optimize the 3D renderer somewhat

This commit is contained in:
StapleButter 2017-04-21 22:40:15 +02:00
parent 796e60828c
commit eb656857d9
3 changed files with 418 additions and 232 deletions

View File

@ -717,9 +717,8 @@ void SubmitPolygon()
poly->FacingView = facingview;
u32 texfmt = (TexParam >> 26) & 0x7;
u32 blendmode = (CurPolygonAttr >> 4) & 0x3;
u32 polyalpha = (CurPolygonAttr >> 16) & 0x1F;
poly->Translucent = ((texfmt == 1 || texfmt == 6) && (blendmode != 1)) || (polyalpha > 0 && polyalpha < 31);
poly->Translucent = ((texfmt == 1 || texfmt == 6) && !(CurPolygonAttr & 0x10)) || (polyalpha > 0 && polyalpha < 31);
if (LastStripPolygon && clipstart > 0)
{
@ -764,24 +763,29 @@ void SubmitPolygon()
}
else
{
// W is normalized, such that all the polygon's W values fit within 16 bits
// the viewport transform for X and Y uses the original W values, but
// the transform for Z uses the normalized W values
// W normalization is applied to separate polygons, even within strips
posX = (((s64)(vtx->Position[0] + w) * Viewport[2]) / (((s64)w) << 1)) + Viewport[0];
posY = (((s64)(-vtx->Position[1] + w) * Viewport[3]) / (((s64)w) << 1)) + Viewport[1];
if (FlushAttributes & 0x2) posZ = w;
else posZ = (((s64)vtx->Position[2] * 0x800000) / w) + 0x7FFEFF;
//if (FlushAttributes & 0x2) posZ = w;
//else posZ = (((s64)vtx->Position[2] * 0x800000) / w) + 0x7FFEFF;
}
if (posX < 0) posX = 0;
else if (posX > 256) posX = 256;
if (posY < 0) posY = 0;
else if (posY > 192) posY = 192;
if (posZ < 0) posZ = 0;
else if (posZ > 0xFFFFFF) posZ = 0xFFFFFF;
//if (posZ < 0) posZ = 0;
//else if (posZ > 0xFFFFFF) posZ = 0xFFFFFF;
vtx->FinalPosition[0] = posX;
vtx->FinalPosition[1] = posY;
vtx->FinalPosition[2] = posZ;
vtx->FinalPosition[3] = w;
//vtx->FinalPosition[2] = posZ;
//vtx->FinalPosition[3] = w;
vtx->FinalColor[0] = vtx->Color[0] >> 12;
if (vtx->FinalColor[0]) vtx->FinalColor[0] = ((vtx->FinalColor[0] << 4) + 0xF);
@ -792,9 +796,12 @@ void SubmitPolygon()
}
// determine bounds of the polygon
// also determine the W shift and normalize W
u32 vtop = 0, vbot = 0;
s32 ytop = 192, ybot = 0;
s32 xtop = 256, xbot = 0;
u32 wshift = 0;
for (int i = 0; i < nverts; i++)
{
@ -812,11 +819,35 @@ void SubmitPolygon()
ybot = vtx->FinalPosition[1];
vbot = i;
}
u32 w = (u32)vtx->Position[3];
while ((w >> wshift) & 0xFFFF0000)
wshift += 4;
}
poly->VTop = vtop; poly->VBottom = vbot;
poly->YTop = ytop; poly->YBottom = ybot;
poly->XTop = xtop; poly->XBottom = xbot;
poly->WShift = wshift;
for (int i = 0; i < nverts; i++)
{
Vertex* vtx = poly->Vertices[i];
s32 w = vtx->Position[3] >> wshift;
s32 z;
if (FlushAttributes & 0x2)
z = w << wshift;
else
z = (((s64)vtx->Position[2] * 0x800000) / (w << wshift)) + 0x7FFEFF;
// checkme
if (z < 0) z = 0;
else if (z > 0xFFFFFF) z = 0xFFFFFF;
poly->FinalZ[i] = z;
poly->FinalW[i] = w;
}
if (PolygonMode >= 2)
LastStripPolygon = poly;

View File

@ -33,7 +33,7 @@ typedef struct
// final vertex attributes.
// allows them to be reused in polygon strips.
s32 FinalPosition[4];
s32 FinalPosition[2];
s32 FinalColor[3];
} Vertex;
@ -43,6 +43,10 @@ typedef struct
Vertex* Vertices[10];
u32 NumVertices;
s32 FinalZ[10];
s32 FinalW[10];
u8 WShift;
u32 Attr;
u32 TexParam;
u32 TexPalette;

View File

@ -53,6 +53,243 @@ void Reset()
}
// Notes on the interpolator:
//
// This is a theory on how the DS hardware interpolates values. It matches hardware output
// in the tests I did, but the hardware may be doing it differently. You never know.
//
// Assuming you want to perspective-correctly interpolate a variable named A across two points
// in a typical rasterizer, you would calculate A/W and 1/W at each point, interpolate linearly,
// then divide A/W by 1/W to recover the correct A value.
//
// The DS GPU approximates interpolation by calculating a perspective-correct interpolation
// between 0 and 1, then using the result as a factor to linearly interpolate the actual
// vertex attributes. The factor has 9 bits of precision when interpolating along Y and
// 8 bits along X.
//
// There's a special path for when the two W values are equal: it directly does linear
// interpolation, avoiding precision loss from the aforementioned approximation.
// Which is desirable when using the GPU to draw 2D graphics.
class Interpolator
{
public:
Interpolator() {}
Interpolator(s32 x0, s32 x1, s32 w0, s32 w1, int shift)
{
Setup(x0, x1, w0, w1, shift);
}
void Setup(s32 x0, s32 x1, s32 w0, s32 w1, int shift)
{
this->x0 = x0;
this->x1 = x1;
this->xdiff = x1 - x0;
this->shift = shift;
this->w0factor = (s64)w0 * xdiff;
this->w1factor = (s64)w1 * xdiff;
this->wdiff = w1 - w0;
}
void SetX(s32 x)
{
x -= x0;
this->x = x;
if (xdiff != 0 && wdiff != 0)
{
s64 num = ((s64)x << (shift + 40)) / w1factor;
s64 denw0 = ((s64)(xdiff-x) << 40) / w0factor;
s64 denw1 = num >> shift;
s64 denom = denw0 + denw1;
if (denom == 0)
yfactor = 0;
else
{
yfactor = (s32)(num / denom);
}
}
}
s32 Interpolate(s32 y0, s32 y1)
{
if (xdiff == 0) return y0;
if (wdiff != 0)
return y0 + (((y1 - y0) * yfactor) >> shift);
else
return y0 + (((y1 - y0) * x) / xdiff);
}
s32 InterpolateZ(s32 y0, s32 y1)
{
if (xdiff == 0) return y0;
if (wdiff != 0)
return y0 + (((s64)(y1 - y0) * yfactor) >> shift);
else
return y0 + (((s64)(y1 - y0) * x) / xdiff);
}
private:
s32 x0, x1, xdiff, x;
s64 w0factor, w1factor;
s32 wdiff;
int shift;
s32 yfactor;
};
class Slope
{
public:
Slope() {}
s32 SetupDummy(s32 x0, int side)
{
if (side)
{
dx = -0x10000;
x0--;
}
else
{
dx = 0;
}
this->x0 = x0;
this->xmin = x0;
this->xmax = x0;
Increment = 0;
XMajor = false;
Interp.Setup(0, 0, 0, 0, 9);
Interp.SetX(0);
return x0;
}
s32 Setup(s32 x0, s32 x1, s32 y0, s32 y1, s32 w0, s32 w1, int side)
{
this->x0 = x0;
this->y = y0;
if (x1 > x0)
{
this->xmin = x0;
this->xmax = x1-1;
}
else if (x1 < x0)
{
this->xmin = x1;
this->xmax = x0-1;
}
else
{
this->xmin = x0;
if (side) this->xmin--;
this->xmax = this->xmin;
}
if (y0 == y1)
Increment = 0;
else
Increment = ((x1 - x0) << 16) / (y1 - y0);
if (Increment < 0)
{
Increment = -Increment;
Negative = true;
}
else
Negative = false;
XMajor = (Increment > 0x10000);
if (side)
{
// right
if (XMajor) dx = Negative ? (0x8000 + 0x10000) : (Increment - 0x8000);
else if (Increment != 0) dx = Negative ? 0x10000 : 0;
else dx = -0x10000;
}
else
{
// left
if (XMajor) dx = Negative ? ((Increment - 0x8000) + 0x10000) : 0x8000;
else if (Increment != 0) dx = Negative ? 0x10000 : 0;
else dx = 0;
}
if (XMajor)
{
if (side) Interp.Setup(x0-1, x1-1, w0, w1, 9); // checkme
else Interp.Setup(x0, x1, w0, w1, 9);
}
else Interp.Setup(y0, y1, w0, w1, 9);
s32 x = XVal();
if (XMajor) Interp.SetX(x);
else Interp.SetX(y);
return x;
}
s32 Step()
{
dx += Increment;
y++;
s32 x = XVal();
if (XMajor) Interp.SetX(x);
else Interp.SetX(y);
return x;
}
s32 XVal()
{
s32 ret;
if (Negative) ret = x0 - (dx >> 16);
else ret = x0 + (dx >> 16);
if (ret < xmin) ret = xmin;
else if (ret > xmax) ret = xmax;
return ret;
}
s32 EdgeLimit(int side)
{
s32 ret;
if (side)
{
if (Negative) ret = x0 - ((dx+Increment) >> 16);
else ret = x0 + ((dx-Increment) >> 16);
}
else
{
if (Negative) ret = x0 - ((dx-Increment) >> 16);
else ret = x0 + ((dx+Increment) >> 16);
}
return ret;
}
s32 Increment;
bool Negative;
bool XMajor;
Interpolator Interp;
private:
s32 x0, xmin, xmax;
s32 dx;
s32 y;
};
void TextureLookup(u32 texparam, u32 texpal, s16 s, s16 t, u16* color, u8* alpha)
{
u32 vramaddr = (texparam & 0xFFFF) << 3;
@ -65,6 +302,7 @@ void TextureLookup(u32 texparam, u32 texpal, s16 s, s16 t, u16* color, u8* alpha
// texture wrapping
// TODO: optimize this somehow
// testing shows that it's hardly worth optimizing, actually
if (texparam & (1<<16))
{
@ -323,7 +561,7 @@ u32 RenderPixel(Polygon* polygon, u8 vr, u8 vg, u8 vb, s16 s, s16 t)
tg = (tcolor >> 4) & 0x3E; if (tg) tg++;
tb = (tcolor >> 9) & 0x3E; if (tb) tb++;
if (blendmode == 1)
if (blendmode & 0x1)
{
// decal
@ -350,7 +588,6 @@ u32 RenderPixel(Polygon* polygon, u8 vr, u8 vg, u8 vb, s16 s, s16 t)
else
{
// modulate
// TODO: check that it works the same for shadows
r = ((tr+1) * (vr+1) - 1) >> 6;
g = ((tg+1) * (vg+1) - 1) >> 6;
@ -409,8 +646,26 @@ void RenderPolygon(Polygon* polygon)
int lcur = vtop, rcur = vtop;
int lnext, rnext;
s32 dxl, dxr;
s32 lslope, rslope;
if (polygon->FacingView)
{
lnext = lcur + 1;
if (lnext >= nverts) lnext = 0;
rnext = rcur - 1;
if (rnext < 0) rnext = nverts - 1;
}
else
{
lnext = lcur - 1;
if (lnext < 0) lnext = nverts - 1;
rnext = rcur + 1;
if (rnext >= nverts) rnext = 0;
}
/*s32 dxl, dxr;
s32 lslope, rslope;*/
Slope slopeL, slopeR;
s32 xL, xR;
bool l_xmajor, r_xmajor;
if (ybot == ytop)
@ -433,51 +688,52 @@ void RenderPolygon(Polygon* polygon)
lcur = vtop; lnext = vtop;
rcur = vbot; rnext = vbot;
lslope = 0; l_xmajor = false;
rslope = 0; r_xmajor = false;
xL = slopeL.SetupDummy(polygon->Vertices[lcur]->FinalPosition[0], 0);
xR = slopeR.SetupDummy(polygon->Vertices[rcur]->FinalPosition[0], 1);
}
else
{
//while (polygon->Vertices[lnext]->FinalPosition[1] )
if (polygon->FacingView)
while (ytop >= polygon->Vertices[lnext]->FinalPosition[1] && lcur != vbot)
{
lnext = lcur + 1;
if (lnext >= nverts) lnext = 0;
rnext = rcur - 1;
if (rnext < 0) rnext = nverts - 1;
}
else
{
lnext = lcur - 1;
if (lnext < 0) lnext = nverts - 1;
rnext = rcur + 1;
if (rnext >= nverts) rnext = 0;
lcur = lnext;
if (polygon->FacingView)
{
lnext = lcur + 1;
if (lnext >= nverts) lnext = 0;
}
else
{
lnext = lcur - 1;
if (lnext < 0) lnext = nverts - 1;
}
}
if (polygon->Vertices[lnext]->FinalPosition[1] == polygon->Vertices[lcur]->FinalPosition[1])
lslope = 0;
else
lslope = ((polygon->Vertices[lnext]->FinalPosition[0] - polygon->Vertices[lcur]->FinalPosition[0]) << 12) /
(polygon->Vertices[lnext]->FinalPosition[1] - polygon->Vertices[lcur]->FinalPosition[1]);
xL = slopeL.Setup(polygon->Vertices[lcur]->FinalPosition[0], polygon->Vertices[lnext]->FinalPosition[0],
polygon->Vertices[lcur]->FinalPosition[1], polygon->Vertices[lnext]->FinalPosition[1],
polygon->FinalW[lcur], polygon->FinalW[lnext], 0);
if (polygon->Vertices[rnext]->FinalPosition[1] == polygon->Vertices[rcur]->FinalPosition[1])
rslope = 0;
else
rslope = ((polygon->Vertices[rnext]->FinalPosition[0] - polygon->Vertices[rcur]->FinalPosition[0]) << 12) /
(polygon->Vertices[rnext]->FinalPosition[1] - polygon->Vertices[rcur]->FinalPosition[1]);
while (ytop >= polygon->Vertices[rnext]->FinalPosition[1] && rcur != vbot)
{
rcur = rnext;
l_xmajor = (lslope < -0x1000) || (lslope > 0x1000);
r_xmajor = (rslope < -0x1000) || (rslope > 0x1000);
if (polygon->FacingView)
{
rnext = rcur - 1;
if (rnext < 0) rnext = nverts - 1;
}
else
{
rnext = rcur + 1;
if (rnext >= nverts) rnext = 0;
}
}
xR = slopeR.Setup(polygon->Vertices[rcur]->FinalPosition[0], polygon->Vertices[rnext]->FinalPosition[0],
polygon->Vertices[rcur]->FinalPosition[1], polygon->Vertices[rnext]->FinalPosition[1],
polygon->FinalW[rcur], polygon->FinalW[rnext], 1);
}
if (l_xmajor) dxl = (lslope > 0) ? 0x800 : (-lslope-0x800)+0x1000;
else if (lslope) dxl = (lslope > 0) ? 0 : 0x1000;
else dxl = 0;
if (r_xmajor) dxr = (rslope > 0) ? rslope-0x800 : 0x800+0x1000;
else if (rslope) dxr = (rslope > 0) ? 0 : 0x1000;
else dxr = 0x1000;
if (ybot > 192) ybot = 192;
for (s32 y = ytop; y < ybot; y++)
{
@ -501,17 +757,9 @@ void RenderPolygon(Polygon* polygon)
}
}
if (polygon->Vertices[lnext]->FinalPosition[1] == polygon->Vertices[lcur]->FinalPosition[1])
lslope = 0;
else
lslope = ((polygon->Vertices[lnext]->FinalPosition[0] - polygon->Vertices[lcur]->FinalPosition[0]) << 12) /
(polygon->Vertices[lnext]->FinalPosition[1] - polygon->Vertices[lcur]->FinalPosition[1]);
l_xmajor = (lslope < -0x1000) || (lslope > 0x1000);
if (l_xmajor) dxl = (lslope > 0) ? 0x800 : (-lslope-0x800)+0x1000;
else if (lslope) dxl = (lslope > 0) ? 0 : 0x1000;
else dxl = 0;
xL = slopeL.Setup(polygon->Vertices[lcur]->FinalPosition[0], polygon->Vertices[lnext]->FinalPosition[0],
polygon->Vertices[lcur]->FinalPosition[1], polygon->Vertices[lnext]->FinalPosition[1],
polygon->FinalW[lcur], polygon->FinalW[lnext], 0);
}
if (y >= polygon->Vertices[rnext]->FinalPosition[1] && rcur != vbot)
@ -532,71 +780,25 @@ void RenderPolygon(Polygon* polygon)
}
}
if (polygon->Vertices[rnext]->FinalPosition[1] == polygon->Vertices[rcur]->FinalPosition[1])
rslope = 0;
else
rslope = ((polygon->Vertices[rnext]->FinalPosition[0] - polygon->Vertices[rcur]->FinalPosition[0]) << 12) /
(polygon->Vertices[rnext]->FinalPosition[1] - polygon->Vertices[rcur]->FinalPosition[1]);
r_xmajor = (rslope < -0x1000) || (rslope > 0x1000);
if (r_xmajor) dxr = (rslope > 0) ? rslope-0x800 : 0x800+0x1000;
else if (rslope) dxr = (rslope > 0) ? 0 : 0x1000;
else dxr = 0x1000;
xR = slopeR.Setup(polygon->Vertices[rcur]->FinalPosition[0], polygon->Vertices[rnext]->FinalPosition[0],
polygon->Vertices[rcur]->FinalPosition[1], polygon->Vertices[rnext]->FinalPosition[1],
polygon->FinalW[rcur], polygon->FinalW[rnext], 1);
}
}
Vertex *vlcur, *vlnext, *vrcur, *vrnext;
s32 xstart, xend;
s32 xstart_int, xend_int;
s32 slope_start, slope_end;
Slope* slope_start;
Slope* slope_end;
if (lslope == 0 && rslope == 0 &&
polygon->Vertices[lcur]->FinalPosition[0] == polygon->Vertices[rcur]->FinalPosition[0])
{
xstart = polygon->Vertices[lcur]->FinalPosition[0];
xend = xstart;
}
else
{
if (lslope > 0)
{
xstart = polygon->Vertices[lcur]->FinalPosition[0] + (dxl >> 12);
if (xstart < polygon->Vertices[lcur]->FinalPosition[0])
xstart = polygon->Vertices[lcur]->FinalPosition[0];
else if (xstart > polygon->Vertices[lnext]->FinalPosition[0]-1)
xstart = polygon->Vertices[lnext]->FinalPosition[0]-1;
}
else if (lslope < 0)
{
xstart = polygon->Vertices[lcur]->FinalPosition[0] - (dxl >> 12);
if (xstart < polygon->Vertices[lnext]->FinalPosition[0])
xstart = polygon->Vertices[lnext]->FinalPosition[0];
else if (xstart > polygon->Vertices[lcur]->FinalPosition[0]-1)
xstart = polygon->Vertices[lcur]->FinalPosition[0]-1;
}
else
xstart = polygon->Vertices[lcur]->FinalPosition[0];
xstart = xL;
xend = xR;
if (rslope > 0)
{
xend = polygon->Vertices[rcur]->FinalPosition[0] + (dxr >> 12);
if (xend < polygon->Vertices[rcur]->FinalPosition[0])
xend = polygon->Vertices[rcur]->FinalPosition[0];
else if (xend > polygon->Vertices[rnext]->FinalPosition[0]-1)
xend = polygon->Vertices[rnext]->FinalPosition[0]-1;
}
else if (rslope < 0)
{
xend = polygon->Vertices[rcur]->FinalPosition[0] - (dxr >> 12);
if (xend < polygon->Vertices[rnext]->FinalPosition[0])
xend = polygon->Vertices[rnext]->FinalPosition[0];
else if (xend > polygon->Vertices[rcur]->FinalPosition[0]-1)
xend = polygon->Vertices[rcur]->FinalPosition[0]-1;
}
else
xend = polygon->Vertices[rcur]->FinalPosition[0] - 1;
}
s32 wl = slopeL.Interp.Interpolate(polygon->FinalW[lcur], polygon->FinalW[lnext]);
s32 wr = slopeR.Interp.Interpolate(polygon->FinalW[rcur], polygon->FinalW[rnext]);
s32 zl = slopeL.Interp.InterpolateZ(polygon->FinalZ[lcur], polygon->FinalZ[lnext]);
s32 zr = slopeR.Interp.InterpolateZ(polygon->FinalZ[rcur], polygon->FinalZ[rnext]);
// if the left and right edges are swapped, render backwards.
// note: we 'forget' to swap the xmajor flags, on purpose
@ -608,10 +810,13 @@ void RenderPolygon(Polygon* polygon)
vrcur = polygon->Vertices[lcur];
vrnext = polygon->Vertices[lnext];
slope_start = rslope;
slope_end = lslope;
slope_start = &slopeR;
slope_end = &slopeL;
s32 tmp = xstart; xstart = xend; xend = tmp;
s32 tmp;
tmp = xstart; xstart = xend; xend = tmp;
tmp = wl; wl = wr; wr = tmp;
tmp = zl; zl = zr; zr = tmp;
}
else
{
@ -620,95 +825,28 @@ void RenderPolygon(Polygon* polygon)
vrcur = polygon->Vertices[rcur];
vrnext = polygon->Vertices[rnext];
slope_start = lslope;
slope_end = rslope;
slope_start = &slopeL;
slope_end = &slopeR;
}
// interpolate attributes along Y
s64 lfactor1, lfactor2;
s64 rfactor1, rfactor2;
if (l_xmajor)
{
lfactor1 = (vlnext->FinalPosition[0] - xstart) * vlnext->FinalPosition[3];
lfactor2 = (xstart - vlcur->FinalPosition[0]) * vlcur->FinalPosition[3];
}
else
{
lfactor1 = (vlnext->FinalPosition[1] - y) * vlnext->FinalPosition[3];
lfactor2 = (y - vlcur->FinalPosition[1]) * vlcur->FinalPosition[3];
}
s32 rl = slope_start->Interp.Interpolate(vlcur->FinalColor[0], vlnext->FinalColor[0]);
s32 gl = slope_start->Interp.Interpolate(vlcur->FinalColor[1], vlnext->FinalColor[1]);
s32 bl = slope_start->Interp.Interpolate(vlcur->FinalColor[2], vlnext->FinalColor[2]);
s64 ldenom = lfactor1 + lfactor2;
if (ldenom == 0)
{
lfactor1 = 0x1000;
lfactor2 = 0;
ldenom = 0x1000;
}
s32 sl = slope_start->Interp.Interpolate(vlcur->TexCoords[0], vlnext->TexCoords[0]);
s32 tl = slope_start->Interp.Interpolate(vlcur->TexCoords[1], vlnext->TexCoords[1]);
if (r_xmajor)
{
rfactor1 = (vrnext->FinalPosition[0] - xend+1) * vrnext->FinalPosition[3];
rfactor2 = (xend+1 - vrcur->FinalPosition[0]) * vrcur->FinalPosition[3];
}
else
{
rfactor1 = (vrnext->FinalPosition[1] - y) * vrnext->FinalPosition[3];
rfactor2 = (y - vrcur->FinalPosition[1]) * vrcur->FinalPosition[3];
}
s32 rr = slope_end->Interp.Interpolate(vrcur->FinalColor[0], vrnext->FinalColor[0]);
s32 gr = slope_end->Interp.Interpolate(vrcur->FinalColor[1], vrnext->FinalColor[1]);
s32 br = slope_end->Interp.Interpolate(vrcur->FinalColor[2], vrnext->FinalColor[2]);
s64 rdenom = rfactor1 + rfactor2;
if (rdenom == 0)
{
rfactor1 = 0x1000;
rfactor2 = 0;
rdenom = 0x1000;
}
s32 zl = ((lfactor1 * vlcur->FinalPosition[2]) + (lfactor2 * vlnext->FinalPosition[2])) / ldenom;
s32 zr = ((rfactor1 * vrcur->FinalPosition[2]) + (rfactor2 * vrnext->FinalPosition[2])) / rdenom;
s32 wl = ((lfactor1 * vlcur->FinalPosition[3]) + (lfactor2 * vlnext->FinalPosition[3])) / ldenom;
s32 wr = ((rfactor1 * vrcur->FinalPosition[3]) + (rfactor2 * vrnext->FinalPosition[3])) / rdenom;
s32 rl = ((lfactor1 * vlcur->FinalColor[0]) + (lfactor2 * vlnext->FinalColor[0])) / ldenom;
s32 gl = ((lfactor1 * vlcur->FinalColor[1]) + (lfactor2 * vlnext->FinalColor[1])) / ldenom;
s32 bl = ((lfactor1 * vlcur->FinalColor[2]) + (lfactor2 * vlnext->FinalColor[2])) / ldenom;
s32 sl = ((lfactor1 * vlcur->TexCoords[0]) + (lfactor2 * vlnext->TexCoords[0])) / ldenom;
s32 tl = ((lfactor1 * vlcur->TexCoords[1]) + (lfactor2 * vlnext->TexCoords[1])) / ldenom;
s32 rr = ((rfactor1 * vrcur->FinalColor[0]) + (rfactor2 * vrnext->FinalColor[0])) / rdenom;
s32 gr = ((rfactor1 * vrcur->FinalColor[1]) + (rfactor2 * vrnext->FinalColor[1])) / rdenom;
s32 br = ((rfactor1 * vrcur->FinalColor[2]) + (rfactor2 * vrnext->FinalColor[2])) / rdenom;
s32 sr = ((rfactor1 * vrcur->TexCoords[0]) + (rfactor2 * vrnext->TexCoords[0])) / rdenom;
s32 tr = ((rfactor1 * vrcur->TexCoords[1]) + (rfactor2 * vrnext->TexCoords[1])) / rdenom;
s32 sr = slope_end->Interp.Interpolate(vrcur->TexCoords[0], vrnext->TexCoords[0]);
s32 tr = slope_end->Interp.Interpolate(vrcur->TexCoords[1], vrnext->TexCoords[1]);
// calculate edges
s32 l_edgeend, r_edgestart;
if (l_xmajor)
{
if (slope_start > 0) l_edgeend = vlcur->FinalPosition[0] + ((dxl + slope_start) >> 12);
else l_edgeend = vlcur->FinalPosition[0] - ((dxl - slope_start) >> 12);
if (l_edgeend == xstart) l_edgeend++;
}
else
l_edgeend = xstart + 1;
if (r_xmajor)
{
if (slope_end > 0) r_edgestart = vrcur->FinalPosition[0] + ((dxr + slope_end) >> 12);
else r_edgestart = vrcur->FinalPosition[0] - ((dxr - slope_end) >> 12);
if (r_edgestart == xend_int) r_edgestart--;
}
else
r_edgestart = xend - 1;
//
// edge fill rules for opaque pixels:
// * right edge is filled if slope > 1
// * left edge is filled if slope <= 1
@ -716,6 +854,39 @@ void RenderPolygon(Polygon* polygon)
// edges are always filled if the pixels are translucent
// in wireframe mode, there are special rules for equal Z (TODO)
s32 l_edgeend, r_edgestart;
bool l_filledge, r_filledge;
if (slopeL.XMajor)
{
l_edgeend = slope_start->EdgeLimit(0);
if (l_edgeend == xstart) l_edgeend++;
l_filledge = slope_start->Negative;
}
else
{
l_edgeend = xstart + 1;
l_filledge = true;
}
if (slopeR.XMajor)
{
r_edgestart = slope_end->EdgeLimit(1);
if (r_edgestart == xend) r_edgestart--;
r_filledge = !slope_end->Negative;
}
else
{
r_edgestart = xend - 1;
r_filledge = slope_end->Increment==0;
}
Interpolator interpX(xstart, xend+1, wl, wr, 8);
for (s32 x = xstart; x <= xend; x++)
{
if (x < 0) continue;
@ -731,28 +902,20 @@ void RenderPolygon(Polygon* polygon)
if (wireframe && edge==0)
continue;
s64 factor1 = (xend+1 - x) * wr;
s64 factor2 = (x - xstart) * wl;
s64 denom = factor1 + factor2;
if (denom == 0)
{
factor1 = 0x1000;
factor2 = 0;
denom = 0x1000;
}
interpX.SetX(x);
u32 pixeladdr = (y*256) + x;
s32 z = ((factor1 * zl) + (factor2 * zr)) / denom;
s32 z = interpX.InterpolateZ(zl, zr);
if (!fnDepthTest(DepthBuffer[pixeladdr], z))
continue;
u32 vr = ((factor1 * rl) + (factor2 * rr)) / denom;
u32 vg = ((factor1 * gl) + (factor2 * gr)) / denom;
u32 vb = ((factor1 * bl) + (factor2 * br)) / denom;
u32 vr = interpX.Interpolate(rl, rr);
u32 vg = interpX.Interpolate(gl, gr);
u32 vb = interpX.Interpolate(bl, br);
s16 s = ((factor1 * sl) + (factor2 * sr)) / denom;
s16 t = ((factor1 * tl) + (factor2 * tr)) / denom;
s16 s = interpX.Interpolate(sl, sr);
s16 t = interpX.Interpolate(tl, tr);
u32 color = RenderPixel(polygon, vr>>3, vg>>3, vb>>3, s, t);
u32 attr = 0;
@ -781,11 +944,11 @@ void RenderPolygon(Polygon* polygon)
{
// edge fill rules for opaque pixels
// TODO, eventually: antialiasing
if (!wireframe)// && !(edge & 0x4))
if (!wireframe)
{
if ((edge & 0x1) && slope_start > 0x1000)
if ((edge & 0x1) && !l_filledge)
continue;
if ((edge & 0x2) && (slope_end != 0 && slope_end <= 0x1000))
if ((edge & 0x2) && !r_filledge)
continue;
}
@ -824,19 +987,9 @@ void RenderPolygon(Polygon* polygon)
AttrBuffer[pixeladdr] = attr;
}
if (lslope > 0) dxl += lslope;
else dxl -= lslope;
if (rslope > 0) dxr += rslope;
else dxr -= rslope;
xL = slopeL.Step();
xR = slopeR.Step();
}
/*for (int i = 0; i < polygon->NumVertices; i++)
{
Vertex* vtx = polygon->Vertices[i];
u32 addr = vtx->FinalPosition[0] + (vtx->FinalPosition[1]*256);
if (addr < 256*192)
ColorBuffer[addr] = 0x1F3F003F;
}*/
}
void RenderFrame(Vertex* vertices, Polygon* polygons, int npolys)
@ -863,7 +1016,6 @@ void RenderFrame(Vertex* vertices, Polygon* polygons, int npolys)
u32 color = r | (g << 8) | (b << 16) | a;
u32 z = ((val3 & 0x7FFF) * 0x200) + 0x1FF;
if (z >= 0x10000 && z < 0xFFFFFF) z++;
ColorBuffer[y+x] = color;
DepthBuffer[y+x] = z;
@ -885,7 +1037,6 @@ void RenderFrame(Vertex* vertices, Polygon* polygons, int npolys)
u32 color = r | (g << 8) | (b << 16) | (a << 24);
u32 z = ((RenderClearAttr2 & 0x7FFF) * 0x200) + 0x1FF;
if (z >= 0x10000 && z < 0xFFFFFF) z++;
polyid |= ((RenderClearAttr1 & 0x8000) >> 7);