3D: change viewport handling to match hardware. finally fixes #18

This commit is contained in:
StapleButter
2017-07-04 19:11:43 +02:00
parent ad58a68fc9
commit 1acf355d99
2 changed files with 27 additions and 30 deletions

View File

@ -1049,10 +1049,12 @@ void RenderPolygonScanline(RendererPolygon* rp, s32 y)
Interpolator interpX(xstart, xend+1, wl, wr, 8);
if (x < 0) x = 0;
s32 xlimit;
// part 1: left edge
edge = yedge | 0x1;
for (; x < xstart+l_edgelen; x++)
xlimit = xstart+l_edgelen; if (xlimit > 256) xlimit = 256;
for (; x < xlimit; x++)
{
u32 pixeladdr = FirstPixelOffset + (y*ScanlineWidth) + x;
u32 attr = (polygon->Attr & 0x3F008000);
@ -1180,8 +1182,9 @@ void RenderPolygonScanline(RendererPolygon* rp, s32 y)
// part 2: polygon inside
edge = yedge;
if (wireframe && !edge) x = xend-r_edgelen+1;
else for (; x <= xend-r_edgelen; x++)
xlimit = xend-r_edgelen+1; if (xlimit > 256) xlimit = 256;
if (wireframe && !edge) x = xlimit;
else for (; x < xlimit; x++)
{
u32 pixeladdr = FirstPixelOffset + (y*ScanlineWidth) + x;
u32 attr = (polygon->Attr & 0x3F008000);
@ -1268,11 +1271,10 @@ void RenderPolygonScanline(RendererPolygon* rp, s32 y)
AttrBuffer[pixeladdr] = attr;
}
if (xend > 255) xend = 255;
// part 3: right edge
edge = yedge | 0x2;
for (; x <= xend; x++)
xlimit = xend+1; if (xlimit > 256) xlimit = 256;
for (; x < xlimit; x++)
{
u32 pixeladdr = FirstPixelOffset + (y*ScanlineWidth) + x;
u32 attr = (polygon->Attr & 0x3F008000);
@ -1679,23 +1681,29 @@ void RenderPolygons(bool threaded, Polygon* polygons, int npolys)
// TODO: Y-sorting for translucent polygons
// TODO: all sorting should be done in GPU3D.cpp
// polygons with ybottom>192 aren't rendered at all
int j = 0;
for (int i = 0; i < npolys; i++)
{
if (polygons[i].Translucent) continue;
if (polygons[i].YBottom > 192) continue;
SetupPolygon(&PolygonList[j++], &polygons[i]);
}
for (int i = 0; i < npolys; i++)
{
if (!polygons[i].Translucent) continue;
if (polygons[i].YBottom > 192) continue;
SetupPolygon(&PolygonList[j++], &polygons[i]);
}
RenderScanline(0, npolys);
RenderScanline(0, j);
for (s32 y = 1; y < 192; y++)
{
RenderScanline(y, npolys);
RenderScanline(y, j);
ScanlineFinalPass(y-1);
if (threaded)