT, indices);
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glDisableVertexAttribArray(ATTRIB_POS);
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1
vendor/librw/src/gl/gl3skin.cpp
vendored
1
vendor/librw/src/gl/gl3skin.cpp
vendored
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@ -342,6 +342,7 @@ skinClose(void *o, int32, int32)
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void
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initSkin(void)
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{
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if (moreVram) return; // TODO
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u_boneMatrices = registerUniform("u_boneMatrices", UNIFORM_MAT4, MAX_BONES);
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Driver::registerPlugin(PLATFORM_GL3, 0, ID_SKIN,
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2
vendor/librw/src/gl/shaders/skin.vert
vendored
2
vendor/librw/src/gl/shaders/skin.vert
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@ -13,7 +13,7 @@ main(void)
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SkinVertex += (u_boneMatrices[int(in_indices.x)] * vec4(in_pos, 1.0)).xyz * in_weights.x;
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SkinVertex += (u_boneMatrices[int(in_indices.y)] * vec4(in_pos, 1.0)).xyz * in_weights.y;
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SkinVertex += (u_boneMatrices[int(in_indices.z)] * vec4(in_pos, 1.0)).xyz * in_weights.z;
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//SkinVertex += (u_boneMatrices[int(in_indices.w)] * vec4(in_pos, 1.0)).xyz * in_weights.w;
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SkinVertex += (u_boneMatrices[int(in_indices.w)] * vec4(in_pos, 1.0)).xyz * in_weights.w;
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vec4 Vertex = u_world * vec4(SkinVertex, 1.0);
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gl_Position = u_proj * u_view * Vertex;
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2
vendor/librw/src/gl/shaders/skin_gl.inc
vendored
2
vendor/librw/src/gl/shaders/skin_gl.inc
vendored
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@ -14,7 +14,7 @@ const char *skin_vert_src =
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" SkinVertex += (u_boneMatrices[int(in_indices.x)] * vec4(in_pos, 1.0)).xyz * in_weights.x;\n"
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" SkinVertex += (u_boneMatrices[int(in_indices.y)] * vec4(in_pos, 1.0)).xyz * in_weights.y;\n"
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" SkinVertex += (u_boneMatrices[int(in_indices.z)] * vec4(in_pos, 1.0)).xyz * in_weights.z;\n"
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" //SkinVertex += (u_boneMatrices[int(in_indices.w)] * vec4(in_pos, 1.0)).xyz * in_weights.w;\n"
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" SkinVertex += (u_boneMatrices[int(in_indices.w)] * vec4(in_pos, 1.0)).xyz * in_weights.w;\n"
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" vec4 Vertex = u_world * vec4(SkinVertex, 1.0);\n"
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" gl_Position = u_proj * u_view * Vertex;\n"
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