3c70015da7
software renderer: fix rendering of line polygons. fixes #350
2019-06-11 03:10:32 +02:00
db396e992b
welp.
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progress
2019-05-21 22:28:46 +02:00
c1746f0c60
BAHAHAHHHH
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HARK HARK HARK
2019-05-16 20:58:07 +02:00
c81bcccadc
BAHAHAHAHAHAHAHAA
2019-05-16 16:27:45 +02:00
0a464c504d
de-hardcode the GL renderer.
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init framebuffer to black.
fix bugs.
2019-05-12 16:32:53 +02:00
fb4f972cad
hires hax. somewhat functional
2019-05-08 01:58:34 +02:00
f8751bd1fb
first attempt at things
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(also fix softrenderer reset)
2019-04-01 02:51:31 +02:00
b0efde8bf7
also, update copyright name
2019-01-22 15:58:29 +01:00
f6e6fa05ea
some work on extreme/degenerate shit in GPU
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* clip against Z then Y then X. apparently, fixes #310 . I had also observed hints that the hardware does it this way.
* truncate W to 24 bits before viewport transform.
* mark any polygons that have a W=0 at that point as degenerate. do not render.
2018-12-20 01:31:31 +01:00
dd30b417b8
implement proper support for POWCNT1.
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fixes #260
2018-12-18 17:04:42 +01:00
68d5e3c782
3D: in Z-buffering mode, margin for 'equal' depth test mode is +-0x200, not +-0xFF
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fixes #274
2018-12-13 22:46:12 +01:00
b4165cc0a9
3D: keep the rasterizer from accidentally going out of bounds when given very flat X-major edge slopes.
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this, by a fucking shitshow of butterfly effect, ends up fixing #234 . technically, the rasterizer was going out of bounds, which, under certain circumstances, caused interpolation to shit itself and generate Z values that were out of range (but still ended up in the zbuffer). sometimes those values ended up negative, which caused these glitches when polygons had to be drawn over those.
about fucking time.
2018-11-04 23:21:58 +01:00
4075dad0a8
3D: attempt at fixing that shadow/AA interaction bug in the MKDS character select screen
2018-10-22 01:36:04 +02:00
fea7955675
fixor copyright years.
2018-09-15 02:32:13 +02:00
ce592a1d80
this TODO item is already done, idiot
2017-10-02 00:55:44 +02:00
c9ac08aa5b
3D: blend translucent pixels with bottom pixels when needed.
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fixes antialiasing within shadows, under translucent polygons, etc
2017-08-28 22:19:49 +02:00
183b8b58e0
3D: move shadow mask rendering to separate function, optimize it (it doesn't need to interpolate all vertex attributes)
2017-08-28 20:27:56 +02:00
ee6daa0e62
fix antialiasing along Y-major edges
2017-08-28 18:48:06 +02:00
2e23ae54b2
3D:
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* more accurate polygon edges (still not perfect. heh)
* antialiasing (doesn't always work)
2017-08-28 18:37:07 +02:00
d656e6e7ff
3D: faster and more accurate interpolation
2017-08-17 23:34:37 +02:00
bc1385e905
3D: revise fog calculation to match hardware (emulate precision loss and overflow with big shifts)
2017-08-16 22:20:53 +02:00
0df3a29374
* FPS counter displays target framerate
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* fix potential hang and out-of-bounds drawing when VCount is modified during drawing
2017-07-21 10:19:56 +02:00
6b6389fbb4
separate polygonID attributes for opaque and translucent pixels.
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rendering translucent pixels preserves opaque polygonID and edge flags for edgemarking.
fixes edgemarking malfunctions, like #80 or black dots in Pokémon games
2017-07-15 15:24:25 +02:00
cd6ecfc21f
apply the interpolation fix to Z interpolation.
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more accurate conversion of Z values.
but this doesn't fix the horrendous Z-fighting in Pokémon B/W because of course it doesn't >_<
2017-07-14 04:49:29 +02:00
04172f47de
fix potential overflow in fog density calculation
2017-07-14 00:12:35 +02:00
a1401e724c
* actually fix linear interpolation when y0>y1
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* change the backfacing attribute bit, so that it doesn't mess with edgemarking
2017-07-13 23:09:42 +02:00
800540b710
attempt to fix interpolation when y0>y1
2017-07-10 13:31:05 +02:00
3aa83ae641
3D:
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* undo 'winding sorting' hypothesis
* special depth test rules: 'less than' function becomes 'less or equal' when rendering front-facing polygon pixels against back-facing opaque pixels
2017-07-06 18:38:13 +02:00
d5376b4184
3D: Y-sorting
2017-07-05 18:38:10 +02:00
01404ac6c3
3D: move opaque/translucent sorting to GPU3D.cpp
2017-07-05 18:11:00 +02:00
1acf355d99
3D: change viewport handling to match hardware. finally fixes #18
2017-07-04 19:11:43 +02:00
da10f9b3f6
fix rendering for crapoed 'butterfly' polygons
2017-06-28 21:19:44 +02:00
5f6e8cc30b
fix toon highlight mode. GBAtek is wrong.
2017-06-28 09:19:38 +02:00
fa2db3826e
(finally) make the threaded 3D renderer option actually work
2017-06-04 15:55:23 +02:00
568b9fbf49
edge marking
2017-06-03 22:33:14 +02:00
64a447bb7c
clean up some shit. make framebuffer access less weird.
2017-06-03 22:10:32 +02:00
d81b68b16b
* fix range for 'equal' Z-test mode
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* confirm clear Z value for screen outer borders
* misc code cleanup
2017-06-03 21:46:14 +02:00
77d0a0d76e
only do lower-pixel rendering when rendering under an edge
2017-06-01 15:16:44 +02:00
d1781c8bf2
remove more per-pixel checks
2017-06-01 14:59:41 +02:00
27c023a0cc
separate rasterizer inner loop into three loops for leftedge/middle/rightedge
2017-06-01 01:02:39 +02:00
fe55ef1af1
* begin work on antialiasing, but not good yet. also code sucks.
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* start making code nicer
2017-06-01 00:45:47 +02:00
d3b3255ce3
* add 'push old pixel down' behavior for antialiasing
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* delay final pass (edge/fog/AA) one scanline, required for edgemarking
2017-05-28 19:18:16 +02:00
ae78faf2a7
rework slope/edge code. lay groundwork for antialiasing.
2017-05-28 18:36:42 +02:00
6f4d835c7f
fog
2017-05-26 15:14:22 +02:00
a63ab24447
fix crapoed shadows
2017-05-26 04:00:15 +02:00
911888f1e0
fix alpha equation when blending is disabled
2017-05-26 03:16:23 +02:00
8558eff8aa
properly reset 3D thread state
2017-05-26 01:22:11 +02:00
4b3caedbe7
first attempt at threading the 3D renderer
2017-05-23 23:38:28 +02:00
88d982b7e3
proper stencil buffer
2017-05-22 22:29:21 +02:00
b66ac09e43
make the renderer truly per-scanline
2017-05-22 22:22:26 +02:00