software rasterizer stub complete with terrible flat shaded tri renderer
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/* Copyright (C) 2006 yopyop
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yopyop156@ifrance.com
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yopyop156.ifrance.com
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Copyright 2009 DeSmuME team
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This file is part of DeSmuME
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DeSmuME is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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DeSmuME is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with DeSmuME; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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#include "Rasterize.h"
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#include "common.h"
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#include "render3D.h"
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#include "gfx3d.h"
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#include <algorithm>
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using std::min;
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using std::max;
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template<typename T> T min(T a, T b, T c) { return min(min(a,b),c); }
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template<typename T> T max(T a, T b, T c) { return max(max(a,b),c); }
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static u16 screen[256*192];
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void set_pixel(int x, int y, u16 color)
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{
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if(x<0 || y<0 || x>=256 || y>=192) return;
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screen[y*256+x] = color | 0x8000;
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}
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void hline(int x, int y, int xe, u16 color)
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{
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for(int i=x;i<=xe;i++)
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set_pixel(x,y,color);
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}
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//http://www.devmaster.net/forums/showthread.php?t=1884
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int iround(float f) {
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return (int)f; //lol
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}
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void triangle_from_devmaster(int x1, int y1, int x2, int y2, int x3, int y3, u16 color)
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{
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int desty = 0;
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struct Vertex {
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int x,y;
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} v1, v2, v3;
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v1.x = x1;
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v1.y = y1;
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v2.x = x2;
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v2.y = y2;
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v3.x = x3;
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v3.y = y3;
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// 28.4 fixed-point coordinates
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const int Y1 = iround(16.0f * v1.y);
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const int Y2 = iround(16.0f * v2.y);
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const int Y3 = iround(16.0f * v3.y);
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const int X1 = iround(16.0f * v1.x);
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const int X2 = iround(16.0f * v2.x);
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const int X3 = iround(16.0f * v3.x);
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// Deltas
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const int DX12 = X1 - X2;
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const int DX23 = X2 - X3;
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const int DX31 = X3 - X1;
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const int DY12 = Y1 - Y2;
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const int DY23 = Y2 - Y3;
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const int DY31 = Y3 - Y1;
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// Fixed-point deltas
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const int FDX12 = DX12 << 4;
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const int FDX23 = DX23 << 4;
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const int FDX31 = DX31 << 4;
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const int FDY12 = DY12 << 4;
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const int FDY23 = DY23 << 4;
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const int FDY31 = DY31 << 4;
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// Bounding rectangle
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int minx = (min(X1, X2, X3) + 0xF) >> 4;
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int maxx = (max(X1, X2, X3) + 0xF) >> 4;
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int miny = (min(Y1, Y2, Y3) + 0xF) >> 4;
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int maxy = (max(Y1, Y2, Y3) + 0xF) >> 4;
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// Block size, standard 8x8 (must be power of two)
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const int q = 8;
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// Start in corner of 8x8 block
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minx &= ~(q - 1);
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miny &= ~(q - 1);
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//(char*&)colorBuffer += miny * stride;
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desty = miny;
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// Half-edge constants
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int C1 = DY12 * X1 - DX12 * Y1;
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int C2 = DY23 * X2 - DX23 * Y2;
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int C3 = DY31 * X3 - DX31 * Y3;
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// Correct for fill convention
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if(DY12 < 0 || (DY12 == 0 && DX12 > 0)) C1++;
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if(DY23 < 0 || (DY23 == 0 && DX23 > 0)) C2++;
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if(DY31 < 0 || (DY31 == 0 && DX31 > 0)) C3++;
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// Loop through blocks
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for(int y = miny; y < maxy; y += q)
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{
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for(int x = minx; x < maxx; x += q)
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{
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// Corners of block
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int x0 = x << 4;
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int x1 = (x + q - 1) << 4;
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int y0 = y << 4;
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int y1 = (y + q - 1) << 4;
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// Evaluate half-space functions
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bool a00 = C1 + DX12 * y0 - DY12 * x0 > 0;
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bool a10 = C1 + DX12 * y0 - DY12 * x1 > 0;
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bool a01 = C1 + DX12 * y1 - DY12 * x0 > 0;
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bool a11 = C1 + DX12 * y1 - DY12 * x1 > 0;
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int a = (a00 << 0) | (a10 << 1) | (a01 << 2) | (a11 << 3);
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bool b00 = C2 + DX23 * y0 - DY23 * x0 > 0;
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bool b10 = C2 + DX23 * y0 - DY23 * x1 > 0;
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bool b01 = C2 + DX23 * y1 - DY23 * x0 > 0;
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bool b11 = C2 + DX23 * y1 - DY23 * x1 > 0;
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int b = (b00 << 0) | (b10 << 1) | (b01 << 2) | (b11 << 3);
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bool c00 = C3 + DX31 * y0 - DY31 * x0 > 0;
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bool c10 = C3 + DX31 * y0 - DY31 * x1 > 0;
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bool c01 = C3 + DX31 * y1 - DY31 * x0 > 0;
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bool c11 = C3 + DX31 * y1 - DY31 * x1 > 0;
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int c = (c00 << 0) | (c10 << 1) | (c01 << 2) | (c11 << 3);
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// Skip block when outside an edge
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if(a == 0x0 || b == 0x0 || c == 0x0) continue;
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//unsigned int *buffer = colorBuffer;
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int _desty = desty;
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// Accept whole block when totally covered
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if(a == 0xF && b == 0xF && c == 0xF)
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{
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for(int iy = 0; iy < q; iy++)
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{
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for(int ix = x; ix < x + q; ix++)
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{
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//buffer[ix] = 0x00007F00;<< // Green
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set_pixel(ix,_desty,color);
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}
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//(char*&)buffer += stride;
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_desty++;
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}
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}
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else // Partially covered block
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{
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int CY1 = C1 + DX12 * y0 - DY12 * x0;
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int CY2 = C2 + DX23 * y0 - DY23 * x0;
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int CY3 = C3 + DX31 * y0 - DY31 * x0;
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for(int iy = y; iy < y + q; iy++)
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{
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int CX1 = CY1;
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int CX2 = CY2;
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int CX3 = CY3;
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for(int ix = x; ix < x + q; ix++)
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{
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if(CX1 > 0 && CX2 > 0 && CX3 > 0)
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{
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//buffer[ix] = 0x0000007F;<< // Blue
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set_pixel(ix,_desty,color);
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}
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CX1 -= FDY12;
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CX2 -= FDY23;
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CX3 -= FDY31;
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}
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CY1 += FDX12;
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CY2 += FDX23;
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CY3 += FDX31;
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//(char*&)buffer += stride;
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_desty ++;
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}
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}
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}
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//(char*&)colorBuffer += q * stride;
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desty += q;
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}
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}
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static char Init(void)
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{
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return 1;
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}
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static void Reset() {}
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static void Close() {}
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static void VramReconfigureSignal() {}
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static void GetLine(int line, u16* dst, u8* dstAlpha)
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{
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memcpy(dst,screen+(191-line)*256,512);
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memset(dstAlpha,16,256);
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}
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static void GetLineCaptured(int line, u16* dst) {}
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static void Render()
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{
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//transform verts and polys
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//which order?
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//A. clip
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//B. backface cull
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//C. transforms
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memset(screen,0,256*192*2);
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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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//perspective division
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vert.coord[0] = (vert.coord[0] + vert.coord[3]) / 2 / vert.coord[3];
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vert.coord[1] = (vert.coord[1] + vert.coord[3]) / 2 / vert.coord[3];
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vert.coord[2] = (vert.coord[2] + vert.coord[3]) / 2 / vert.coord[3];
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vert.coord[3] = 1;
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//transform to viewport. this is badly broken
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vert.coord[0] = (vert.coord[0])*128;
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vert.coord[1] = (vert.coord[1])*96;
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int zzz=9;
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}
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//iterate over gfx3d.polylist and gfx3d.vertlist
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for(int i=0;i<gfx3d.polylist->count;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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if(type == 3) {
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VERT* vert[3] = {
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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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};
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u16 color = vert[0]->color[0] | (vert[0]->color[1]<<5) | (vert[0]->color[2]<<10);
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triangle_from_devmaster(
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vert[0]->coord[0],vert[0]->coord[1],
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vert[1]->coord[0],vert[1]->coord[1],
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vert[2]->coord[0],vert[2]->coord[1],
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color);
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}
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}
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}
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GPU3DInterface gpu3DRasterize = {
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"SoftRasterizer",
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Init,
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Reset,
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Close,
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Render,
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VramReconfigureSignal,
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GetLine,
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GetLineCaptured
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};
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/* Copyright (C) 2006 yopyop
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yopyop156@ifrance.com
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yopyop156.ifrance.com
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Copyright 2009 DeSmuME team
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This file is part of DeSmuME
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DeSmuME is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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DeSmuME is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with DeSmuME; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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#ifndef _RASTERIZE_H_
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#define _RASTERIZE_H_
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#include "render3D.h"
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extern GPU3DInterface gpu3DRasterize;
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#endif
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<?xml version="1.0" encoding="shift_jis"?>
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<VisualStudioProject
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ProjectType="Visual C++"
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Version="8,00"
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Version="8.00"
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Name="DeSmuME_VS2005"
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ProjectGUID="{9F5F72A1-D3A5-4918-B460-E076B16D10A9}"
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RootNamespace="DeSmuME"
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RelativePath="..\OGLRender.h"
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>
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</File>
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<File
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RelativePath="..\rasterize.cpp"
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>
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</File>
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<File
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RelativePath="..\rasterize.h"
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>
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</File>
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<File
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RelativePath="..\readwrite.cpp"
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>
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@ -58,6 +58,7 @@
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#include "FirmConfig.h"
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#include "AboutBox.h"
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#include "OGLRender.h"
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#include "rasterize.h"
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#include "../gfx3d.h"
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#include "../render3D.h"
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#include "../gdbstub.h"
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GPU3DInterface *core3DList[] = {
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&gpu3DNull,
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&gpu3Dgl,
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&gpu3DRasterize,
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NULL
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};
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