rasterize: first attempt at clipping. works well, but still glitches
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410143f6b5
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07055b389c
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@ -661,6 +661,186 @@ static void SoftRastGetLineCaptured(int line, u16* dst) {
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}
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}
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static struct TClippedPoly
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{
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int type;
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POLY* poly;
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VERT clipVerts[5];
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} clippedPolys[POLYLIST_SIZE*2];
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static int clippedPolyCounter;
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TClippedPoly tempClippedPoly;
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TClippedPoly outClippedPoly;
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static const float CLIP_LIMIT = 1024;
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template<typename T>
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static T interpolate(const T& x0, const T& x1, const float ratio) {
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return (float)x0 * (1-ratio) + (float)x1 * ratio;
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}
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static VERT clipPoint(VERT* inside, VERT* outside, int coord)
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{
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VERT ret;
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float coord_inside = inside->coord[coord];
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float coord_outside = outside->coord[coord];
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float distance = coord_outside - coord_inside;
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float insideAmount;
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float limit;
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if(coord_outside < -CLIP_LIMIT) { limit = -CLIP_LIMIT; insideAmount = CLIP_LIMIT+coord_inside; }
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else { limit = CLIP_LIMIT; insideAmount = CLIP_LIMIT-coord_inside; }
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float t = insideAmount / distance;
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#define INTERP(X) ret.##X = interpolate(inside->##X,outside->##X,t);
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INTERP(color[0]); INTERP(color[1]); INTERP(color[2]);
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INTERP(coord[0]); INTERP(coord[1]); INTERP(coord[2]); INTERP(coord[3]);
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INTERP(texcoord[0]); INTERP(texcoord[1]);
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ret.coord[coord] = limit;
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return ret;
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}
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//#define CLIPLOG(X) printf(X);
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//#define CLIPLOG2(X,Y,Z) printf(X,Y,Z);
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#define CLIPLOG(X)
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#define CLIPLOG2(X,Y,Z)
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static void clipSegmentVsPlane(VERT** verts, const int coord, float x)
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{
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bool out0, out1;
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if(x<0) out0 = verts[0]->coord[coord] < -CLIP_LIMIT;
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else out0 = verts[0]->coord[coord] > CLIP_LIMIT;
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if(x<0) out1 = verts[1]->coord[coord] < -CLIP_LIMIT;
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else out1 = verts[1]->coord[coord] > CLIP_LIMIT;
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if(outClippedPoly.type>5)
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{
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int zzz=9;
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}
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//both outside: insert no points
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if(out0 && out1) {
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CLIPLOG(" both outside\n");
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return;
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}
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//both inside: insert the second point
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if(!out0 && !out1)
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{
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CLIPLOG(" both inside\n");
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outClippedPoly.clipVerts[outClippedPoly.type++] = *verts[1];
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}
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//exiting volume: insert the clipped point
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if(!out0 && out1)
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{
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CLIPLOG(" exiting\n");
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outClippedPoly.clipVerts[outClippedPoly.type++] = clipPoint(verts[0],verts[1], coord);
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}
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//entering volume: insert clipped point and second point
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if(out0 && !out1) {
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CLIPLOG(" entering\n");
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outClippedPoly.clipVerts[outClippedPoly.type++] = clipPoint(verts[1],verts[0], coord);
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outClippedPoly.clipVerts[outClippedPoly.type++] = *verts[1];
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}
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if(outClippedPoly.type>5)
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{
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int zzz=9;
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}
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}
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static void clipPolyVsPlane(const int coord, float x)
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{
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if(tempClippedPoly.type>=4)
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{
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int zzz=9;
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}
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outClippedPoly.type = 0;
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CLIPLOG2("Clipping coord %d against %f\n",coord,x);
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for(int i=0;i<tempClippedPoly.type;i++)
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{
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VERT* testverts[2] = {&tempClippedPoly.clipVerts[i],&tempClippedPoly.clipVerts[(i+1)%tempClippedPoly.type]};
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clipSegmentVsPlane(testverts, coord, x);
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}
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tempClippedPoly = outClippedPoly;
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}
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static void clipTriangle(POLY* poly)
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{
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tempClippedPoly.type = 3;
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clipPolyVsPlane(0, -1);
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clipPolyVsPlane(0, 1);
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clipPolyVsPlane(1, -1);
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clipPolyVsPlane(1, 1);
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clipPolyVsPlane(2, -1);
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clipPolyVsPlane(2, 1);
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if(tempClippedPoly.type > 5) {
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int qqq=9;
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}
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if(tempClippedPoly.type < 5)
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{
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clippedPolys[clippedPolyCounter] = tempClippedPoly;
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clippedPolys[clippedPolyCounter].poly = poly;
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clippedPolyCounter++;
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}
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else
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{
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//turn into a triangle fan. no point even trying to make quads since those would have to get split anyway.
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//well, maybe it could end up being faster.
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for(int i=0;i<tempClippedPoly.type-2;i++)
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{
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clippedPolys[clippedPolyCounter].type = 3;
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clippedPolys[clippedPolyCounter].poly = poly;
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clippedPolys[clippedPolyCounter].clipVerts[0] = tempClippedPoly.clipVerts[0];
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clippedPolys[clippedPolyCounter].clipVerts[1] = tempClippedPoly.clipVerts[i+1];
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clippedPolys[clippedPolyCounter].clipVerts[2] = tempClippedPoly.clipVerts[i+2];
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clippedPolyCounter++;
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}
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}
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}
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static void clipPoly(POLY* poly)
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{
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int type = poly->type;
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VERT* verts[4] = {
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&gfx3d.vertlist->list[poly->vertIndexes[0]],
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&gfx3d.vertlist->list[poly->vertIndexes[1]],
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&gfx3d.vertlist->list[poly->vertIndexes[2]],
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type==4?&gfx3d.vertlist->list[poly->vertIndexes[3]]:0
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};
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if(type == 3)
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{
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tempClippedPoly.clipVerts[0] = *verts[0];
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tempClippedPoly.clipVerts[1] = *verts[1];
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tempClippedPoly.clipVerts[2] = *verts[2];
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clipTriangle(poly);
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} else
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{
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tempClippedPoly.clipVerts[0] = *verts[0];
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tempClippedPoly.clipVerts[1] = *verts[1];
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tempClippedPoly.clipVerts[2] = *verts[2];
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clipTriangle(poly);
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tempClippedPoly.clipVerts[0] = *verts[2];
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tempClippedPoly.clipVerts[1] = *verts[3];
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tempClippedPoly.clipVerts[2] = *verts[0];
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clipTriangle(poly);
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}
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}
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static void SoftRastRender()
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{
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Fragment clearFragment;
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@ -672,20 +852,30 @@ static void SoftRastRender()
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clearFragment.depth = gfx3d.clearDepth;
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for(int i=0;i<256*192;i++)
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{
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screen[i] = clearFragment;
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//submit all polys to clipper
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clippedPolyCounter = 0;
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for(int i=0;i<gfx3d.polylist->count;i++)
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{
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clipPoly(&gfx3d.polylist->list[gfx3d.indexlist[i]]);
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}
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for(int i=0;i<gfx3d.vertlist->count;i++)
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//perspective and viewport transforms
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for(int i=0;i<clippedPolyCounter;i++)
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{
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VERT &vert = gfx3d.vertlist->list[i];
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TClippedPoly &poly = clippedPolys[i];
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for(int j=0;j<poly.type;j++)
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{
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VERT &vert = poly.clipVerts[j];
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//perspective division and viewport transform
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vert.coord[0] = (vert.coord[0]+vert.coord[3])*256 / (2*vert.coord[3]) + 0;
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vert.coord[1] = (vert.coord[1]+vert.coord[3])*192 / (2*vert.coord[3]) + 0;
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vert.coord[2] = (vert.coord[2]+vert.coord[3]) / (2*vert.coord[3]);
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vert.coord[3] *= 4096; //not sure about this
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//perspective division and viewport transform
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vert.coord[0] = (vert.coord[0]+vert.coord[3])*256 / (2*vert.coord[3]) + 0;
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vert.coord[1] = (vert.coord[1]+vert.coord[3])*192 / (2*vert.coord[3]) + 0;
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vert.coord[2] = (vert.coord[2]+vert.coord[3]) / (2*vert.coord[3]);
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vert.coord[3] *= 4096; //not sure about this
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}
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}
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//a counter for how many polys got culled
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@ -695,18 +885,19 @@ static void SoftRastRender()
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//iterate over polys
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bool needInitTexture = true;
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for(int i=0;i<gfx3d.polylist->count;i++)
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for(int i=0;i<clippedPolyCounter;i++)
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{
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polynum = i;
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POLY *poly = &gfx3d.polylist->list[gfx3d.indexlist[i]];
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int type = poly->type;
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TClippedPoly &clippedPoly = clippedPolys[i];
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POLY *poly = clippedPoly.poly;
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int type = clippedPoly.type;
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VERT* verts[4] = {
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&gfx3d.vertlist->list[poly->vertIndexes[0]],
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&gfx3d.vertlist->list[poly->vertIndexes[1]],
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&gfx3d.vertlist->list[poly->vertIndexes[2]],
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type==4?&gfx3d.vertlist->list[poly->vertIndexes[3]]:0
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&clippedPoly.clipVerts[0],
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&clippedPoly.clipVerts[1],
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&clippedPoly.clipVerts[2],
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type==4?&clippedPoly.clipVerts[3]:0
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};
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@ -796,9 +987,148 @@ static void SoftRastRender()
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}
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//printf("rendered %d of %d polys after backface culling\n",gfx3d.polylist->count-culled,gfx3d.polylist->count);
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printf("rendered %d of %d polys after backface culling\n",gfx3d.polylist->count-culled,gfx3d.polylist->count);
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}
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//the old non-clipping renderer
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//static void SoftRastRender()
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//{
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// Fragment clearFragment;
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// clearFragment.color.components.r = gfx3d.clearColor&0x1F;
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// clearFragment.color.components.g = (gfx3d.clearColor>>5)&0x1F;
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// clearFragment.color.components.b = (gfx3d.clearColor>>10)&0x1F;
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// clearFragment.color.components.a = (gfx3d.clearColor>>16)&0x1F;
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// clearFragment.polyid.opaque = clearFragment.polyid.translucent = (gfx3d.clearColor>>24)&0x3F;
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// clearFragment.depth = gfx3d.clearDepth;
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//
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// for(int i=0;i<256*192;i++)
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// {
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// screen[i] = clearFragment;
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// }
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//
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//
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// for(int i=0;i<gfx3d.vertlist->count;i++)
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// {
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// VERT &vert = gfx3d.vertlist->list[i];
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//
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// //perspective division and viewport transform
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// vert.coord[0] = (vert.coord[0]+vert.coord[3])*256 / (2*vert.coord[3]) + 0;
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// vert.coord[1] = (vert.coord[1]+vert.coord[3])*192 / (2*vert.coord[3]) + 0;
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// vert.coord[2] = (vert.coord[2]+vert.coord[3]) / (2*vert.coord[3]);
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// vert.coord[3] *= 4096; //not sure about this
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// }
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//
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// //a counter for how many polys got culled
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// int culled = 0;
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//
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// u32 lastTextureFormat = 0, lastTexturePalette = 0, lastPolyAttr = 0;
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//
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// //iterate over polys
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// bool needInitTexture = true;
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// for(int i=0;i<gfx3d.polylist->count;i++)
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// {
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// polynum = i;
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//
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// POLY *poly = &gfx3d.polylist->list[gfx3d.indexlist[i]];
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// int type = poly->type;
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//
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// VERT* verts[4] = {
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// &gfx3d.vertlist->list[poly->vertIndexes[0]],
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// &gfx3d.vertlist->list[poly->vertIndexes[1]],
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// &gfx3d.vertlist->list[poly->vertIndexes[2]],
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// type==4?&gfx3d.vertlist->list[poly->vertIndexes[3]]:0
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// };
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//
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//
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// if(i == 0 || lastPolyAttr != poly->polyAttr)
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// {
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// polyAttr.setup(poly->polyAttr);
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// lastPolyAttr = poly->polyAttr;
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// }
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//
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// //HACK: backface culling
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// //this should be moved to gfx3d, but first we need to redo the way the lists are built
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// //because it is too convoluted right now.
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// //(must we throw out verts if a poly gets backface culled? if not, then it might be easier)
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// float ab[2], ac[2];
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// Vector2Copy(ab, verts[1]->coord);
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// Vector2Copy(ac, verts[2]->coord);
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// Vector2Subtract(ab, verts[0]->coord);
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// Vector2Subtract(ac, verts[0]->coord);
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// float cross = Vector2Cross(ab, ac);
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// bool backfacing = (cross<0);
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//
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//
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// if(!polyAttr.isVisible(backfacing)) {
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// culled++;
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// continue;
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// }
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//
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// if(needInitTexture || lastTextureFormat != poly->texParam || lastTexturePalette != poly->texPalette)
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// {
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// TexCache_SetTexture(poly->texParam,poly->texPalette);
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// sampler.setup(poly->texParam);
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// lastTextureFormat = poly->texParam;
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// lastTexturePalette = poly->texPalette;
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// needInitTexture = false;
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// }
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//
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// //hmm... shader gets setup every time because it depends on sampler which may have just changed
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// shader.setup(poly->polyAttr);
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//
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// //note that when we build our triangle vert lists, we reorder them for our renderer.
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// //we should probably fix the renderer so we dont have to do this;
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// //but then again, what does it matter?
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// if(type == 4)
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// {
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// if(backfacing)
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// {
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// SubmitVertex(0,verts[0]);
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// SubmitVertex(1,verts[1]);
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// SubmitVertex(2,verts[2]);
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// triangle_from_devmaster();
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//
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// SubmitVertex(0,verts[2]);
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// SubmitVertex(1,verts[3]);
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// SubmitVertex(2,verts[0]);
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// triangle_from_devmaster();
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// }
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// else
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// {
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// SubmitVertex(0,verts[2]);
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// SubmitVertex(1,verts[1]);
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// SubmitVertex(2,verts[0]);
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// triangle_from_devmaster();
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//
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// SubmitVertex(0,verts[0]);
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// SubmitVertex(1,verts[3]);
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// SubmitVertex(2,verts[2]);
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// triangle_from_devmaster();
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// }
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// }
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// if(type == 3)
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// {
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// if(backfacing)
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// {
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// SubmitVertex(0,verts[0]);
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// SubmitVertex(1,verts[1]);
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// SubmitVertex(2,verts[2]);
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// triangle_from_devmaster();
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// }
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// else
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// {
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// SubmitVertex(0,verts[2]);
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// SubmitVertex(1,verts[1]);
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// SubmitVertex(2,verts[0]);
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// triangle_from_devmaster();
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// }
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// }
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//
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// }
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//
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// //printf("rendered %d of %d polys after backface culling\n",gfx3d.polylist->count-culled,gfx3d.polylist->count);
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//}
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GPU3DInterface gpu3DRasterize = {
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"SoftRasterizer",
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