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https://github.com/melonDS-emu/melonDS.git
synced 2025-07-22 22:01:06 -06:00
wip initial draft
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@ -900,10 +900,11 @@ void SoftRenderer::RenderShadowMaskScanline(RendererPolygon* rp, s32 y)
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rp->XR = rp->SlopeR.Step();
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}
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void SoftRenderer::RenderPolygonScanline(RendererPolygon* rp, s32 y)
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void SoftRenderer::RenderPolygonScanline(RendererPolygon* rp, s32 y, bool odd)
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{
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if (GPU.GPU3D.DoTimings(PerPolyTiming, odd)) return;
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int pixelsrendered = 0;
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Polygon* polygon = rp->PolyData;
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u32 polyattr = (polygon->Attr & 0x3F008000);
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if (!polygon->FacingView) polyattr |= (1<<4);
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@ -1076,10 +1077,11 @@ void SoftRenderer::RenderPolygonScanline(RendererPolygon* rp, s32 y)
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if (xcov == 0x3FF) xcov = 0;
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}
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if (!l_filledge) x = xlimit;
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else
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for (; x < xlimit; x++)
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{
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if (pixelsrendered >= 4 && GPU.GPU3D.DoTimings(PerPixelTiming, odd)) return;
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pixelsrendered++;
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if (!l_filledge) continue;
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u32 pixeladdr = FirstPixelOffset + (y*ScanlineWidth) + x;
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u32 dstattr = AttrBuffer[pixeladdr];
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@ -1172,10 +1174,11 @@ void SoftRenderer::RenderPolygonScanline(RendererPolygon* rp, s32 y)
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if (xlimit > xend+1) xlimit = xend+1;
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if (xlimit > 256) xlimit = 256;
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if (wireframe && !edge) x = std::max(x, xlimit);
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else
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for (; x < xlimit; x++)
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{
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if (pixelsrendered >= 4 && GPU.GPU3D.DoTimings(PerPixelTiming, odd)) return;
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pixelsrendered++;
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if (wireframe && !edge) continue;
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u32 pixeladdr = FirstPixelOffset + (y*ScanlineWidth) + x;
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u32 dstattr = AttrBuffer[pixeladdr];
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@ -1265,9 +1268,11 @@ void SoftRenderer::RenderPolygonScanline(RendererPolygon* rp, s32 y)
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if (xcov == 0x3FF) xcov = 0;
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}
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if (r_filledge)
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for (; x < xlimit; x++)
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{
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if (pixelsrendered >= 4 && GPU.GPU3D.DoTimings(PerPixelTiming, odd)) return;
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pixelsrendered++;
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if (!r_filledge) continue;
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u32 pixeladdr = FirstPixelOffset + (y*ScanlineWidth) + x;
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u32 dstattr = AttrBuffer[pixeladdr];
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@ -1360,8 +1365,11 @@ void SoftRenderer::RenderPolygonScanline(RendererPolygon* rp, s32 y)
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void SoftRenderer::RenderScanline(s32 y, int npolys)
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{
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bool odd = !(y % 2);
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for (int i = 0; i < npolys; i++)
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{
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if (GPU.GPU3D.DoTimings(0, odd)) break;
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RendererPolygon* rp = &PolygonList[i];
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Polygon* polygon = rp->PolyData;
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@ -1370,9 +1378,10 @@ void SoftRenderer::RenderScanline(s32 y, int npolys)
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if (polygon->IsShadowMask)
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RenderShadowMaskScanline(rp, y);
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else
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RenderPolygonScanline(rp, y);
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RenderPolygonScanline(rp, y, odd);
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}
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}
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GPU.GPU3D.EndScanline(odd);
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}
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u32 SoftRenderer::CalculateFogDensity(u32 pixeladdr)
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