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v1.0.2-alp
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15 changed files with 78 additions and 24 deletions
10
README.md
10
README.md
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@ -1,7 +1,6 @@
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# re3-symbian
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Work-in-progress port of GTA III for Symbian devices.\
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Supports S60 3rd Edition FP1, S60 5th edition Symbian^3 and later.
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Work-in-progress port of GTA III for Symbian devices.
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Based on re3, uses some code from [Dreamcast](https://gitlab.com/skmp/dca3-game) and [Vita](https://github.com/Rinnegatamante/librw-vita) ports.
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@ -9,6 +8,13 @@ Based on re3, uses some code from [Dreamcast](https://gitlab.com/skmp/dca3-game)
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See [TODO.md](/TODO.md) for more details on project state.
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## Device requirements
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- S60 3rd Edition FP1, S60 5th Edition (non-Nokia), Symbian^3 or later
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- GPU
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- 128 MB RAM with at least 50 MB free (won't run on regular 64 MB N95 unless you disable all textures)
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- Functional E: drive with 400 MB of free space (will be more as it'll start to support audio)
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Tested devices:
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- Belle with BCM2763 (700) - GLES 2.0
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- Anna/Belle with BCM2727 (E7, N8, E6) - GLES 2.0
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15
TODO.md
15
TODO.md
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@ -10,19 +10,20 @@ Common:
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- [x] Merge S60v3 and ^3 branches
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- [ ] Simplify geometry
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- [ ] Move map to top left corner
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- [ ] Do something with sprites, they're still taking too much frame time
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- [ ] Too many draw calls
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- [ ] Audio
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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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- [ ] HUD still disappearing sometimes on VC3
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- [ ] Effects are slowing the render 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 +36,6 @@ GLES 1.1 specific:
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- [ ] Fix lighting
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Issues:
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- [x] Fix crash in Texture::destroy on exit
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- [ ] 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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@ -25,4 +25,4 @@ SOURCEPATH ../vendor/librw/src/ps2
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SOURCE pds.cpp ps2.cpp ps2device.cpp ps2matfx.cpp ps2raster.cpp ps2skin.cpp
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SOURCEPATH ../vendor/librw/src
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SOURCE raster.cpp render.cpp skin.cpp texture.cpp tga.cpp tristrip.cpp userdata.cpp uvanim.cpp world.cpp
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SOURCE assert.cpp
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SOURCE assert.cpp printf_stub.c
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@ -1,4 +1,4 @@
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#{"GTA III"},(0xe0d67647),1,0,2
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#{"GTA III"},(0xe0d67647),1,0,3
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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),1,0,2
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#{"GTA III"},(0xe0d67647),1,0,3
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[0x101F7961], 0, 0, 0, {"S60ProductID"} ; S60v3
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[0x1028315F], 0, 0, 0, {"S60ProductID"} ; ^1
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@ -7,7 +7,7 @@
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%{"nnproject"}
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:"nnproject"
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IF (NOT package(0x20009A80)) OR (NOT package(0x2002372A)) ; old or missing openc
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IF (NOT package(0x20009A80)) OR (NOT package(0x2002372A)) OR (NOT package(0x10282872)) ; old or missing openc
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"incompatible_openc.txt"-"", FT, FORCEABORT
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ENDIF
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@ -394,9 +394,9 @@ enum Config {
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#define USE_MEASUREMENTS_IN_METERS // makes game use meters instead of feet in script
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#define USE_PRECISE_MEASUREMENT_CONVERTION // makes game convert feet to meeters more precisely
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#ifdef PC_MENU
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//# define MISSION_REPLAY // mobile feature
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# define MISSION_REPLAY // mobile feature
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#endif
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//#define SIMPLIER_MISSIONS // apply simplifications from mobile
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#define SIMPLIER_MISSIONS // apply simplifications from mobile
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#define USE_ADVANCED_SCRIPT_DEBUG_OUTPUT
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#define SCRIPT_LOG_FILE_LEVEL 0 // 0 == no log, 1 == overwrite every frame, 2 == full log
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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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@ -96,6 +96,7 @@ static bool spinning;
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bool qwerty;
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bool touch;
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bool moreVram;
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bool powervr;
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void _InputTranslateShiftKeyUpDown(RsKeyCodes *rs) {
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}
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@ -574,6 +575,17 @@ public:
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eglMakeCurrent(eglDisplay, eglSurface, eglSurface, eglContext);
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const char* renderer = (const char *)glGetString(GL_RENDERER);
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if (strstr(renderer, "MBX") || strstr(renderer, "SGX")) {
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// use pvrtc
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powervr = true;
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} else if (strstr(renderer, "VideoCore")) {
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// use etc1
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} else {
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User::Leave(KErrNotSupported);
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return;
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}
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setlocale(LC_ALL, "");
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setlocale(LC_CTYPE, "C");
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setlocale(LC_COLLATE, "C");
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20
vendor/librw/src/gl/gl3immed.cpp
vendored
20
vendor/librw/src/gl/gl3immed.cpp
vendored
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@ -118,6 +118,11 @@ 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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@ -151,6 +156,11 @@ 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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@ -221,6 +231,11 @@ 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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@ -245,6 +260,11 @@ 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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5
vendor/librw/src/gl/gl3shader.cpp
vendored
5
vendor/librw/src/gl/gl3shader.cpp
vendored
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@ -189,8 +189,13 @@ compileshader(GLenum type, const char **src, GLuint *shader)
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glShaderSource(shdr, n, src, nil);
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glCompileShader(shdr);
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glGetShaderiv(shdr, GL_COMPILE_STATUS, &success);
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#ifdef _DEBUG
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printShaderSource(src);
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#endif
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if(!success){
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#ifndef _DEBUG
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printShaderSource(src);
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#endif
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fprintf(stderr, "Error in %s shader\n",
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type == GL_VERTEX_SHADER ? "vertex" : "fragment");
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glGetShaderiv(shdr, GL_INFO_LOG_LENGTH, &len);
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1
vendor/librw/src/gl/gl3skin.cpp
vendored
1
vendor/librw/src/gl/gl3skin.cpp
vendored
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@ -342,7 +342,6 @@ 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
vendored
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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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11
vendor/librw/src/printf_stub.c
vendored
Normal file
11
vendor/librw/src/printf_stub.c
vendored
Normal file
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@ -0,0 +1,11 @@
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#ifndef _DEBUG
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#include <stdio.h>
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int printf(const char * __restrict s, ...) {
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return 0;
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}
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int puts(const char *s) {
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return 0;
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}
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#endif
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