Commit Graph
43 Commits
Author SHA1 Message Date
kichikuou 1051294247 SealEngine: Implement SpecularColor and SpecularPower .opr attributes
Parse per-mesh SpecularColor and SpecularPower attributes from .opr
files, and apply them to specular lighting.
2026-06-20 11:41:56 +09:00
kichikuou b62edb7188 SealEngine: Support HeightDetection=true .opr attribute
In TapirEngine, CalcIntersectEyeVec() only worked on models with a
"collision" mesh. In SealEngine, a raycast collider is built from the
union of meshes flagged HeightDetection=true in .opr.

Also return the nearest intersection instead of the first.
2026-06-13 20:30:45 +09:00
kichikuou 916daec6b2 3d: Match MOT bones to POL bones by array index
The original {Reign,Tapir,Seal}Engine apply motion bones to model bones
purely by array position, never consulting bone name or bone_id.

This fixes bone animation of "Shizuka & Nagi" model in Rance 9.
2026-05-29 07:17:41 +09:00
kichikuou c01a27583c SealEngine: Add .mpr (motion material keyframes) support
.mpr is an optional sidecar to .mot used by SealEngine, replacing .txa
used in ReignEngine / TapirEngine. While .mot drives bone poses, .mpr
drives material properties on a per-frame timeline.

Supported keys, all keyed by frame number:

  Object{MulAlpha,MulDiffuse,AddAmbient} : applied to the whole model
  Mesh{MulAlpha,MulDiffuse,AddAmbient}   : applied per named mesh
  MeshTextureAnime                       : swap diffuse texture index

Colors and alpha use linear interpolation between keys. Out-of-range
frames hold the nearest endpoint.

Mesh* tracks act as per-mesh tints and do not leak to other meshes
that happen to share a material. MeshTextureAnime is the exception:
it rewrites the shared material's diffuse slot, so all meshes using
that material animate in sync (e.g. in Rance 9, hanny_black_move.mpr
lists only hibana_R but hibana_L animates together).
2026-05-22 13:57:02 +09:00
kichikuou 4239345289 SealEngine: Support POL v4 format
POL v4 introduces material groups with texture blending. A material's
sub-material can be a "blend group" containing exactly two leaf
materials, whose textures are blended using per-vertex weights for
smooth terrain transitions.
2026-04-26 10:03:09 +09:00
kichikuou 5f13b3e9d0 Fix crash on Windows introduced in commit ed2239f
Memory allocated with xcalloc_aligned (which uses _aligned_malloc on
Windows) must be freed with _aligned_free. Using standard free() caused
heap corruption and crashes.
2026-02-06 16:29:14 +09:00
kichikuou ed2239fb1b Use xcalloc_aligned for allocating structures containing mat4
This fixes #294.

cglm's mat4 requires 32-byte alignment when __AVX__ is defined.
2026-01-13 08:17:31 +09:00
kichikuou 117c72cf09 3d: Implement texture animation
Skinned models can have multiple texture images for animation. When a
material colormap in the .pol file is `image.png`, additional images are
stored with names like `image[1].png`, `image[2].png`, etc.

Animation frame information is stored in `<motion_name>.txa` file. This
is a text file containing newline-separated integers, specifying the
texture index for each motion frame.
2025-06-21 16:55:24 +09:00
kichikuou e2440a5a44 Implement TapirEngine.SetInstanceMeshShow 2025-06-16 11:43:26 +09:00
kichikuou f1a2904262 TapirEngine: Fix alpha test / alpha blend conditions
In ReignEngine, alpha blending is the default. Alpha testing is used if
the mesh/material has the (sprite) attribute.

In TapirEngine, alpha testing is the default. Alpha blending is used if
the mesh/material has the (alpha) attribute.
2024-10-22 10:17:07 +09:00
kichikuou 1cbf6125ce 3d: Implement vertex alpha
POL v2 models can have an alpha mod per vertex.
2024-10-20 08:25:42 +09:00
kichikuou c04aa8a844 TapirEngine: Outline rendering
This implements outline (called "edge" in the game config) rendering of
3D objects, using the "inverted hull" method.
2024-10-13 07:18:49 +09:00
kichikuou a0a68a022c TapirEngine: Load .opr file
A .pol file may have a corresponding .opr file, which is a text file
containing parameters for the meshes.
2024-10-13 07:18:49 +09:00
kichikuou 74666c9b90 3d: Ignore alpha map if same as color map
In Rance Quest (e.g. mapF_ew01), some materials use the same image for
both color map and alpha map. In that case, the alpha channel of the
color map can be used, so ignore the alpha map.
2024-10-06 07:53:15 +09:00
kichikuou 22a06b1da9 3d: Implement vertex colors
3D objects can have a color per vertex, which is multiplied with the
texture color.
2024-10-05 07:41:17 +09:00
kichikuou 09dc9470ae TapirEngine: Proper collision detection
Collision detection is based on a mesh named "collision" in the map's 3D
model. The "collision" mesh specifies the area in which the character
can move in the xz plane, and the y coordinate represents the height of
the map at that point.

Now cglm 0.9.2 is required, for 2D AABB operations.
2024-09-30 09:11:54 +09:00
kichikuou f53ad7d557 Initial implementation of TapirEngine.CalcInstance2DDetection
This is used for collision detection between a map object and the player
character. The current implementation is very simple, only performing
AABB intersection tests, but it is enough to allow the player to walk
around the first dungeon in Rance Quest.
2024-09-16 15:27:11 +09:00
kichikuou 9465ee1c63 ReignEngine: Cache parsed motions
Motions are cached in `struct model`.
2022-12-28 13:18:41 +09:00
kichikuou c7cebb9ea9 ReignEngine: Fix out-of-range material index in .POL
Without this, some maps (e.g. map059) and battle backgrounds
(e.g. bg101) in Toushin Toshi 3 are not rendered correctly.
2022-12-24 16:54:41 +09:00
kichikuou 2de5132803 ReignEngine: Support (sprite) mesh attribute
It has the same effect as the (sprite) material attribute.

Also, now sprite objects are rendered in the DRAW_OPAQUE phase.
2022-12-24 16:54:40 +09:00
kichikuou 70b4071350 ReignEngine: Support "shadow darkness" material parameter
It is a value between 0.0 and 1.0, where 0.0 means no shadows are drawn
on the material.
2022-12-24 16:54:40 +09:00
kichikuou 06b9da800c Implement ReignEngine.SetInstanceDebugDrawShadowVolume
It visualizes the bounding sphere of the instance. Although it is only
called from dead code in Toushin Toshi 3, it's useful for debugging
shadow mapping.
2022-12-24 16:54:37 +09:00
kichikuou 5b9e7ac7e4 ReignEngine: Correctly mark transparent materials
There are two types of transparent materials: materials that have an
alpha map and materials that have a color map with an alpha channel.
This change makes the latter to be considered transparent.
2022-12-10 11:25:42 +09:00
kichikuou 00d1d01353 ReignEngine: Per-mesh control of drawing order
Before this, the order of drawing was determined on an instance-by-
instance basis. Instances with even a single transparent material were
drawn after fully opaque instances.

After this, first the opaque meshes in all instances are drawn, and then
the transparent meshes are drawn from the nearest to the farthest.
2022-11-13 14:20:31 +09:00
kichikuou 814ebb7d3d ReignEngine: Support (sprite) material attribute
If specified, alpha test is used instead of alpha blend.
2022-11-05 20:56:25 +09:00
kichikuou 1a9a2e9753 ReignEngine: Support (nolighting) mesh attribute
In ReignEngine, the mesh name field may contain keywords that change
rendering behavior. The "(nolighting)" keyword disables lighting and
fog.
2022-11-05 20:56:25 +09:00
kichikuou 31823f5731 ReignEngine: Draw instances in z-order
To get correct blending effect for overlapped transparent objects.
2022-11-05 20:56:25 +09:00
kichikuou 2370052b54 ReignEngine: Fix bone mapping between model and motion
Some motion files (e.g. maidsan_ahoge_* and otokomae_*) have wrong bone
IDs, so bone names should be used to look up matching bones in the
model.

However, this does not always work because masokan.POL has multiple
bones with the same name. In that case ID matching must be used.
2022-10-10 14:20:20 +09:00
kichikuou 3615223b52 ReignEngine: Implement alpha mapping 2022-10-01 16:24:20 +09:00
kichikuou fbf74db7a4 ReignEngine: Fix rim lighting for very small rim_exponent values 2022-10-01 16:24:16 +09:00
kichikuou c30225d535 ReignEngine: Bind all vertex attributes to fixed locations
So that model_load() doesn't have to depend on RE_renderer.
2022-09-11 14:39:37 +09:00
kichikuou 0ff9c5a62c ReignEngine: Add loader for particle effects
This implements a parser for particle effect definition files (.pae)
and a set of field accessor functions for the RE_ITYPE_PARTICLE_EFFECT
instance type. Rendering of effects is not yet implemented.
2022-09-04 10:17:03 +09:00
kichikuou 233b2a4f20 ReignEngine: Implement shadow mapping 2022-07-24 16:01:16 +09:00
kichikuou b0e540e67b gfx: Expose low level shader loading function
And use it in 3d/. This gives more flexibility on vertex attribute /
uniform variable configurations.
2022-07-24 16:01:16 +09:00
kichikuou af7127580c ReignEngine: Implement light mapping 2022-07-16 15:26:41 +09:00
kichikuou 84f55a55cd ReignEngine: Optimize vertex buffer layout
Now unused vertex attributes (e.g. bone weights) are not included in the
vertex buffer.
2022-07-16 15:26:38 +09:00
kichikuou c86ca5de87 ReignEngine: Implement bump mapping 2022-07-16 12:59:35 +09:00
kichikuou 80c6b62074 ReignEngine: Implement specular map 2022-07-10 13:33:50 +09:00
kichikuou fe02c8f401 ReignEngine: Implement rim lighting
Lighting parameters are per-material and are stored in the .amt file.
2022-07-10 13:20:50 +09:00
kichikuou b23d05bcc2 ReignEngine: Load material parameters from .amt file 2022-07-09 14:36:40 +09:00
kichikuou d11116f647 ReignEngine: Support billboard instance type
Used for 2D objects (e.g. NPCs in dungeons).
2022-06-19 12:19:41 +09:00
kichikuou a2bbe15b20 ReignEngine: Implement skeletal animation 2022-06-11 13:28:02 +09:00
kichikuou dca30c3aab Initial implementation of ReignEngine HLL
ReignEngine is the 3D rendering engine used in Toushin Toshi III, and is
the predecessor of the 3D engines for Rance Quest, Rance 9, Evenicle,
etc.

This implements minimal functionality to be able to draw the first 3D
dungeon scene. Many important parts such as motion and lighting are not
implemented yet.
2022-06-04 11:29:07 +09:00