hack so that the GL renderer can render lines

This commit is contained in:
Arisotura
2019-06-12 03:55:40 +02:00
parent 4553da720c
commit 27f758d353
4 changed files with 136 additions and 46 deletions

View File

@ -539,6 +539,11 @@ void DoSavestate(Savestate* file)
file->Var32((u32*)&poly->IsShadowMask);
file->Var32((u32*)&poly->IsShadow);
if (file->IsAtleastVersion(4, 1))
file->Var32((u32*)&poly->Type);
else
poly->Type = 0;
file->Var32(&poly->VTop);
file->Var32(&poly->VBottom);
file->Var32((u32*)&poly->YTop);
@ -1017,6 +1022,14 @@ int ClipPolygon(Vertex* vertices, int nverts, int clipstart)
return nverts;
}
bool ClipCoordsEqual(Vertex* a, Vertex* b)
{
return a->Position[0] == b->Position[0] &&
a->Position[1] == b->Position[1] &&
a->Position[2] == b->Position[2] &&
a->Position[3] == b->Position[3];
}
void SubmitPolygon()
{
Vertex clippedvertices[10];
@ -1038,13 +1051,15 @@ void SubmitPolygon()
// TODO: work out how it works on the real thing
// the normalization part is a wild guess
Vertex *v0, *v1, *v2;
Vertex *v0, *v1, *v2, *v3;
s64 normalX, normalY, normalZ;
s64 dot;
v0 = &TempVertexBuffer[0];
v1 = &TempVertexBuffer[1];
v2 = &TempVertexBuffer[2];
v3 = &TempVertexBuffer[3];
normalX = ((s64)(v0->Position[1]-v1->Position[1]) * (v2->Position[3]-v1->Position[3]))
- ((s64)(v0->Position[3]-v1->Position[3]) * (v2->Position[1]-v1->Position[1]));
normalY = ((s64)(v0->Position[3]-v1->Position[3]) * (v2->Position[0]-v1->Position[0]))
@ -1170,6 +1185,7 @@ void SubmitPolygon()
poly->TexPalette = TexPalette;
poly->Degenerate = false;
poly->Type = 0;
poly->FacingView = facingview;
@ -1182,6 +1198,22 @@ void SubmitPolygon()
if (!poly->Translucent) NumOpaquePolygons++;
if (ClipCoordsEqual(v0, v1) ||
ClipCoordsEqual(v0, v2) ||
ClipCoordsEqual(v1, v2))
{
poly->Type = 1;
}
else if (nverts == 4)
{
if (ClipCoordsEqual(v0, v3) ||
ClipCoordsEqual(v1, v3) ||
ClipCoordsEqual(v2, v3))
{
poly->Type = 1;
}
}
if (LastStripPolygon && clipstart > 0)
{
if (nverts == lastpolyverts)