mirror of
https://github.com/melonDS-emu/melonDS.git
synced 2025-07-23 14:19:55 -06:00
* decal texture blending
* start implementing toon shading * temp. revert the DMA fix, causes issues
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@ -300,9 +300,19 @@ u32 RenderPixel(Polygon* polygon, s32 x, s32 y, s32 z, u8 vr, u8 vg, u8 vb, s16
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u32 attr = polygon->Attr;
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u8 r, g, b, a;
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u32 blendmode = (polygon->Attr >> 4) & 0x3;
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u32 polyalpha = (polygon->Attr >> 16) & 0x1F;
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bool wireframe = (polyalpha == 0);
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if (blendmode == 2)
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{
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u16 tooncolor = ToonTable[vr >> 1];
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vr = (tooncolor << 1) & 0x3E; if (vr) vr++;
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vg = (tooncolor >> 4) & 0x3E; if (vg) vg++;
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vb = (tooncolor >> 9) & 0x3E; if (vb) vb++;
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}
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if ((DispCnt & (1<<0)) && (((polygon->TexParam >> 26) & 0x7) != 0))
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{
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u8 tr, tg, tb;
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@ -314,11 +324,40 @@ u32 RenderPixel(Polygon* polygon, s32 x, s32 y, s32 z, u8 vr, u8 vg, u8 vb, s16
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tg = (tcolor >> 4) & 0x3E; if (tg) tg++;
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tb = (tcolor >> 9) & 0x3E; if (tb) tb++;
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// TODO: other blending modes
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r = ((tr+1) * (vr+1) - 1) >> 6;
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g = ((tg+1) * (vg+1) - 1) >> 6;
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b = ((tb+1) * (vb+1) - 1) >> 6;
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a = ((talpha+1) * (polyalpha+1) - 1) >> 5;
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if (blendmode == 1)
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{
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// decal
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if (talpha == 0)
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{
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r = vr;
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g = vg;
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b = vb;
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}
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else if (talpha == 31)
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{
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r = tr;
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g = tg;
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b = tb;
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}
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else
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{
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r = ((tr * talpha) + (vr * (31-talpha))) >> 5;
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g = ((tg * talpha) + (vg * (31-talpha))) >> 5;
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b = ((tb * talpha) + (vb * (31-talpha))) >> 5;
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}
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a = polyalpha;
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}
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else
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{
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// modulate
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// TODO: check that it works the same for shadows
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r = ((tr+1) * (vr+1) - 1) >> 6;
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g = ((tg+1) * (vg+1) - 1) >> 6;
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b = ((tb+1) * (vb+1) - 1) >> 6;
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a = ((talpha+1) * (polyalpha+1) - 1) >> 5;
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}
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}
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else
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{
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@ -328,6 +367,18 @@ u32 RenderPixel(Polygon* polygon, s32 x, s32 y, s32 z, u8 vr, u8 vg, u8 vb, s16
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a = polyalpha;
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}
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/*if ((blendmode == 2) && (DispCnt & (1<<1)))
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{
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r += vr;
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g += vg;
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b += vb;
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if (r > 63) r = 63;
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if (g > 63) g = 63;
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if (b > 63) b = 63;
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}*/
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// checkme: can wireframe polygons use texture alpha?
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if (wireframe) a = 31;
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return r | (g << 8) | (b << 16) | (a << 24);
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