Commit Graph

66 Commits

Author SHA1 Message Date
3c70015da7 software renderer: fix rendering of line polygons. fixes #350 2019-06-11 03:10:32 +02:00
db396e992b welp.
progress
2019-05-21 22:28:46 +02:00
c1746f0c60 BAHAHAHHHH
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.
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
(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
* 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.
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
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.
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.
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:
* 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
* 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.
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.
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
* 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:
* 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
* 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.
* start making code nicer
2017-06-01 00:45:47 +02:00
d3b3255ce3 * add 'push old pixel down' behavior for antialiasing
* 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