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https://github.com/melonDS-emu/melonDS.git
synced 2024-11-14 13:27:41 -07:00
fix Z-buffering. not really clean, and not perfectly accurate.
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2273bd2ea4
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@ -839,6 +839,7 @@ void SubmitPolygon()
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poly->YTop = ytop; poly->YBottom = ybot;
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poly->XTop = xtop; poly->XBottom = xbot;
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poly->WShift = wshift;
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poly->WBuffer = (FlushAttributes & 0x2);
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for (int i = 0; i < nverts; i++)
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{
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@ -849,7 +850,6 @@ void SubmitPolygon()
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if (FlushAttributes & 0x2)
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z = w << wshift;
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else
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//z = vtx->Position[2]+0x7FFFFF;//((vtx->Position[2] + (w<<wshift)) * 0x1000) / (w<<(wshift+1));
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z = (((s64)vtx->Position[2] * 0x800000) / (w << wshift)) + 0x7FFEFF;
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// checkme
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@ -46,6 +46,7 @@ typedef struct
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s32 FinalZ[10];
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s32 FinalW[10];
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u8 WShift;
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bool WBuffer;
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u32 Attr;
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u32 TexParam;
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@ -129,14 +129,14 @@ public:
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return y0 + (((y1 - y0) * x) / xdiff);
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}
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s32 InterpolateZ(s32 y0, s32 y1)
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s32 InterpolateZ(s32 z0, s32 z1, bool wbuffer)
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{
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if (xdiff == 0) return y0;
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if (xdiff == 0) return z0;
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if (wdiff != 0)
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return y0 + (((s64)(y1 - y0) * yfactor) >> shift);
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if ((wdiff != 0) && wbuffer)
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return z0 + (((s64)(z1 - z0) * yfactor) >> shift);
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else
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return y0 + (((s64)(y1 - y0) * x) / xdiff);
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return z0 + (((s64)(z1 - z0) * x) / xdiff);
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}
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private:
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@ -806,8 +806,8 @@ void RenderPolygon(Polygon* polygon)
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s32 wl = slopeL.Interp.Interpolate(polygon->FinalW[lcur], polygon->FinalW[lnext]);
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s32 wr = slopeR.Interp.Interpolate(polygon->FinalW[rcur], polygon->FinalW[rnext]);
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s32 zl = slopeL.Interp.InterpolateZ(polygon->FinalZ[lcur], polygon->FinalZ[lnext]);
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s32 zr = slopeR.Interp.InterpolateZ(polygon->FinalZ[rcur], polygon->FinalZ[rnext]);
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s32 zl = slopeL.Interp.InterpolateZ(polygon->FinalZ[lcur], polygon->FinalZ[lnext], polygon->WBuffer);
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s32 zr = slopeR.Interp.InterpolateZ(polygon->FinalZ[rcur], polygon->FinalZ[rnext], polygon->WBuffer);
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// if the left and right edges are swapped, render backwards.
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// note: we 'forget' to swap the xmajor flags, on purpose
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@ -928,7 +928,7 @@ void RenderPolygon(Polygon* polygon)
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interpX.SetX(x);
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s32 z = interpX.InterpolateZ(zl, zr);
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s32 z = interpX.InterpolateZ(zl, zr, polygon->WBuffer);
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if (polygon->IsShadowMask)
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{
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