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TeslaRel410/emulator/RENDERER-COLLAB.md
T
CydandClaude Fable 5 dabc204d0d VPX render: port the restoration gallery shading model; renderer collab doc
Device renderer (vpxlog.cpp, commit-copy of the fork source):
- View-flush fog decode (enable/near/far/rgb at d+72.., mode 5 linear,
  garbage-guarded; VPX_NOFOG=1 diagnostic) applied per fragment.
- Full dpl_MATERIAL parse: emissive/ambient/diffuse/opacity/specular/
  shininess (opacity+specular parsed, not yet applied); fixed-offset
  texture/ramp refs with lazy resolution, rebake on material/ramp reflush.
- Gallery shading model (restoration/gallery_template.html) as a GLSL 1.10
  program over the existing immediate-mode path, fixed-function fallback:
  c = (matAmb*sceneAmb + matDiff*mix(ramp.lo,ramp.hi,acc))*tex + matEmis,
  linear fog with immunity knob. Textured polys use an identity light-ramp
  (texels already baked through the material ramp). Newell flat normals for
  polys without wire normals. Interim sun/ambient until the light node is
  decoded: VPX_AMBIENT / VPX_SUN env overrides.

RENDERER-COLLAB.md: shared working doc with the external-renderer team --
verified FIFO action/node tables, struct offsets, scene assembly and
coordinate conventions, available data taps, open questions (incl. the
type-7 object-vs-light flush conflict).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-04 16:41:16 -05:00

8.2 KiB
Raw Blame History

Division Renderer Collaboration Log

Shared working doc for the two renderer efforts against the VPX/Division hardware interface:

  • In-process renderer — GL HLE inside the DOSBox-X fork's VPX device (src/src/hardware/vpxlog.cpp, commit-copy vpx-device/vpxlog.cpp). Maintained by Cyd + Claude (this repo's sessions).
  • External renderer — separate approach by the graphics developer + their Claude instance. (Fill in your section below.)

How to use this file: each session (human or Claude) reads it at start, appends to its own section and the Log, and commits. Don't rewrite the other team's sections — append questions/answers instead. Commit messages prefixed collab: so both sides can git log --grep=collab: for changes.


Ground-truth sources (in priority order)

  1. sda4/DPL3/LIBDPL/DPLTYPES.H + DPL.H — the dVS/DPL node structs and API.
  2. sda4/DPL3/VRENDER/ — Division's own i860 renderer source (rasterizer semantics; the ramp/texture/light questions below should be settled here).
  3. ALPHA_1/REL410/BT/BTDPL.INI — per-arena ground truth the game actually loads: fog=start end r g b, light=r g b pitch yaw roll, ambient=, clip=, objectpath= (arena content dirs), keyed by egg map/time/weather.
  4. restoration/ — WebGL re-render of the on-disk scene formats (divformats.py parsers, gallery_template.html shading model). Proven against 26 recovered scenes; its mesh shader is the reference shading model (see below).
  5. Live wire captures: VPXLOG=<file> logs every port I/O; scratch tooling (dump_nodes.py-style parsers) has decoded node flushes from fifodumps.

VPX board interface — verified on live captures

Register offsets (host side of the i860 board FIFO link): 0 inputData (board→host), 1 outputData (host→board), 2 inputStatus (bit0 = byte available), 3 outputStatus (always ready), 4/5 FIFO data port link B low/high bytes, 16 resetRoot, 17 analyseRoot.

Action codes (FIFO message stream)

action meaning
1 create [type][name]
3 flush [name][type][struct] — struct offsets below are into the payload d, where d+8 = struct offset 0
7 dcs_link [parent][child] — articulation tree
9 draw_scene — frame commit
11 list_add [parent][child]
23 set_geom_verts header [name][0][n_verts][stride_floats] + vertex bursts; stride 3..16 floats/vert: xyz, +uv at 3 (stride 5) or 6 (stride ≥8), +normal at 3 when stride ≥8
25 set_geom_conns header [name][n_polys][loop_len][0] + index words (closing duplicate dropped)
26 texel upload header [node][nbytes][w][h] + texel bursts (4/8/16 bpp, bpp inferred from byte/texel ratio)
31 per-frame camera [?][view][3x3 rows][eye]

Node types (create/flush type field)

type node verified layout (flush payload d)
2 zone raw-logged only
3 view win l/b/r/t/dist d+24..40, vw/vh d+44/48, near/far d+52/56, back_color d+60..68, fog enable/mode d+72, near d+76, far d+80, rgb d+84..92 (mode 5 = linear; game ANIMATES fog and re-flushes ~27×; boot flushes carry heap garbage — sanity-check floats)
4 instance object ref scanned at d+8.. (resolves to a type-7 node)
5 dcs 4×4 row-major at floats 4..19 (d+16..); row 3 = translation; world = local × parent (row-vector convention)
6 lmodel raw-logged only
7 object (instance target in the scene-graph walker) — CONFLICT: the flush handler currently raw-dumps t==7 as a light candidate ("t7 light=" lines in the tex log). Both can't be right; the real dpl_LIGHT wire type is still unidentified. Reconcile against DPLTYPES.H + a live dump.
9 geogroup material ref at d+64
11 material texture ref d+8, ramp ref d+20, emissive d+24..32, ambient d+36..44, diffuse d+48..56, opacity d+60, specular d+72..80, shininess d+84 (84-byte struct; refs resolve lazily — a ref may precede its create)
12 dpl_TEXTURE params texmap ref d+8, then minify/magnify/alpha/wrap_u/wrap_v/detail (u32s) + u0/v0/du/dv/anim_time (floats) + anim_bhv — logged (t12 lines), semantics not yet applied
13 texmap header texels ptr, u_size, v_size, bits_per_texel (+ hwareSize/hwareOffs/bilinear)
14 ramp lo RGB d+8..16, hi RGB d+20..28; texels are intensities colorized through the material's ramp

Scene assembly & conventions

  • Draw hierarchy: DCS (type 5) children (via list_add) → instance (4) → object (7) → first LOD child (host keeps active LOD at list head; the wire carries no switch distances) → geogroups (9) → geometry.
  • World is y-down (DCS matrices carry reflections); Division screen x is mirrored vs GL eye x (flip x after projection).
  • Vertices reach the renderer already in world space; the modelview holds only the camera (action 31: row-major world→eye rotation + eye pos, eye_p = R·(p e)).
  • Frustum from view win[]: glFrustum(win[l/r/b/t] · near / win[4], …).
  • The camera only goes live after the first analog (throttle/stick) input — until then the game submits no worklist and the screen is the back_color clear. Hands-off runs look like "solid sky"; check the radar head (win0 BMP dump) to confirm the mission actually loaded.

In-process renderer — status (2026-07-04)

The device now runs the restoration gallery's shading model verbatim as a GLSL 1.10 program (fixed-function fallback; stderr prints VPX render: gallery shading model active (GLSL)):

acc = Σ_i lightCol_i · max(dot(N, lightDir_i), 0)        (world space, 2 dir lights)
lit = mix(ramp.lo, ramp.hi, clamp(acc, 0, 1))
c   = (matAmb·sceneAmb + matDiff·lit) · tex + matEmis
out = mix(fogColor, c, max(clamp((fogEndd)/(fogEndfogStart), 0, 1), immune))

Interim until the light node is decoded: hardcoded sun + sceneAmb 0.45, overridable via VPX_AMBIENT="r,g,b" / VPX_SUN="r,g,b,pitch,yaw" (deg, y-down). Fog comes from the type-3 view flush. Opacity/specular parsed but not applied. Polys without wire normals get Newell flat face normals.

Ramp interpretation (open): wire textures are intensity texels baked through the material ramp at upload; the gallery applies the ramp to light (disk textures are RGB). The device currently avoids double-application by using an identity light-ramp on textured polys. VRENDER source should settle whether Division ramps texels, light, or both.

Data taps available to an external renderer (today)

  • VPXLOG=<path> (host env): full port-I/O log incl. every FIFO byte — replayable; parse with the action/type tables above.
  • VPX_DUMPDIR=<dir> + touch <dir>/DUMP: per-head BMP dumps (win<g>.bmp, g=0 radar, 3/4 MFD heads, 5-9 exploded singles).
  • Device tex log: t7/t12/t13 raw flush lines for undecoded nodes.
  • RIO_TAP=<path>: serial wire tap (not renderer-relevant, but proves rig liveness).
  • Offer: if a structured per-frame scene export (JSON/binary worklist after graph assembly, i.e. post-DCS world-space polys + materials) would feed your renderer better than raw FIFO, ask here — straightforward to add behind an env var.

Open questions (either side, answer in place with date)

  1. Real dpl_LIGHT wire type + layout (type 7 conflict above). BTDPL.INI light= lines give expected values to match against.
  2. Type-12 texture param semantics (wrap/clamp/uv-window/animate) — cause of smeared wall textures?
  3. Ramp on texel vs ramp on light (VRENDER).
  4. Terrain + sky in arena missions: what content/nodes carry them? (Live arena1 renders structures but almost no ground; sky is back_color only.)
  5. Opacity blending order/mode (glass cockpits, effects).
  6. Scene ambient: which node carries it at runtime (lmodel type 6?).

External renderer — approach & status

(Yours — please fill in: approach, inputs consumed, what you need from the device side, decisions taken. Append, date-stamp.)

Log

  • 2026-07-04 (Claude, in-process side): doc created. Gallery shading model ported into the device and verified live in arena1 (lit faces, plausible wire fog). Full material parse landed. Next in-process steps: light node decode, type-12 params, restoration-toolkit reference render of arena1 content.