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Rev | Author | Line No. | Line |
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8232 | leency | 1 | |
8666 | dunkaist | 2 | 1. New displaying model - glass - it's two pass rendering. First pass calculates |
3 | Z position of all front pixels, second render image with adding reflective |
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4 | component of light only for front pixels. Transparent effect by adding with saturation. |
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5 | 2. I removed bug with performing generation object after choosing 'emboss' option. |
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6 | ----------------------------------------------------------------------------------- |
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7 | |||
8 | |||
8232 | leency | 9 | 1. Some keys support by Leency. |
10 | 2. New displaying model - real Phong - real not fake normal vector interpolation, |
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11 | normalising it and calculating dot product (one for each light). |
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12 | It requires SSE3. (by me, Maciej Guba) |
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13 | ----------------------------------------------------------------------------------- |
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14 | |||
15 | |||
8047 | leency | 16 | 1. KPacked files support by Leency. |
17 | 2. 32bit vertices indexes and ability to load whole RAM limited objects. |
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18 | (Above 65535 vertices and triangles), (by me). |
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19 | 3. I switch off painters algotithm mode (depth sorting). In app impelementetion it has |
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20 | limited vertices count and produce less quality image than Z buffer Catmull algo. |
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21 | In addition this switch off reduces app size, (by me). |
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22 | ----------------------------------------------------------------------------------- |
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23 | |||
24 | |||
7280 | leency | 25 | 1. Editing option - new 'editor' button. |
26 | 2. For now I disable perspective correction, to make implemtation |
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8014 | leency | 27 | of editing option easier. |
28 | ----------------------------------------------------------------------------------- |
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7280 | leency | 29 | |
30 | |||
6769 | IgorA | 31 | 1. Sizable app window. |
32 | ----------------------------------------------------------------------------------- |
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33 | |||
5486 | leency | 34 | |
6769 | IgorA | 35 | 1. App window size according to current screen resolution. |
6648 | leency | 36 | 2. New emboss procedure. |
37 | ----------------------------------------------------------------------------------- |
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38 | |||
39 | |||
6619 | leency | 40 | 1. Asc files support. |
41 | ----------------------------------------------------------------------------------- |
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42 | |||
43 | |||
5486 | leency | 44 | 1. Bug fixes. |
3066 | leency | 45 | ----------------------------------------------------------------------------------- |
46 | |||
47 | |||
48 | 1. Postprocessing effect - wave. Ability to change amplitude and frequency. |
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49 | ----------------------------------------------------------------------------------- |
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50 | |||
51 | |||
52 | 1. Counter fix by Mario. |
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53 | 2. New drawing model - smooth shaded lines (edges only view) by me. |
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54 | ----------------------------------------------------------------------------------- |
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55 | |||
56 | |||
2736 | leency | 57 | 1. Two new buttons to increase and decrease brightness. |
58 | ----------------------------------------------------------------------------------- |
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59 | |||
60 | |||
2193 | leency | 61 | 1. Header fix by Leency. |
62 | 2. SSE2 optimizations by me. (Most visable in BUMP_TEX mode.) |
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63 | ----------------------------------------------------------------------------------- |
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2736 | leency | 64 | |
2193 | leency | 65 | |
1979 | yogev_ezra | 66 | 1. Bump and pararell two texture mapping functions optimizations. |
67 | (files bump_cat.inc & two_tex.inc) |
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68 | On my P4 changes are rather non visable, but on dual core in KlbrInWin |
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69 | optimizations runs preety nice. |
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70 | ----------------------------------------------------------------------------------- |
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71 | |||
72 | |||
73 | 1. Blur function optimization on SSE and SSE2 (buttons 'blur' and 'fire'). |
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6619 | leency | 74 | ----------------------------------------------------------------------------------- |
1979 | yogev_ezra | 75 | |
6619 | leency | 76 | |
1931 | yogev_ezra | 77 | 1. By opening file bigger then ~18 KB, and choosing env mode program terminate. |
78 | I remove this bug |
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79 | ----------------------------------------------------------------------------------- |
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80 | |||
81 | |||
82 | 1. MMX optimizations in 2tex mode (file two_tex.inc). |
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83 | 2. Tiny SSE optimizations (file BUMP_CAT.INC). |
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84 | 3. Bit (two instructions) improved random light generation procedure. |
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85 | ----------------------------------------------------------------------------------- |
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86 | |||
87 | |||
1819 | yogev_ezra | 88 | 1. SSE optimizations (file BUMP_TEX.INC). |
89 | 2. Compiles correctly in newest FASM. |
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90 | ----------------------------------------------------------------------------------- |
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91 | |||
92 | |||
93 | 1. Skinned window by Leency. |
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94 | 2. Optimizations. |
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95 | 3. Re map texture, bumps option - allow spherical mapping around each axle (X,Y,Z). |
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96 | 4. Problem with too small memory to generate object fixed. (Problem ocurred with |
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97 | house.3ds object and others objects contains less than 1000 faces and points). |
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98 | ----------------------------------------------------------------------------------- |
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99 | |||
100 | |||
101 | 1. Optimizations. |
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102 | ----------------------------------------------------------------------------------- |
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103 | |||
104 | |||
105 | 1. Memory for file is allocated dynamically. |
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106 | 2. Optimizations. |
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107 | Note: compiling correct only for KolibriOS. |
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108 | ----------------------------------------------------------------------------------- |
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109 | |||
110 | |||
111 | 1. More smooth texture mapping in tex and txgr shading model and others based on |
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112 | tex3.inc, tex_cat.inc shading models. |
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113 | 2. Predefined three, I hope, nice lights. |
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114 | ----------------------------------------------------------------------------------- |
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115 | |||
116 | |||
117 | 1. New shading model: cubic environment mapping with 1.5 kb light buffer. |
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118 | 2. Bumps optionally according to texture. ( It gives so called texture with |
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119 | shifts in bumps + texture shading model. ) |
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120 | 3. Bumps depth button. |
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121 | ----------------------------------------------------------------------------------- |
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122 | |||
123 | |||
124 | 1. New shading model: bump + texture. Only version with z coordinate |
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125 | interpolation. |
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126 | 2. SSE optimizations ( files: two_tex.inc and bump_tex.inc ) |
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127 | ----------------------------------------------------------------------------------- |
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128 | |||
129 | |||
130 | 1. Two shading models: smooth + texture, spherical environment mapping + texture. |
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131 | Version only with z coordinate interpolation. |
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132 | 2. Bit changed rotary. I took attempt in SSE instuctions. ( matrix multiplication ) |
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133 | 3. Color position depend drawing model instead spot light ( I hope,spot light come |
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8047 | leency | 134 | back in future ). |
1819 | yogev_ezra | 135 | ----------------------------------------------------------------------------------- |
136 | |||
137 | |||
138 | 1. New shading models - "spot" - spot light (only one, it's very CPU hungry model, |
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139 | and there is no easy way to implement buffer) with light attenuation (In my |
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140 | implmentation works not perfect); "dots" - app draws only points (with no culling). |
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141 | 2. Some loseless operations "mirror": according to each axis, rotary 90 degrees. |
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142 | 3. Postprocesing efects: Emboss (use blur to make edges more visable), fire ( be |
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143 | carefull during `fire + embos`parallel using). |
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144 | 4. "Move" - Changes meaning of 'add vector' buttons: |
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145 | used "obj" move object, "camr" move camera (in this option use culling = 'off' |
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146 | I must make culling procedure bit advanced). |
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147 | 5. Generate button. Few objects generating (with bad normals) |
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148 | 6. Some optimizations on MMX. |
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149 | 7. I took an attempt to memory managing functions, but it decreased speed (no aligned |
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150 | memory in Menuet functions?) |
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151 | |||
152 | |||
153 | Greetings for all, especially Madis Kalme for .3ds files support and good vibrations. ;) |
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154 | Merry Christmas and happy new year. |
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155 | ----------------------------------------------------------------------------------- |
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156 | |||
157 | |||
158 | 1. Object generating (for now only one). When no parameter specified or error occured |
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159 | during reading file from disk, app generate object. No teapot.3ds needed on ramdrive, |
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160 | but, if this file exist it would be read as default. |
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161 | 2. Bug in read_from_file procedure fixed. (In May, when I made shading light vector |
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162 | depend, I demaged bit Madis' procedure.) |
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163 | 3. Backface culling on/off option. (Some objects need culling off - they have mismatched |
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164 | normal vectors. Example: iron.3ds, sink.3ds, the generated one.) |
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165 | 4. Random lights procedure. |
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166 | 5. Spherical (instead old - planar ) bump, texture mapping. |
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167 | 6. Bit improved menu. |
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168 | 7. Blur. |
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169 | ----------------------------------------------------------------------------------- |
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170 | |||
171 | |||
172 | Based on earlier demos. |
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173 | 1. 3ds object import as a parameter ( for now only short names supported ) |
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174 | I updated Kfar app - it can run view3ds with parameter. You must copy it on |
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175 | ramdrive. You could do such funny thing: Run updated Kfar in KolbrInWin, |
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176 | before them set in KolInWin.ini file path to ramdrive, where yo have "view3ds", |
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177 | choose 3ds file ... Emulator will run View3ds with selected file. |
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178 | If no parameter specified, app try open tpot.3ds from ramdrive. If tpot.3ds |
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179 | don't exist on rd, app hang. |
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180 | 2. Many lights. Every light - unlinear model ( Phong illumination ). For now |
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181 | no light setting option. |
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182 | 3. Light buffer for grd, flat model. |
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183 |