textures.

well, it's a start.
This commit is contained in:
StapleButter
2017-03-02 00:49:44 +01:00
parent f7c481b2a1
commit dcc0227b56
4 changed files with 133 additions and 13 deletions

View File

@ -19,7 +19,7 @@
#include <stdio.h>
#include <string.h>
#include "NDS.h"
#include "GPU3D.h"
#include "GPU.h"
namespace GPU3D
@ -48,8 +48,64 @@ void Reset()
}
void RenderPixel(u32 attr, s32 x, s32 y, s32 z, u8 vr, u8 vg, u8 vb)
void TextureLookup(u32 texparam, u32 texpal, s16 s, s16 t, u8* r, u8* g, u8* b)
{
u32 vramaddr = (texparam & 0xFFFF) << 3;
u32 width = 8 << ((texparam >> 20) & 0x7);
u32 height = 8 << ((texparam >> 23) & 0x7);
s >>= 4;
t >>= 4;
// TODO: wraparound modes
s &= width-1;
t &= height-1;
switch ((texparam >> 26) & 0x7)
{
case 3: // 16-color
{
vramaddr += (((t * width) + s) >> 1);
u8 pixel = GPU::ReadVRAM_Texture<u8>(vramaddr);
if (s & 0x1) pixel >>= 4;
else pixel &= 0xF;
texpal <<= 4;
u16 color = GPU::ReadVRAM_TexPal<u16>(texpal + (pixel<<1));
*r = (color << 1) & 0x3E; if (*r) *r++;
*g = (color >> 4) & 0x3E; if (*g) *g++;
*b = (color >> 9) & 0x3E; if (*b) *b++;
}
break;
case 4: // 256-color
{
vramaddr += ((t * width) + s);
u8 pixel = GPU::ReadVRAM_Texture<u8>(vramaddr);
texpal <<= 4;
u16 color = GPU::ReadVRAM_TexPal<u16>(texpal + (pixel<<1));
*r = (color << 1) & 0x3E; if (*r) *r++;
*g = (color >> 4) & 0x3E; if (*g) *g++;
*b = (color >> 9) & 0x3E; if (*b) *b++;
}
break;
default:
*r = (s)&0x3F;
*g = 0;
*b = (t)&0x3F;
break;
}
}
void RenderPixel(Polygon* polygon, s32 x, s32 y, s32 z, u8 vr, u8 vg, u8 vb, s16 s, s16 t)
{
u32 attr = polygon->Attr;
u32* depth = &DepthBuffer[(256*y) + x];
bool passdepth = false;
@ -65,10 +121,34 @@ void RenderPixel(u32 attr, s32 x, s32 y, s32 z, u8 vr, u8 vg, u8 vb)
if (!passdepth) return;
u8 r, g, b;
if (((polygon->TexParam >> 26) & 0x7) != 0)
{
// TODO: also take DISP3DCNT into account
u8 tr, tg, tb;
TextureLookup(polygon->TexParam, polygon->TexPalette, s, t, &tr, &tg, &tb);
// TODO: other blending modes
/*r = ((tr+1) * (vr+1) - 1) >> 6;
g = ((tg+1) * (vg+1) - 1) >> 6;
b = ((tb+1) * (vb+1) - 1) >> 6;*/
r = tr;
g = tg;
b = tb;
}
else
{
r = vr;
g = vg;
b = vb;
}
u8* pixel = &ColorBuffer[((256*y) + x) * 4];
pixel[0] = vr;
pixel[1] = vg;
pixel[2] = vb;
pixel[0] = r;
pixel[1] = g;
pixel[2] = b;
pixel[3] = 31; // TODO: alpha
// TODO: optional update for translucent pixels
@ -151,6 +231,8 @@ void RenderPolygon(Polygon* polygon)
ybot = vtx->FinalPosition[1];
vbot = i;
}
//printf("v%d: %d,%d\n", i, vtx->FinalPosition[0], vtx->FinalPosition[1]);
}
// draw, line per line
@ -305,10 +387,16 @@ void RenderPolygon(Polygon* polygon)
s32 gl = ((perspfactorl1 * vlcur->FinalColor[1]) + (perspfactorl2 * vlnext->FinalColor[1])) / (perspfactorl1 + perspfactorl2);
s32 bl = ((perspfactorl1 * vlcur->FinalColor[2]) + (perspfactorl2 * vlnext->FinalColor[2])) / (perspfactorl1 + perspfactorl2);
s32 sl = ((perspfactorl1 * vlcur->TexCoords[0]) + (perspfactorl2 * vlnext->TexCoords[0])) / (perspfactorl1 + perspfactorl2);
s32 tl = ((perspfactorl1 * vlcur->TexCoords[1]) + (perspfactorl2 * vlnext->TexCoords[1])) / (perspfactorl1 + perspfactorl2);
s32 rr = ((perspfactorr1 * vrcur->FinalColor[0]) + (perspfactorr2 * vrnext->FinalColor[0])) / (perspfactorr1 + perspfactorr2);
s32 gr = ((perspfactorr1 * vrcur->FinalColor[1]) + (perspfactorr2 * vrnext->FinalColor[1])) / (perspfactorr1 + perspfactorr2);
s32 br = ((perspfactorr1 * vrcur->FinalColor[2]) + (perspfactorr2 * vrnext->FinalColor[2])) / (perspfactorr1 + perspfactorr2);
s32 sr = ((perspfactorr1 * vrcur->TexCoords[0]) + (perspfactorr2 * vrnext->TexCoords[0])) / (perspfactorr1 + perspfactorr2);
s32 tr = ((perspfactorr1 * vrcur->TexCoords[1]) + (perspfactorr2 * vrnext->TexCoords[1])) / (perspfactorr1 + perspfactorr2);
if (xr == xl) xr++;
s32 xdiv = 0x1000 / (xr - xl);
@ -340,7 +428,10 @@ void RenderPolygon(Polygon* polygon)
u32 vg = ((perspfactor1 * gl) + (perspfactor2 * gr)) / (perspfactor1 + perspfactor2);
u32 vb = ((perspfactor1 * bl) + (perspfactor2 * br)) / (perspfactor1 + perspfactor2);
RenderPixel(polygon->Attr, x, y, z, vr>>3, vg>>3, vb>>3);
s16 s = ((perspfactor1 * sl) + (perspfactor2 * sr)) / (perspfactor1 + perspfactor2);
s16 t = ((perspfactor1 * tl) + (perspfactor2 * tr)) / (perspfactor1 + perspfactor2);
RenderPixel(polygon, x, y, z, vr>>3, vg>>3, vb>>3, s, t);
}
}