melonDS/src/GPU3D_Soft.cpp

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/*
Copyright 2016-2017 StapleButter
This file is part of melonDS.
melonDS is free software: you can redistribute it and/or modify it under
the terms of the GNU General Public License as published by the Free
Software Foundation, either version 3 of the License, or (at your option)
any later version.
melonDS is distributed in the hope that it will be useful, but WITHOUT ANY
WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License along
with melonDS. If not, see http://www.gnu.org/licenses/.
*/
#include <stdio.h>
#include <string.h>
#include "NDS.h"
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#include "GPU.h"
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namespace GPU3D
{
namespace SoftRenderer
{
u32 ColorBuffer[256*192];
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u32 DepthBuffer[256*192];
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u32 AttrBuffer[256*192];
// attribute buffer:
// bit15: fog enable
// bit24-29: polygon ID
// bit30: translucent flag
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u8 StencilBuffer[256*2];
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bool Init()
{
return true;
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}
void DeInit()
{
}
void Reset()
{
memset(ColorBuffer, 0, 256*192 * 4);
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memset(DepthBuffer, 0, 256*192 * 4);
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memset(AttrBuffer, 0, 256*192 * 4);
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}
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// Notes on the interpolator:
//
// This is a theory on how the DS hardware interpolates values. It matches hardware output
// in the tests I did, but the hardware may be doing it differently. You never know.
//
// Assuming you want to perspective-correctly interpolate a variable named A across two points
// in a typical rasterizer, you would calculate A/W and 1/W at each point, interpolate linearly,
// then divide A/W by 1/W to recover the correct A value.
//
// The DS GPU approximates interpolation by calculating a perspective-correct interpolation
// between 0 and 1, then using the result as a factor to linearly interpolate the actual
// vertex attributes. The factor has 9 bits of precision when interpolating along Y and
// 8 bits along X.
//
// There's a special path for when the two W values are equal: it directly does linear
// interpolation, avoiding precision loss from the aforementioned approximation.
// Which is desirable when using the GPU to draw 2D graphics.
class Interpolator
{
public:
Interpolator() {}
Interpolator(s32 x0, s32 x1, s32 w0, s32 w1, int shift)
{
Setup(x0, x1, w0, w1, shift);
}
void Setup(s32 x0, s32 x1, s32 w0, s32 w1, int shift)
{
this->x0 = x0;
this->x1 = x1;
this->xdiff = x1 - x0;
this->shift = shift;
this->w0factor = (s64)w0 * xdiff;
this->w1factor = (s64)w1 * xdiff;
this->wdiff = w1 - w0;
}
void SetX(s32 x)
{
x -= x0;
this->x = x;
if (xdiff != 0 && wdiff != 0)
{
s64 num = ((s64)x << (shift + 40)) / w1factor;
s64 denw0 = ((s64)(xdiff-x) << 40) / w0factor;
s64 denw1 = num >> shift;
s64 denom = denw0 + denw1;
if (denom == 0)
yfactor = 0;
else
{
yfactor = (s32)(num / denom);
}
}
}
s32 Interpolate(s32 y0, s32 y1)
{
if (xdiff == 0) return y0;
if (wdiff != 0)
return y0 + (((y1 - y0) * yfactor) >> shift);
else
return y0 + (((y1 - y0) * x) / xdiff);
}
s32 InterpolateZ(s32 z0, s32 z1, bool wbuffer)
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{
if (xdiff == 0) return z0;
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if ((wdiff != 0) && wbuffer)
return z0 + (((s64)(z1 - z0) * yfactor) >> shift);
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else
return z0 + (((s64)(z1 - z0) * x) / xdiff);
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}
private:
s32 x0, x1, xdiff, x;
s64 w0factor, w1factor;
s32 wdiff;
int shift;
s32 yfactor;
};
class Slope
{
public:
Slope() {}
s32 SetupDummy(s32 x0, int side)
{
if (side)
{
dx = -0x10000;
x0--;
}
else
{
dx = 0;
}
this->x0 = x0;
this->xmin = x0;
this->xmax = x0;
Increment = 0;
XMajor = false;
Interp.Setup(0, 0, 0, 0, 9);
Interp.SetX(0);
return x0;
}
s32 Setup(s32 x0, s32 x1, s32 y0, s32 y1, s32 w0, s32 w1, int side)
{
this->x0 = x0;
this->y = y0;
if (x1 > x0)
{
this->xmin = x0;
this->xmax = x1-1;
}
else if (x1 < x0)
{
this->xmin = x1;
this->xmax = x0-1;
}
else
{
this->xmin = x0;
if (side) this->xmin--;
this->xmax = this->xmin;
}
if (y0 == y1)
Increment = 0;
else
Increment = ((x1 - x0) << 16) / (y1 - y0);
if (Increment < 0)
{
Increment = -Increment;
Negative = true;
}
else
Negative = false;
XMajor = (Increment > 0x10000);
if (side)
{
// right
if (XMajor) dx = Negative ? (0x8000 + 0x10000) : (Increment - 0x8000);
else if (Increment != 0) dx = Negative ? 0x10000 : 0;
else dx = -0x10000;
}
else
{
// left
if (XMajor) dx = Negative ? ((Increment - 0x8000) + 0x10000) : 0x8000;
else if (Increment != 0) dx = Negative ? 0x10000 : 0;
else dx = 0;
}
if (XMajor)
{
if (side) Interp.Setup(x0-1, x1-1, w0, w1, 9); // checkme
else Interp.Setup(x0, x1, w0, w1, 9);
}
else Interp.Setup(y0, y1, w0, w1, 9);
s32 x = XVal();
if (XMajor) Interp.SetX(x);
else Interp.SetX(y);
return x;
}
s32 Step()
{
dx += Increment;
y++;
s32 x = XVal();
if (XMajor) Interp.SetX(x);
else Interp.SetX(y);
return x;
}
s32 XVal()
{
s32 ret;
if (Negative) ret = x0 - (dx >> 16);
else ret = x0 + (dx >> 16);
if (ret < xmin) ret = xmin;
else if (ret > xmax) ret = xmax;
return ret;
}
s32 EdgeLimit(int side)
{
s32 ret;
if (side)
{
if (Negative) ret = x0 - ((dx+Increment) >> 16);
else ret = x0 + ((dx-Increment) >> 16);
}
else
{
if (Negative) ret = x0 - ((dx-Increment) >> 16);
else ret = x0 + ((dx+Increment) >> 16);
}
return ret;
}
s32 Increment;
bool Negative;
bool XMajor;
Interpolator Interp;
private:
s32 x0, xmin, xmax;
s32 dx;
s32 y;
};
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typedef struct
{
Polygon* PolyData;
Slope SlopeL, SlopeR;
s32 XL, XR;
u32 CurVL, CurVR;
u32 NextVL, NextVR;
} RendererPolygon;
RendererPolygon PolygonList[2048];
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void TextureLookup(u32 texparam, u32 texpal, s16 s, s16 t, u16* color, u8* alpha)
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{
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u32 vramaddr = (texparam & 0xFFFF) << 3;
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s32 width = 8 << ((texparam >> 20) & 0x7);
s32 height = 8 << ((texparam >> 23) & 0x7);
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s >>= 4;
t >>= 4;
// texture wrapping
// TODO: optimize this somehow
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// testing shows that it's hardly worth optimizing, actually
if (texparam & (1<<16))
{
if (texparam & (1<<18))
{
if (s & width) s = (width-1) - (s & (width-1));
else s = (s & (width-1));
}
else
s &= width-1;
}
else
{
if (s < 0) s = 0;
else if (s >= width) s = width-1;
}
if (texparam & (1<<17))
{
if (texparam & (1<<19))
{
if (t & height) t = (height-1) - (t & (height-1));
else t = (t & (height-1));
}
else
t &= height-1;
}
else
{
if (t < 0) t = 0;
else if (t >= height) t = height-1;
}
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u8 alpha0;
if (texparam & (1<<29)) alpha0 = 0;
else alpha0 = 31;
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switch ((texparam >> 26) & 0x7)
{
case 1: // A3I5
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{
vramaddr += ((t * width) + s);
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u8 pixel = GPU::ReadVRAM_Texture<u8>(vramaddr);
texpal <<= 4;
*color = GPU::ReadVRAM_TexPal<u16>(texpal + ((pixel&0x1F)<<1));
*alpha = ((pixel >> 3) & 0x1C) + (pixel >> 6);
}
break;
case 2: // 4-color
{
vramaddr += (((t * width) + s) >> 2);
u8 pixel = GPU::ReadVRAM_Texture<u8>(vramaddr);
pixel >>= ((s & 0x3) << 1);
pixel &= 0x3;
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texpal <<= 3;
*color = GPU::ReadVRAM_TexPal<u16>(texpal + (pixel<<1));
*alpha = (pixel==0) ? alpha0 : 31;
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}
break;
case 3: // 16-color
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{
vramaddr += (((t * width) + s) >> 1);
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u8 pixel = GPU::ReadVRAM_Texture<u8>(vramaddr);
if (s & 0x1) pixel >>= 4;
else pixel &= 0xF;
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texpal <<= 4;
*color = GPU::ReadVRAM_TexPal<u16>(texpal + (pixel<<1));
*alpha = (pixel==0) ? alpha0 : 31;
}
break;
case 4: // 256-color
{
vramaddr += ((t * width) + s);
u8 pixel = GPU::ReadVRAM_Texture<u8>(vramaddr);
texpal <<= 4;
*color = GPU::ReadVRAM_TexPal<u16>(texpal + (pixel<<1));
*alpha = (pixel==0) ? alpha0 : 31;
}
break;
case 5: // compressed
{
vramaddr += ((t & 0x3FC) * (width>>2)) + (s & 0x3FC);
vramaddr += (t & 0x3);
u32 slot1addr = 0x20000 + ((vramaddr & 0x1FFFC) >> 1);
if (vramaddr >= 0x40000)
slot1addr += 0x10000;
u8 val = GPU::ReadVRAM_Texture<u8>(vramaddr);
val >>= (2 * (s & 0x3));
u16 palinfo = GPU::ReadVRAM_Texture<u16>(slot1addr);
u32 paloffset = (palinfo & 0x3FFF) << 2;
texpal <<= 4;
switch (val & 0x3)
{
case 0:
*color = GPU::ReadVRAM_TexPal<u16>(texpal + paloffset);
*alpha = 31;
break;
case 1:
*color = GPU::ReadVRAM_TexPal<u16>(texpal + paloffset + 2);
*alpha = 31;
break;
case 2:
if ((palinfo >> 14) == 1)
{
u16 color0 = GPU::ReadVRAM_TexPal<u16>(texpal + paloffset);
u16 color1 = GPU::ReadVRAM_TexPal<u16>(texpal + paloffset + 2);
u32 r0 = color0 & 0x001F;
u32 g0 = color0 & 0x03E0;
u32 b0 = color0 & 0x7C00;
u32 r1 = color1 & 0x001F;
u32 g1 = color1 & 0x03E0;
u32 b1 = color1 & 0x7C00;
u32 r = (r0 + r1) >> 1;
u32 g = ((g0 + g1) >> 1) & 0x03E0;
u32 b = ((b0 + b1) >> 1) & 0x7C00;
*color = r | g | b;
}
else if ((palinfo >> 14) == 3)
{
u16 color0 = GPU::ReadVRAM_TexPal<u16>(texpal + paloffset);
u16 color1 = GPU::ReadVRAM_TexPal<u16>(texpal + paloffset + 2);
u32 r0 = color0 & 0x001F;
u32 g0 = color0 & 0x03E0;
u32 b0 = color0 & 0x7C00;
u32 r1 = color1 & 0x001F;
u32 g1 = color1 & 0x03E0;
u32 b1 = color1 & 0x7C00;
u32 r = (r0*5 + r1*3) >> 3;
u32 g = ((g0*5 + g1*3) >> 3) & 0x03E0;
u32 b = ((b0*5 + b1*3) >> 3) & 0x7C00;
*color = r | g | b;
}
else
*color = GPU::ReadVRAM_TexPal<u16>(texpal + paloffset + 4);
*alpha = 31;
break;
case 3:
if ((palinfo >> 14) == 2)
{
*color = GPU::ReadVRAM_TexPal<u16>(texpal + paloffset + 6);
*alpha = 31;
}
else if ((palinfo >> 14) == 3)
{
u16 color0 = GPU::ReadVRAM_TexPal<u16>(texpal + paloffset);
u16 color1 = GPU::ReadVRAM_TexPal<u16>(texpal + paloffset + 2);
u32 r0 = color0 & 0x001F;
u32 g0 = color0 & 0x03E0;
u32 b0 = color0 & 0x7C00;
u32 r1 = color1 & 0x001F;
u32 g1 = color1 & 0x03E0;
u32 b1 = color1 & 0x7C00;
u32 r = (r0*3 + r1*5) >> 3;
u32 g = ((g0*3 + g1*5) >> 3) & 0x03E0;
u32 b = ((b0*3 + b1*5) >> 3) & 0x7C00;
*color = r | g | b;
*alpha = 31;
}
else
{
*color = 0;
*alpha = 0;
}
break;
}
}
break;
case 6: // A5I3
{
vramaddr += ((t * width) + s);
u8 pixel = GPU::ReadVRAM_Texture<u8>(vramaddr);
texpal <<= 4;
*color = GPU::ReadVRAM_TexPal<u16>(texpal + ((pixel&0x7)<<1));
*alpha = (pixel >> 3);
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}
break;
case 7: // direct color
{
vramaddr += (((t * width) + s) << 1);
*color = GPU::ReadVRAM_Texture<u16>(vramaddr);
*alpha = (*color & 0x8000) ? 31 : 0;
}
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break;
}
}
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template<bool func_equal>
bool DepthTest(s32 oldz, s32 z)
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{
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if (func_equal)
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{
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s32 diff = oldz - z;
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if ((u32)(diff + 0x200) <= 0x400)
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return true;
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}
else
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if (z < oldz)
return true;
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return false;
}
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u32 RenderPixel(Polygon* polygon, u8 vr, u8 vg, u8 vb, s16 s, s16 t)
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{
u8 r, g, b, a;
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u32 blendmode = (polygon->Attr >> 4) & 0x3;
u32 polyalpha = (polygon->Attr >> 16) & 0x1F;
bool wireframe = (polyalpha == 0);
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if (blendmode == 2)
{
u16 tooncolor = RenderToonTable[vr >> 1];
vr = (tooncolor << 1) & 0x3E; if (vr) vr++;
vg = (tooncolor >> 4) & 0x3E; if (vg) vg++;
vb = (tooncolor >> 9) & 0x3E; if (vb) vb++;
}
if ((RenderDispCnt & (1<<0)) && (((polygon->TexParam >> 26) & 0x7) != 0))
{
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u8 tr, tg, tb;
u16 tcolor; u8 talpha;
TextureLookup(polygon->TexParam, polygon->TexPalette, s, t, &tcolor, &talpha);
tr = (tcolor << 1) & 0x3E; if (tr) tr++;
tg = (tcolor >> 4) & 0x3E; if (tg) tg++;
tb = (tcolor >> 9) & 0x3E; if (tb) tb++;
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if (blendmode & 0x1)
{
// decal
if (talpha == 0)
{
r = vr;
g = vg;
b = vb;
}
else if (talpha == 31)
{
r = tr;
g = tg;
b = tb;
}
else
{
r = ((tr * talpha) + (vr * (31-talpha))) >> 5;
g = ((tg * talpha) + (vg * (31-talpha))) >> 5;
b = ((tb * talpha) + (vb * (31-talpha))) >> 5;
}
a = polyalpha;
}
else
{
// modulate
r = ((tr+1) * (vr+1) - 1) >> 6;
g = ((tg+1) * (vg+1) - 1) >> 6;
b = ((tb+1) * (vb+1) - 1) >> 6;
a = ((talpha+1) * (polyalpha+1) - 1) >> 5;
}
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}
else
{
r = vr;
g = vg;
b = vb;
a = polyalpha;
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}
if ((blendmode == 2) && (RenderDispCnt & (1<<1)))
{
r += vr;
g += vg;
b += vb;
if (r > 63) r = 63;
if (g > 63) g = 63;
if (b > 63) b = 63;
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}
// checkme: can wireframe polygons use texture alpha?
if (wireframe) a = 31;
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return r | (g << 8) | (b << 16) | (a << 24);
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}
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void SetupPolygonLeftEdge(RendererPolygon* rp, s32 y)
{
Polygon* polygon = rp->PolyData;
while (y >= polygon->Vertices[rp->NextVL]->FinalPosition[1] && rp->CurVL != polygon->VBottom)
{
rp->CurVL = rp->NextVL;
if (polygon->FacingView)
{
rp->NextVL = rp->CurVL + 1;
if (rp->NextVL >= polygon->NumVertices)
rp->NextVL = 0;
}
else
{
rp->NextVL = rp->CurVL - 1;
if ((s32)rp->NextVL < 0)
rp->NextVL = polygon->NumVertices - 1;
}
}
rp->XL = rp->SlopeL.Setup(polygon->Vertices[rp->CurVL]->FinalPosition[0], polygon->Vertices[rp->NextVL]->FinalPosition[0],
polygon->Vertices[rp->CurVL]->FinalPosition[1], polygon->Vertices[rp->NextVL]->FinalPosition[1],
polygon->FinalW[rp->CurVL], polygon->FinalW[rp->NextVL], 0);
}
void SetupPolygonRightEdge(RendererPolygon* rp, s32 y)
{
Polygon* polygon = rp->PolyData;
while (y >= polygon->Vertices[rp->NextVR]->FinalPosition[1] && rp->CurVR != polygon->VBottom)
{
rp->CurVR = rp->NextVR;
if (polygon->FacingView)
{
rp->NextVR = rp->CurVR - 1;
if ((s32)rp->NextVR < 0)
rp->NextVR = polygon->NumVertices - 1;
}
else
{
rp->NextVR = rp->CurVR + 1;
if (rp->NextVR >= polygon->NumVertices)
rp->NextVR = 0;
}
}
rp->XR = rp->SlopeR.Setup(polygon->Vertices[rp->CurVR]->FinalPosition[0], polygon->Vertices[rp->NextVR]->FinalPosition[0],
polygon->Vertices[rp->CurVR]->FinalPosition[1], polygon->Vertices[rp->NextVR]->FinalPosition[1],
polygon->FinalW[rp->CurVR], polygon->FinalW[rp->NextVR], 1);
}
void SetupPolygon(RendererPolygon* rp, Polygon* polygon)
{
u32 nverts = polygon->NumVertices;
u32 vtop = polygon->VTop, vbot = polygon->VBottom;
s32 ytop = polygon->YTop, ybot = polygon->YBottom;
rp->PolyData = polygon;
rp->CurVL = vtop;
rp->CurVR = vtop;
if (polygon->FacingView)
{
rp->NextVL = rp->CurVL + 1;
if (rp->NextVL >= nverts) rp->NextVL = 0;
rp->NextVR = rp->CurVR - 1;
if ((s32)rp->NextVR < 0) rp->NextVR = nverts - 1;
}
else
{
rp->NextVL = rp->CurVL - 1;
if ((s32)rp->NextVL < 0) rp->NextVL = nverts - 1;
rp->NextVR = rp->CurVR + 1;
if (rp->NextVR >= nverts) rp->NextVR = 0;
}
if (ybot == ytop)
{
//ybot++;
vtop = 0; vbot = 0;
//xtop = 256; xbot = 0;
int i;
i = 1;
if (polygon->Vertices[i]->FinalPosition[0] < polygon->Vertices[vtop]->FinalPosition[0]) vtop = i;
if (polygon->Vertices[i]->FinalPosition[0] > polygon->Vertices[vbot]->FinalPosition[0]) vbot = i;
i = nverts - 1;
if (polygon->Vertices[i]->FinalPosition[0] < polygon->Vertices[vtop]->FinalPosition[0]) vtop = i;
if (polygon->Vertices[i]->FinalPosition[0] > polygon->Vertices[vbot]->FinalPosition[0]) vbot = i;
rp->CurVL = vtop; rp->NextVL = vtop;
rp->CurVR = vbot; rp->NextVR = vbot;
rp->XL = rp->SlopeL.SetupDummy(polygon->Vertices[rp->CurVL]->FinalPosition[0], 0);
rp->XR = rp->SlopeR.SetupDummy(polygon->Vertices[rp->CurVR]->FinalPosition[0], 1);
}
else
{
SetupPolygonLeftEdge(rp, ytop);
SetupPolygonRightEdge(rp, ytop);
}
}
void RenderPolygonScanline(RendererPolygon* rp, s32 y)
{
Polygon* polygon = rp->PolyData;
u32 polyalpha = (polygon->Attr >> 16) & 0x1F;
bool wireframe = (polyalpha == 0);
bool (*fnDepthTest)(s32 oldz, s32 z);
if (polygon->Attr & (1<<14))
fnDepthTest = DepthTest<true>;
else
fnDepthTest = DepthTest<false>;
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if (polygon->ClearStencil)
memset(&StencilBuffer[256 * (y&0x1)], 0, 256);
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if (polygon->YTop != polygon->YBottom)
{
if (y >= polygon->Vertices[rp->NextVL]->FinalPosition[1] && rp->CurVL != polygon->VBottom)
{
SetupPolygonLeftEdge(rp, y);
}
if (y >= polygon->Vertices[rp->NextVR]->FinalPosition[1] && rp->CurVR != polygon->VBottom)
{
SetupPolygonRightEdge(rp, y);
}
}
Vertex *vlcur, *vlnext, *vrcur, *vrnext;
s32 xstart, xend;
Slope* slope_start;
Slope* slope_end;
xstart = rp->XL;
xend = rp->XR;
s32 wl = rp->SlopeL.Interp.Interpolate(polygon->FinalW[rp->CurVL], polygon->FinalW[rp->NextVL]);
s32 wr = rp->SlopeR.Interp.Interpolate(polygon->FinalW[rp->CurVR], polygon->FinalW[rp->NextVR]);
s32 zl = rp->SlopeL.Interp.InterpolateZ(polygon->FinalZ[rp->CurVL], polygon->FinalZ[rp->NextVL], polygon->WBuffer);
s32 zr = rp->SlopeR.Interp.InterpolateZ(polygon->FinalZ[rp->CurVR], polygon->FinalZ[rp->NextVR], polygon->WBuffer);
// if the left and right edges are swapped, render backwards.
// note: we 'forget' to swap the xmajor flags, on purpose
// the hardware has the same bug
if (xstart > xend)
{
vlcur = polygon->Vertices[rp->CurVR];
vlnext = polygon->Vertices[rp->NextVR];
vrcur = polygon->Vertices[rp->CurVL];
vrnext = polygon->Vertices[rp->NextVL];
slope_start = &rp->SlopeR;
slope_end = &rp->SlopeL;
s32 tmp;
tmp = xstart; xstart = xend; xend = tmp;
tmp = wl; wl = wr; wr = tmp;
tmp = zl; zl = zr; zr = tmp;
}
else
{
vlcur = polygon->Vertices[rp->CurVL];
vlnext = polygon->Vertices[rp->NextVL];
vrcur = polygon->Vertices[rp->CurVR];
vrnext = polygon->Vertices[rp->NextVR];
slope_start = &rp->SlopeL;
slope_end = &rp->SlopeR;
}
// interpolate attributes along Y
s32 rl = slope_start->Interp.Interpolate(vlcur->FinalColor[0], vlnext->FinalColor[0]);
s32 gl = slope_start->Interp.Interpolate(vlcur->FinalColor[1], vlnext->FinalColor[1]);
s32 bl = slope_start->Interp.Interpolate(vlcur->FinalColor[2], vlnext->FinalColor[2]);
s32 sl = slope_start->Interp.Interpolate(vlcur->TexCoords[0], vlnext->TexCoords[0]);
s32 tl = slope_start->Interp.Interpolate(vlcur->TexCoords[1], vlnext->TexCoords[1]);
s32 rr = slope_end->Interp.Interpolate(vrcur->FinalColor[0], vrnext->FinalColor[0]);
s32 gr = slope_end->Interp.Interpolate(vrcur->FinalColor[1], vrnext->FinalColor[1]);
s32 br = slope_end->Interp.Interpolate(vrcur->FinalColor[2], vrnext->FinalColor[2]);
s32 sr = slope_end->Interp.Interpolate(vrcur->TexCoords[0], vrnext->TexCoords[0]);
s32 tr = slope_end->Interp.Interpolate(vrcur->TexCoords[1], vrnext->TexCoords[1]);
// calculate edges
//
// edge fill rules for opaque pixels:
// * right edge is filled if slope > 1
// * left edge is filled if slope <= 1
// * edges with slope = 0 are always filled
// edges are always filled if the pixels are translucent
// in wireframe mode, there are special rules for equal Z (TODO)
s32 l_edgeend, r_edgestart;
bool l_filledge, r_filledge;
if (rp->SlopeL.XMajor)
{
l_edgeend = slope_start->EdgeLimit(0);
if (l_edgeend == xstart) l_edgeend++;
l_filledge = slope_start->Negative;
}
else
{
l_edgeend = xstart + 1;
l_filledge = true;
}
if (rp->SlopeR.XMajor)
{
r_edgestart = slope_end->EdgeLimit(1);
if (r_edgestart == xend) r_edgestart--;
r_filledge = !slope_end->Negative;
}
else
{
r_edgestart = xend - 1;
r_filledge = slope_end->Increment==0;
}
int yedge = 0;
if (y == polygon->YTop) yedge = 0x4;
else if (y == polygon->YBottom-1) yedge = 0x8;
Interpolator interpX(xstart, xend+1, wl, wr, 8);
for (s32 x = xstart; x <= xend; x++)
{
if (x < 0) continue;
if (x > 255) break;
int edge = yedge;
if (x < l_edgeend) edge |= 0x1;
else if (x > r_edgestart) edge |= 0x2;
// wireframe polygons. really ugly, but works
if (wireframe && edge==0)
{
x = r_edgestart + 1;
continue;
}
u32 pixeladdr = (y*256) + x;
u32 attr = polygon->Attr & 0x3F008000;
// check stencil buffer for shadows
if (polygon->IsShadow)
{
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if (StencilBuffer[pixeladdr & 0x1FF] == 0)
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continue;
}
interpX.SetX(x);
s32 z = interpX.InterpolateZ(zl, zr, polygon->WBuffer);
if (polygon->IsShadowMask)
{
// for shadow masks: set stencil bits where the depth test fails.
// draw nothing.
// checkme
if (polyalpha == 31)
{
if (!wireframe)
{
if ((edge & 0x1) && !l_filledge)
continue;
if ((edge & 0x2) && !r_filledge)
continue;
}
}
if (!fnDepthTest(DepthBuffer[pixeladdr], z))
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StencilBuffer[pixeladdr & 0x1FF] = 1;
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continue;
}
if (!fnDepthTest(DepthBuffer[pixeladdr], z))
continue;
u32 vr = interpX.Interpolate(rl, rr);
u32 vg = interpX.Interpolate(gl, gr);
u32 vb = interpX.Interpolate(bl, br);
s16 s = interpX.Interpolate(sl, sr);
s16 t = interpX.Interpolate(tl, tr);
u32 color = RenderPixel(polygon, vr>>3, vg>>3, vb>>3, s, t);
u8 alpha = color >> 24;
// alpha test
// TODO: check alpha test when blending is disabled
if (alpha <= RenderAlphaRef) continue;
if (alpha == 31)
{
// edge fill rules for opaque pixels
// TODO, eventually: antialiasing
if (!wireframe)
{
if ((edge & 0x1) && !l_filledge)
continue;
if ((edge & 0x2) && !r_filledge)
continue;
}
DepthBuffer[pixeladdr] = z;
}
else
{
u32 dstattr = AttrBuffer[pixeladdr];
attr |= (1<<30);
if (polygon->IsShadow) dstattr |= (1<<30);
// skip if polygon IDs are equal
// note: this only happens if the destination pixel was translucent
// or always when drawing a shadow
// (the GPU keeps track of which pixels are translucent, regardless of
// the destination alpha)
if ((dstattr & 0x7F000000) == (attr & 0x7F000000))
continue;
u32 dstcolor = ColorBuffer[pixeladdr];
u32 dstalpha = dstcolor >> 24;
if ((dstalpha > 0) && (RenderDispCnt & (1<<3)))
{
u32 srcR = color & 0x3F;
u32 srcG = (color >> 8) & 0x3F;
u32 srcB = (color >> 16) & 0x3F;
u32 dstR = dstcolor & 0x3F;
u32 dstG = (dstcolor >> 8) & 0x3F;
u32 dstB = (dstcolor >> 16) & 0x3F;
alpha++;
dstR = ((srcR * alpha) + (dstR * (32-alpha))) >> 5;
dstG = ((srcG * alpha) + (dstG * (32-alpha))) >> 5;
dstB = ((srcB * alpha) + (dstB * (32-alpha))) >> 5;
alpha--;
if (alpha > dstalpha) dstalpha = alpha;
color = dstR | (dstG << 8) | (dstB << 16) | (dstalpha << 24);
}
if (polygon->Attr & (1<<11))
DepthBuffer[pixeladdr] = z;
}
ColorBuffer[pixeladdr] = color;
AttrBuffer[pixeladdr] = attr;
}
rp->XL = rp->SlopeL.Step();
rp->XR = rp->SlopeR.Step();
}
void RenderPolygon(RendererPolygon* rp)
{
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Polygon* polygon = rp->PolyData;
int nverts = polygon->NumVertices;
bool isline = false;
int vtop = polygon->VTop, vbot = polygon->VBottom;
s32 ytop = polygon->YTop, ybot = polygon->YBottom;
s32 xtop = polygon->XTop, xbot = polygon->XBottom;
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if (ytop > 191) return;
// draw, line per line
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/*u32 polyalpha = (polygon->Attr >> 16) & 0x1F;
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bool wireframe = (polyalpha == 0);
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bool (*fnDepthTest)(s32 oldz, s32 z);
if (polygon->Attr & (1<<14))
fnDepthTest = DepthTest<true>;
else
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fnDepthTest = DepthTest<false>;*/
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/*int lcur = vtop, rcur = vtop;
int lnext, rnext;
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if (polygon->FacingView)
{
lnext = lcur + 1;
if (lnext >= nverts) lnext = 0;
rnext = rcur - 1;
if (rnext < 0) rnext = nverts - 1;
}
else
{
lnext = lcur - 1;
if (lnext < 0) lnext = nverts - 1;
rnext = rcur + 1;
if (rnext >= nverts) rnext = 0;
}
Slope slopeL, slopeR;
s32 xL, xR;
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bool l_xmajor, r_xmajor;
if (ybot == ytop)
{
ybot++;
isline = true;
vtop = 0; vbot = 0;
xtop = 256; xbot = 0;
int i;
i = 1;
if (polygon->Vertices[i]->FinalPosition[0] < polygon->Vertices[vtop]->FinalPosition[0]) vtop = i;
if (polygon->Vertices[i]->FinalPosition[0] > polygon->Vertices[vbot]->FinalPosition[0]) vbot = i;
i = nverts - 1;
if (polygon->Vertices[i]->FinalPosition[0] < polygon->Vertices[vtop]->FinalPosition[0]) vtop = i;
if (polygon->Vertices[i]->FinalPosition[0] > polygon->Vertices[vbot]->FinalPosition[0]) vbot = i;
lcur = vtop; lnext = vtop;
rcur = vbot; rnext = vbot;
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xL = slopeL.SetupDummy(polygon->Vertices[lcur]->FinalPosition[0], 0);
xR = slopeR.SetupDummy(polygon->Vertices[rcur]->FinalPosition[0], 1);
}
else
{
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while (ytop >= polygon->Vertices[lnext]->FinalPosition[1] && lcur != vbot)
{
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lcur = lnext;
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if (polygon->FacingView)
{
lnext = lcur + 1;
if (lnext >= nverts) lnext = 0;
}
else
{
lnext = lcur - 1;
if (lnext < 0) lnext = nverts - 1;
}
}
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xL = slopeL.Setup(polygon->Vertices[lcur]->FinalPosition[0], polygon->Vertices[lnext]->FinalPosition[0],
polygon->Vertices[lcur]->FinalPosition[1], polygon->Vertices[lnext]->FinalPosition[1],
polygon->FinalW[lcur], polygon->FinalW[lnext], 0);
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while (ytop >= polygon->Vertices[rnext]->FinalPosition[1] && rcur != vbot)
{
rcur = rnext;
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if (polygon->FacingView)
{
rnext = rcur - 1;
if (rnext < 0) rnext = nverts - 1;
}
else
{
rnext = rcur + 1;
if (rnext >= nverts) rnext = 0;
}
}
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xR = slopeR.Setup(polygon->Vertices[rcur]->FinalPosition[0], polygon->Vertices[rnext]->FinalPosition[0],
polygon->Vertices[rcur]->FinalPosition[1], polygon->Vertices[rnext]->FinalPosition[1],
polygon->FinalW[rcur], polygon->FinalW[rnext], 1);
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}*/
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if (ybot > 192) ybot = 192;
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/*if (polygon->ClearStencil)
{
memset(StencilBuffer, 0, 192*256);
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}*/
for (s32 y = ytop; y < ybot; y++)
{
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RenderPolygonScanline(rp, y);
/*if (!isline)
{
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if (y >= polygon->Vertices[lnext]->FinalPosition[1] && lcur != vbot)
{
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while (y >= polygon->Vertices[lnext]->FinalPosition[1] && lcur != vbot)
{
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lcur = lnext;
if (polygon->FacingView)
{
lnext = lcur + 1;
if (lnext >= nverts) lnext = 0;
}
else
{
lnext = lcur - 1;
if (lnext < 0) lnext = nverts - 1;
}
}
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xL = slopeL.Setup(polygon->Vertices[lcur]->FinalPosition[0], polygon->Vertices[lnext]->FinalPosition[0],
polygon->Vertices[lcur]->FinalPosition[1], polygon->Vertices[lnext]->FinalPosition[1],
polygon->FinalW[lcur], polygon->FinalW[lnext], 0);
}
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if (y >= polygon->Vertices[rnext]->FinalPosition[1] && rcur != vbot)
{
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while (y >= polygon->Vertices[rnext]->FinalPosition[1] && rcur != vbot)
{
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rcur = rnext;
if (polygon->FacingView)
{
rnext = rcur - 1;
if (rnext < 0) rnext = nverts - 1;
}
else
{
rnext = rcur + 1;
if (rnext >= nverts) rnext = 0;
}
}
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xR = slopeR.Setup(polygon->Vertices[rcur]->FinalPosition[0], polygon->Vertices[rnext]->FinalPosition[0],
polygon->Vertices[rcur]->FinalPosition[1], polygon->Vertices[rnext]->FinalPosition[1],
polygon->FinalW[rcur], polygon->FinalW[rnext], 1);
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}
}
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Vertex *vlcur, *vlnext, *vrcur, *vrnext;
s32 xstart, xend;
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Slope* slope_start;
Slope* slope_end;
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xstart = xL;
xend = xR;
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s32 wl = slopeL.Interp.Interpolate(polygon->FinalW[lcur], polygon->FinalW[lnext]);
s32 wr = slopeR.Interp.Interpolate(polygon->FinalW[rcur], polygon->FinalW[rnext]);
s32 zl = slopeL.Interp.InterpolateZ(polygon->FinalZ[lcur], polygon->FinalZ[lnext], polygon->WBuffer);
s32 zr = slopeR.Interp.InterpolateZ(polygon->FinalZ[rcur], polygon->FinalZ[rnext], polygon->WBuffer);
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// if the left and right edges are swapped, render backwards.
// note: we 'forget' to swap the xmajor flags, on purpose
// the hardware has the same bug
if (xstart > xend)
{
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vlcur = polygon->Vertices[rcur];
vlnext = polygon->Vertices[rnext];
vrcur = polygon->Vertices[lcur];
vrnext = polygon->Vertices[lnext];
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slope_start = &slopeR;
slope_end = &slopeL;
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s32 tmp;
tmp = xstart; xstart = xend; xend = tmp;
tmp = wl; wl = wr; wr = tmp;
tmp = zl; zl = zr; zr = tmp;
}
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else
{
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vlcur = polygon->Vertices[lcur];
vlnext = polygon->Vertices[lnext];
vrcur = polygon->Vertices[rcur];
vrnext = polygon->Vertices[rnext];
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slope_start = &slopeL;
slope_end = &slopeR;
}
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// interpolate attributes along Y
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s32 rl = slope_start->Interp.Interpolate(vlcur->FinalColor[0], vlnext->FinalColor[0]);
s32 gl = slope_start->Interp.Interpolate(vlcur->FinalColor[1], vlnext->FinalColor[1]);
s32 bl = slope_start->Interp.Interpolate(vlcur->FinalColor[2], vlnext->FinalColor[2]);
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s32 sl = slope_start->Interp.Interpolate(vlcur->TexCoords[0], vlnext->TexCoords[0]);
s32 tl = slope_start->Interp.Interpolate(vlcur->TexCoords[1], vlnext->TexCoords[1]);
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s32 rr = slope_end->Interp.Interpolate(vrcur->FinalColor[0], vrnext->FinalColor[0]);
s32 gr = slope_end->Interp.Interpolate(vrcur->FinalColor[1], vrnext->FinalColor[1]);
s32 br = slope_end->Interp.Interpolate(vrcur->FinalColor[2], vrnext->FinalColor[2]);
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s32 sr = slope_end->Interp.Interpolate(vrcur->TexCoords[0], vrnext->TexCoords[0]);
s32 tr = slope_end->Interp.Interpolate(vrcur->TexCoords[1], vrnext->TexCoords[1]);
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// calculate edges
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//
// edge fill rules for opaque pixels:
// * right edge is filled if slope > 1
// * left edge is filled if slope <= 1
// * edges with slope = 0 are always filled
// edges are always filled if the pixels are translucent
// in wireframe mode, there are special rules for equal Z (TODO)
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s32 l_edgeend, r_edgestart;
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bool l_filledge, r_filledge;
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if (slopeL.XMajor)
{
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l_edgeend = slope_start->EdgeLimit(0);
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if (l_edgeend == xstart) l_edgeend++;
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l_filledge = slope_start->Negative;
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}
else
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{
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l_edgeend = xstart + 1;
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l_filledge = true;
}
if (slopeR.XMajor)
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{
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r_edgestart = slope_end->EdgeLimit(1);
if (r_edgestart == xend) r_edgestart--;
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r_filledge = !slope_end->Negative;
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}
else
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{
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r_edgestart = xend - 1;
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r_filledge = slope_end->Increment==0;
}
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int yedge = 0;
if (y == ytop) yedge = 0x4;
else if (y == ybot-1) yedge = 0x8;
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Interpolator interpX(xstart, xend+1, wl, wr, 8);
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for (s32 x = xstart; x <= xend; x++)
{
if (x < 0) continue;
if (x > 255) break;
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int edge = yedge;
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if (x < l_edgeend) edge |= 0x1;
else if (x > r_edgestart) edge |= 0x2;
// wireframe polygons. really ugly, but works
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if (wireframe && edge==0)
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{
x = r_edgestart + 1;
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continue;
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}
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u32 pixeladdr = (y*256) + x;
u32 attr = polygon->Attr & 0x3F008000;
// check stencil buffer for shadows
if (polygon->IsShadow)
{
if (StencilBuffer[pixeladdr] == 0)
continue;
}
interpX.SetX(x);
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s32 z = interpX.InterpolateZ(zl, zr, polygon->WBuffer);
if (polygon->IsShadowMask)
{
// for shadow masks: set stencil bits where the depth test fails.
// draw nothing.
// checkme
if (polyalpha == 31)
{
if (!wireframe)
{
if ((edge & 0x1) && !l_filledge)
continue;
if ((edge & 0x2) && !r_filledge)
continue;
}
}
if (!fnDepthTest(DepthBuffer[pixeladdr], z))
StencilBuffer[pixeladdr] = 1;
continue;
}
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if (!fnDepthTest(DepthBuffer[pixeladdr], z))
continue;
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u32 vr = interpX.Interpolate(rl, rr);
u32 vg = interpX.Interpolate(gl, gr);
u32 vb = interpX.Interpolate(bl, br);
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s16 s = interpX.Interpolate(sl, sr);
s16 t = interpX.Interpolate(tl, tr);
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u32 color = RenderPixel(polygon, vr>>3, vg>>3, vb>>3, s, t);
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u8 alpha = color >> 24;
// alpha test
// TODO: check alpha test when blending is disabled
if (alpha <= RenderAlphaRef) continue;
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if (alpha == 31)
{
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// edge fill rules for opaque pixels
// TODO, eventually: antialiasing
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if (!wireframe)
{
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if ((edge & 0x1) && !l_filledge)
continue;
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if ((edge & 0x2) && !r_filledge)
continue;
}
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DepthBuffer[pixeladdr] = z;
}
else
{
u32 dstattr = AttrBuffer[pixeladdr];
attr |= (1<<30);
if (polygon->IsShadow) dstattr |= (1<<30);
// skip if polygon IDs are equal
// note: this only happens if the destination pixel was translucent
// or always when drawing a shadow
// (the GPU keeps track of which pixels are translucent, regardless of
// the destination alpha)
if ((dstattr & 0x7F000000) == (attr & 0x7F000000))
continue;
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u32 dstcolor = ColorBuffer[pixeladdr];
u32 dstalpha = dstcolor >> 24;
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if ((dstalpha > 0) && (RenderDispCnt & (1<<3)))
{
u32 srcR = color & 0x3F;
u32 srcG = (color >> 8) & 0x3F;
u32 srcB = (color >> 16) & 0x3F;
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u32 dstR = dstcolor & 0x3F;
u32 dstG = (dstcolor >> 8) & 0x3F;
u32 dstB = (dstcolor >> 16) & 0x3F;
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alpha++;
dstR = ((srcR * alpha) + (dstR * (32-alpha))) >> 5;
dstG = ((srcG * alpha) + (dstG * (32-alpha))) >> 5;
dstB = ((srcB * alpha) + (dstB * (32-alpha))) >> 5;
alpha--;
if (alpha > dstalpha) dstalpha = alpha;
color = dstR | (dstG << 8) | (dstB << 16) | (dstalpha << 24);
}
if (polygon->Attr & (1<<11))
DepthBuffer[pixeladdr] = z;
}
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ColorBuffer[pixeladdr] = color;
AttrBuffer[pixeladdr] = attr;
}
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xL = slopeL.Step();
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xR = slopeR.Step();*/
}
}
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void RenderScanline(s32 y, int npolys)
{
for (int i = 0; i < npolys; i++)
{
RendererPolygon* rp = &PolygonList[i];
Polygon* polygon = rp->PolyData;
if (y >= polygon->YTop && (y < polygon->YBottom || (y == polygon->YTop && polygon->YBottom == polygon->YTop)))
RenderPolygonScanline(rp, y);
}
}
void RenderFrame(Vertex* vertices, Polygon* polygons, int npolys)
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{
u32 polyid = RenderClearAttr1 & 0x3F000000;
if (RenderDispCnt & (1<<14))
{
u8 xoff = (RenderClearAttr2 >> 16) & 0xFF;
u8 yoff = (RenderClearAttr2 >> 24) & 0xFF;
for (int y = 0; y < 256*192; y += 256)
{
for (int x = 0; x < 256; x++)
{
u16 val2 = GPU::ReadVRAM_Texture<u16>(0x40000 + (yoff << 9) + (xoff << 1));
u16 val3 = GPU::ReadVRAM_Texture<u16>(0x60000 + (yoff << 9) + (xoff << 1));
// TODO: confirm color conversion
u32 r = (val2 << 1) & 0x3E; if (r) r++;
u32 g = (val2 >> 4) & 0x3E; if (g) g++;
u32 b = (val2 >> 9) & 0x3E; if (b) b++;
u32 a = (val2 & 0x8000) ? 0x1F000000 : 0;
u32 color = r | (g << 8) | (b << 16) | a;
u32 z = ((val3 & 0x7FFF) * 0x200) + 0x1FF;
ColorBuffer[y+x] = color;
DepthBuffer[y+x] = z;
AttrBuffer[y+x] = polyid | (val3 & 0x8000);
xoff++;
}
yoff++;
}
}
else
{
// TODO: confirm color conversion
u32 r = (RenderClearAttr1 << 1) & 0x3E; if (r) r++;
u32 g = (RenderClearAttr1 >> 4) & 0x3E; if (g) g++;
u32 b = (RenderClearAttr1 >> 9) & 0x3E; if (b) b++;
u32 a = (RenderClearAttr1 >> 16) & 0x1F;
u32 color = r | (g << 8) | (b << 16) | (a << 24);
u32 z = ((RenderClearAttr2 & 0x7FFF) * 0x200) + 0x1FF;
polyid |= (RenderClearAttr1 & 0x8000);
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for (int i = 0; i < 256*192; i++)
{
ColorBuffer[i] = color;
DepthBuffer[i] = z;
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AttrBuffer[i] = polyid;
}
}
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// TODO: Y-sorting of translucent polygons
int j = 0;
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for (int i = 0; i < npolys; i++)
{
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if (polygons[i].Translucent) continue;
SetupPolygon(&PolygonList[j++], &polygons[i]);
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}
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for (int i = 0; i < npolys; i++)
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{
if (!polygons[i].Translucent) continue;
SetupPolygon(&PolygonList[j++], &polygons[i]);
}
/*for (int i = 0; i < npolys; i++)
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{
if (polygons[i].Translucent) continue;
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RenderPolygon(&PolygonList[i]);
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}
for (int i = 0; i < npolys; i++)
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{
if (!polygons[i].Translucent) continue;
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RenderPolygon(&PolygonList[i]);
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}*/
for (s32 y = 0; y < 192; y++)
{
RenderScanline(y, npolys);
}
}
u32* GetLine(int line)
{
return &ColorBuffer[line * 256];
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}
}
}