diff --git a/src/GPU3D_Soft.cpp b/src/GPU3D_Soft.cpp index a9d0bd64..cd052479 100644 --- a/src/GPU3D_Soft.cpp +++ b/src/GPU3D_Soft.cpp @@ -598,6 +598,20 @@ void SoftRenderer::PlotTranslucentPixel(const GPU3D& gpu3d, u32 pixeladdr, u32 c AttrBuffer[pixeladdr] = attr; } +void SoftRenderer::CheckForLine(RendererPolygon* rp) const +{ + Polygon* polygon = rp->PolyData; + + // check for line polygons + if (polygon->Vertices[rp->CurVL]->FinalPosition[0] == polygon->Vertices[rp->CurVR]->FinalPosition[0] + && polygon->Vertices[rp->CurVL]->FinalPosition[1] == polygon->Vertices[rp->CurVR]->FinalPosition[1] + && polygon->Vertices[rp->NextVL]->FinalPosition[0] == polygon->Vertices[rp->NextVR]->FinalPosition[0] + && polygon->Vertices[rp->NextVL]->FinalPosition[1] == polygon->Vertices[rp->NextVR]->FinalPosition[1]) + rp->Line = true; + else + rp->Line = false; +} + void SoftRenderer::SetupPolygonLeftEdge(SoftRenderer::RendererPolygon* rp, s32 y) const { Polygon* polygon = rp->PolyData; @@ -702,6 +716,7 @@ void SoftRenderer::SetupPolygon(SoftRenderer::RendererPolygon* rp, Polygon* poly { SetupPolygonLeftEdge(rp, ytop); SetupPolygonRightEdge(rp, ytop); + CheckForLine(rp); } } @@ -730,15 +745,23 @@ void SoftRenderer::RenderShadowMaskScanline(const GPU3D& gpu3d, RendererPolygon* if (polygon->YTop != polygon->YBottom) { - if (y >= polygon->Vertices[rp->NextVL]->FinalPosition[1] && rp->CurVL != polygon->VBottom) + bool updateLeftSlope = (y >= polygon->Vertices[rp->NextVL]->FinalPosition[1] && rp->CurVL != polygon->VBottom); + bool updateRightSlope = (y >= polygon->Vertices[rp->NextVR]->FinalPosition[1] && rp->CurVR != polygon->VBottom); + + if (updateLeftSlope) { SetupPolygonLeftEdge(rp, y); } - if (y >= polygon->Vertices[rp->NextVR]->FinalPosition[1] && rp->CurVR != polygon->VBottom) + if (updateRightSlope) { SetupPolygonRightEdge(rp, y); } + + if (updateLeftSlope || updateRightSlope) + { + CheckForLine(rp); + } } Vertex *vlcur, *vlnext, *vrcur, *vrnext; @@ -819,7 +842,7 @@ void SoftRenderer::RenderShadowMaskScanline(const GPU3D& gpu3d, RendererPolygon* { l_filledge = ((rp->SlopeL.Negative || !rp->SlopeL.XMajor) || (y == polygon->YBottom-1) && rp->SlopeL.XMajor && (vlnext->FinalPosition[0] != vrnext->FinalPosition[0])) - || (rp->SlopeL.Increment == rp->SlopeR.Increment) && (xstart+l_edgelen == xend+1); + || rp->Line; r_filledge = (!rp->SlopeR.Negative && rp->SlopeR.XMajor) || (rp->SlopeR.Increment==0) || (y == polygon->YBottom-1) && rp->SlopeR.XMajor && (vlnext->FinalPosition[0] != vrnext->FinalPosition[0]); } @@ -955,15 +978,23 @@ void SoftRenderer::RenderPolygonScanline(const GPU& gpu, RendererPolygon* rp, s3 if (polygon->YTop != polygon->YBottom) { - if (y >= polygon->Vertices[rp->NextVL]->FinalPosition[1] && rp->CurVL != polygon->VBottom) + bool updateLeftSlope = (y >= polygon->Vertices[rp->NextVL]->FinalPosition[1] && rp->CurVL != polygon->VBottom); + bool updateRightSlope = (y >= polygon->Vertices[rp->NextVR]->FinalPosition[1] && rp->CurVR != polygon->VBottom); + + if (updateLeftSlope) { SetupPolygonLeftEdge(rp, y); } - if (y >= polygon->Vertices[rp->NextVR]->FinalPosition[1] && rp->CurVR != polygon->VBottom) + if (updateRightSlope) { SetupPolygonRightEdge(rp, y); } + + if (updateLeftSlope || updateRightSlope) + { + CheckForLine(rp); + } } Vertex *vlcur, *vlnext, *vrcur, *vrnext; @@ -1016,7 +1047,7 @@ void SoftRenderer::RenderPolygonScanline(const GPU& gpu, RendererPolygon* rp, s3 // * the bottom-most pixel of negative x-major slopes are filled if they are next to a flat bottom edge // edges are always filled if antialiasing/edgemarking are enabled, // if the pixels are translucent and alpha blending is enabled, or if the polygon is wireframe - // checkme: do swapped line polygons exist? + // checkme: do swapped line polygons exist? if they do then they likely should also be filled if ((gpu.GPU3D.RenderDispCnt & ((1<<4)|(1<<5))) || ((polyalpha < 31) && (gpu.GPU3D.RenderDispCnt & (1<<3))) || wireframe) { l_filledge = true; @@ -1061,7 +1092,7 @@ void SoftRenderer::RenderPolygonScanline(const GPU& gpu, RendererPolygon* rp, s3 { l_filledge = ((rp->SlopeL.Negative || !rp->SlopeL.XMajor) || (y == polygon->YBottom-1) && rp->SlopeL.XMajor && (vlnext->FinalPosition[0] != vrnext->FinalPosition[0])) - || (rp->SlopeL.Increment == rp->SlopeR.Increment) && (xstart+l_edgelen == xend+1); + || rp->Line; r_filledge = (!rp->SlopeR.Negative && rp->SlopeR.XMajor) || (rp->SlopeR.Increment==0) || (y == polygon->YBottom-1) && rp->SlopeR.XMajor && (vlnext->FinalPosition[0] != vrnext->FinalPosition[0]); } diff --git a/src/GPU3D_Soft.h b/src/GPU3D_Soft.h index 73d02e4f..0012f6b7 100644 --- a/src/GPU3D_Soft.h +++ b/src/GPU3D_Soft.h @@ -441,6 +441,7 @@ private: s32 XL, XR; u32 CurVL, CurVR; u32 NextVL, NextVR; + bool Line; }; @@ -448,6 +449,7 @@ private: void TextureLookup(const GPU& gpu, u32 texparam, u32 texpal, s16 s, s16 t, u16* color, u8* alpha) const; u32 RenderPixel(const GPU& gpu, const Polygon* polygon, u8 vr, u8 vg, u8 vb, s16 s, s16 t) const; void PlotTranslucentPixel(const GPU3D& gpu3d, u32 pixeladdr, u32 color, u32 z, u32 polyattr, u32 shadow); + void CheckForLine(RendererPolygon* rp) const; void SetupPolygonLeftEdge(RendererPolygon* rp, s32 y) const; void SetupPolygonRightEdge(RendererPolygon* rp, s32 y) const; void SetupPolygon(RendererPolygon* rp, Polygon* polygon) const;