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@ -21,10 +21,16 @@
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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//nothing in this file should be assumed to be accurate
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//please check everything carefully, and sign off on it when you think it is accurate
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//if you change it, erase other signatures.
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//if you optimize it and think it is risky, erase other signatures
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#include "Rasterize.h"
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#include <algorithm>
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#include "bits.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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@ -36,27 +42,39 @@ 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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static struct
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struct Fragment
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{
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int width, height;
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} Texture;
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union Color {
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u32 color;
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struct {
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//#ifdef WORDS_BIGENDIAN ?
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u8 r,g,b,a;
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} components;
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} color;
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void set_pixel(int x, int y, u16 color)
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u8 polyid;
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u32 depth;
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};
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struct Vertex
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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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VERT* vert;
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int w;
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} verts[3];
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void SubmitVertex(VERT* rawvert)
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{
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static int vert_index = 0;
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Vertex &vert = verts[vert_index++];
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if(vert_index==3) vert_index = 0;
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vert.vert = rawvert;
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vert.w = rawvert->coord[3] * 4096; //not sure about this
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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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static Fragment screen[256*192];
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//http://www.devmaster.net/forums/showthread.php?t=1884
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#if defined(_MSC_VER)
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inline int iround(float x)
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{
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@ -76,6 +94,122 @@ int iround(float f) {
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}
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#endif
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static struct
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{
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int width, height;
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int wmask, hmask;
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int wrap;
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void setup(u32 format)
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{
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width=(8 << ((format>>20)&0x07));
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height=(8 << ((format>>23)&0x07));
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wmask = width-1;
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hmask = height-1;
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wrap = (format>>16)&0xF;
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}
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void clamp(int &val, int size, int sizemask){
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if(val<0) val = 0;
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if(val>sizemask) val = sizemask;
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}
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void hclamp(int &val) { clamp(val,width,wmask); }
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void vclamp(int &val) { clamp(val,height,hmask); }
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void repeat(int &val, int size, int sizemask) {
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val &= sizemask;
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}
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void hrepeat(int &val) { repeat(val,width,wmask); }
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void vrepeat(int &val) { repeat(val,height,hmask); }
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void flip(int &val, int size, int sizemask) {
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val &= ((size<<1)-1);
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if(val>=size) val = (size<<1)-val-1;
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}
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void hflip(int &val) { flip(val,width,wmask); }
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void vflip(int &val) { flip(val,height,hmask); }
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void dowrap(int& iu, int& iv)
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{
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switch(wrap) {
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//flip none
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case 0x0: hclamp(iu); vclamp(iv); break;
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case 0x1: hrepeat(iu); vclamp(iv); break;
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case 0x2: hclamp(iu); vrepeat(iv); break;
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case 0x3: hrepeat(iu); vrepeat(iv); break;
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//flip S
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case 0x4: hclamp(iu); vclamp(iv); break;
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case 0x5: hflip(iu); vclamp(iv); break;
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case 0x6: hclamp(iu); vrepeat(iv); break;
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case 0x7: hflip(iu); vrepeat(iv); break;
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//flip T
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case 0x8: hclamp(iu); vclamp(iv); break;
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case 0x9: hrepeat(iu); vclamp(iv); break;
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case 0xA: hclamp(iu); vflip(iv); break;
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case 0xB: hrepeat(iu); vflip(iv); break;
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//flip both
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case 0xC: hclamp(iu); vclamp(iv); break;
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case 0xD: hflip(iu); vclamp(iv); break;
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case 0xE: hclamp(iu); vflip(iv); break;
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case 0xF: hflip(iu); vflip(iv); break;
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}
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}
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Fragment::Color sample(float u, float v)
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{
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int iu = iround(u);
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int iv = iround(v);
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dowrap(iu,iv);
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Fragment::Color color;
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u32 col32 = ((u32*)TexCache_texMAP)[iv*width+iu];
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//todo - teach texcache how to provide these already in 5555
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col32 >>= 3;
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col32 &= 0x1F1F1F1F;
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color.color = col32;
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return color;
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}
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} sampler;
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struct Shader
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{
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u8 mode;
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void setup(u32 polyattr)
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{
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mode = (polyattr>>4)&0x3;
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}
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float u, v;
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Fragment::Color materialColor;
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void shade(Fragment& dst)
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{
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Fragment::Color texColor;
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//if(mode==0||mode==1)
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// texColor = sampler.sample(i_tex_u.Z,i_tex_v.Z);
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switch(mode)
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{
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case 0: //modulate
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texColor = sampler.sample(u,v);
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dst.color.components.r = ((texColor.components.r+1) * (materialColor.components.r+1)-1)>>5;
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dst.color.components.g = ((texColor.components.g+1) * (materialColor.components.g+1)-1)>>5;
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dst.color.components.b = ((texColor.components.b+1) * (materialColor.components.b+1)-1)>>5;
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dst.color.components.a = ((texColor.components.a+1) * (materialColor.components.a+1)-1)>>5;
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break;
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case 1: //decal
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case 2:
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case 3: //..and everything else, for now
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texColor = sampler.sample(u,v);
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dst.color = texColor;
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break;
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}
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}
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} shader;
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struct Interpolator
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{
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int A,B,C;
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@ -109,22 +243,21 @@ struct Interpolator
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FORCEINLINE void pop() { Z = pZ; }
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FORCEINLINE void incy() { Z += dy; }
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FORCEINLINE void incx() { Z += dx; }
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FORCEINLINE void incx(int count) { Z += dx*count; }
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};
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//http://www.devmaster.net/forums/showthread.php?t=1884&page=1
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//todo - change to the tile-based renderer and try to apply some optimizations from that thread
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void triangle_from_devmaster(VERT** verts)
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void triangle_from_devmaster()
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{
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u16 color =0x7FFF;
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// 28.4 fixed-point coordinates
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const int Y1 = iround(16.0f * verts[0]->coord[1]);
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const int Y2 = iround(16.0f * verts[1]->coord[1]);
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const int Y3 = iround(16.0f * verts[2]->coord[1]);
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const int Y1 = iround(16.0f * verts[0].vert->coord[1]);
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const int Y2 = iround(16.0f * verts[1].vert->coord[1]);
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const int Y3 = iround(16.0f * verts[2].vert->coord[1]);
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const int X1 = iround(16.0f * verts[0]->coord[0]);
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const int X2 = iround(16.0f * verts[1]->coord[0]);
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const int X3 = iround(16.0f * verts[2]->coord[0]);
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const int X1 = iround(16.0f * verts[0].vert->coord[0]);
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const int X2 = iround(16.0f * verts[1].vert->coord[0]);
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const int X3 = iround(16.0f * verts[2].vert->coord[0]);
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// Deltas
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const int DX12 = X1 - X2;
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@ -166,76 +299,122 @@ void triangle_from_devmaster(VERT** verts)
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int CY2 = C2 + DX23 * (miny << 4) - DY23 * (minx << 4);
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int CY3 = C3 + DX31 * (miny << 4) - DY31 * (minx << 4);
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float fx1 = verts[0]->coord[0], fy1 = verts[0]->coord[1];
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float fx2 = verts[1]->coord[0], fy2 = verts[1]->coord[1];
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float fx3 = verts[2]->coord[0], fy3 = verts[2]->coord[1];
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u8 r1 = verts[0]->color[0], g1 = verts[0]->color[1], b1 = verts[0]->color[2];
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u8 r2 = verts[1]->color[0], g2 = verts[1]->color[1], b2 = verts[1]->color[2];
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u8 r3 = verts[2]->color[0], g3 = verts[2]->color[1], b3 = verts[2]->color[2];
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int u1 = verts[0]->texcoord[0], v1 = verts[0]->texcoord[1];
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int u2 = verts[1]->texcoord[0], v2 = verts[1]->texcoord[1];
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int u3 = verts[2]->texcoord[0], v3 = verts[2]->texcoord[1];
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float fx1 = verts[0].vert->coord[0], fy1 = verts[0].vert->coord[1];
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float fx2 = verts[1].vert->coord[0], fy2 = verts[1].vert->coord[1];
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float fx3 = verts[2].vert->coord[0], fy3 = verts[2].vert->coord[1];
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u8 r1 = verts[0].vert->color[0], g1 = verts[0].vert->color[1], b1 = verts[0].vert->color[2], a1 = verts[0].vert->color[3];
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u8 r2 = verts[1].vert->color[0], g2 = verts[1].vert->color[1], b2 = verts[1].vert->color[2], a2 = verts[1].vert->color[3];
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u8 r3 = verts[2].vert->color[0], g3 = verts[2].vert->color[1], b3 = verts[2].vert->color[2], a3 = verts[2].vert->color[3];
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int u1 = verts[0].vert->texcoord[0], v1 = verts[0].vert->texcoord[1];
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int u2 = verts[1].vert->texcoord[0], v2 = verts[1].vert->texcoord[1];
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int u3 = verts[2].vert->texcoord[0], v3 = verts[2].vert->texcoord[1];
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int w1 = verts[0].w, w2 = verts[1].w, w3 = verts[2].w;
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Interpolator i_color_r(fx1,fx2,fx3,fy1,fy2,fy3,r1,r2,r3);
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Interpolator i_color_g(fx1,fx2,fx3,fy1,fy2,fy3,g1,g2,g3);
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Interpolator i_color_b(fx1,fx2,fx3,fy1,fy2,fy3,b1,b2,b3);
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Interpolator i_color_a(fx1,fx2,fx3,fy1,fy2,fy3,a1,a2,a3);
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Interpolator i_tex_u(fx1,fx2,fx3,fy1,fy2,fy3,u1,u2,u3);
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Interpolator i_tex_v(fx1,fx2,fx3,fy1,fy2,fy3,v1,v2,v3);
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Interpolator i_w(fx1,fx2,fx3,fy1,fy2,fy3,w1,w2,w3);
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i_color_r.init(minx,miny);
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i_color_g.init(minx,miny);
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i_color_b.init(minx,miny);
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i_color_a.init(minx,miny);
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i_tex_u.init(minx,miny);
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i_tex_v.init(minx,miny);
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i_w.init(minx,miny);
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for(int y = miny; y < maxy; y++)
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{
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int CX1 = CY1;
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//HACK - bad screen clipping
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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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bool done = false;
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i_color_r.push(); i_color_g.push(); i_color_b.push();
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i_color_r.push(); i_color_g.push(); i_color_b.push(); ; i_color_a.push();
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i_tex_u.push(); i_tex_v.push();
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for(int x = minx; x < maxx; x++)
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{
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if(CX1 > 0 && CX2 > 0 && CX3 > 0)
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{
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//material color
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//color = R5G5B5TORGB15(i_color_r.cur(),i_color_g.cur(),i_color_b.cur());
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//texture
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int u = i_tex_u.cur();
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int v = i_tex_v.cur();
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if(u<0) u = 0;
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if(v<0) v = 0;
|
|
|
|
|
u32 color32 = ((u32*)TexCache_texMAP)[v*Texture.width+u];
|
|
|
|
|
color32>>=3;
|
|
|
|
|
color32 &= 0x1F1F1F1F;
|
|
|
|
|
u8* color8 = (u8*)&color32;
|
|
|
|
|
color = (color8[0] | (color8[1] << 5) | (color8[2] << 10));
|
|
|
|
|
|
|
|
|
|
//hack: for testing, dont render non-opaque textures
|
|
|
|
|
if(color8[3] < 0x1F) return;
|
|
|
|
|
|
|
|
|
|
set_pixel(x,desty,color);
|
|
|
|
|
i_w.push();
|
|
|
|
|
|
|
|
|
|
done = true;
|
|
|
|
|
} else if(done) break;
|
|
|
|
|
if(y>=0 && y<192)
|
|
|
|
|
{
|
|
|
|
|
int xaccum = 1;
|
|
|
|
|
for(int x = minx; x < maxx; x++)
|
|
|
|
|
{
|
|
|
|
|
if(CX1 > 0 && CX2 > 0 && CX3 > 0)
|
|
|
|
|
{
|
|
|
|
|
done = true;
|
|
|
|
|
|
|
|
|
|
i_color_r.incx(); i_color_g.incx(); i_color_b.incx();
|
|
|
|
|
i_tex_u.incx(); i_tex_v.incx();
|
|
|
|
|
//reject out of bounds pixels
|
|
|
|
|
if(x<0 || x>=256) goto rejected_fragment;
|
|
|
|
|
|
|
|
|
|
CX1 -= FDY12;
|
|
|
|
|
CX2 -= FDY23;
|
|
|
|
|
CX3 -= FDY31;
|
|
|
|
|
}
|
|
|
|
|
//execute interpolators.
|
|
|
|
|
//HACK: we defer this until we know we need it, and accumulate the number of deltas which are necessary.
|
|
|
|
|
//this is just a temporary measure until we do proper clipping against the clip frustum.
|
|
|
|
|
//since we dont, we are receiving waaay out of bounds polys and so unless we do this we spend a lot of time calculating
|
|
|
|
|
//out of bounds pixels
|
|
|
|
|
i_color_r.incx(xaccum); i_color_g.incx(xaccum); i_color_b.incx(xaccum); i_color_a.incx(xaccum);
|
|
|
|
|
i_tex_u.incx(xaccum); i_tex_v.incx(xaccum);
|
|
|
|
|
i_w.incx(xaccum);
|
|
|
|
|
xaccum = 0;
|
|
|
|
|
|
|
|
|
|
int adr = (y<<8)+x;
|
|
|
|
|
Fragment &destFragment = screen[adr];
|
|
|
|
|
|
|
|
|
|
//w-buffer depth test
|
|
|
|
|
int w = i_w.cur();
|
|
|
|
|
if(w>destFragment.depth)
|
|
|
|
|
goto rejected_fragment;
|
|
|
|
|
|
|
|
|
|
//material color
|
|
|
|
|
//color = R5G5B5TORGB15(i_color_r.cur(),i_color_g.cur(),i_color_b.cur());
|
|
|
|
|
|
|
|
|
|
shader.u = i_tex_u.Z;
|
|
|
|
|
shader.v = i_tex_v.Z;
|
|
|
|
|
shader.materialColor.components.a = i_color_a.cur();
|
|
|
|
|
shader.materialColor.components.r = i_color_r.cur();
|
|
|
|
|
shader.materialColor.components.g = i_color_g.cur();
|
|
|
|
|
shader.materialColor.components.b = i_color_b.cur();
|
|
|
|
|
Fragment shaderOutput;
|
|
|
|
|
shader.shade(shaderOutput);
|
|
|
|
|
|
|
|
|
|
//alpha blend
|
|
|
|
|
if(shaderOutput.color.components.a == 31)
|
|
|
|
|
{
|
|
|
|
|
destFragment.color = shaderOutput.color;
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
u8 alpha = shaderOutput.color.components.a+1;
|
|
|
|
|
u8 invAlpha = 32 - alpha;
|
|
|
|
|
destFragment.color.components.r = (alpha*shaderOutput.color.components.r + invAlpha*destFragment.color.components.r)>>5;
|
|
|
|
|
destFragment.color.components.g = (alpha*shaderOutput.color.components.g + invAlpha*destFragment.color.components.g)>>5;
|
|
|
|
|
destFragment.color.components.b = (alpha*shaderOutput.color.components.b + invAlpha*destFragment.color.components.b)>>5;
|
|
|
|
|
destFragment.color.components.a = max(shaderOutput.color.components.b,destFragment.color.components.a);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
destFragment.depth = w;
|
|
|
|
|
|
|
|
|
|
} else if(done) break;
|
|
|
|
|
rejected_fragment:
|
|
|
|
|
xaccum++;
|
|
|
|
|
|
|
|
|
|
CX1 -= FDY12;
|
|
|
|
|
CX2 -= FDY23;
|
|
|
|
|
CX3 -= FDY31;
|
|
|
|
|
}
|
|
|
|
|
} //end of y inbounds check
|
|
|
|
|
i_color_a.pop(); i_color_a.incy();
|
|
|
|
|
i_color_r.pop(); i_color_r.incy();
|
|
|
|
|
i_color_g.pop(); i_color_g.incy();
|
|
|
|
|
i_color_b.pop(); i_color_b.incy();
|
|
|
|
|
i_tex_u.pop(); i_tex_u.incy();
|
|
|
|
|
i_tex_v.pop(); i_tex_v.incy();
|
|
|
|
|
i_w.pop(); i_w.incy();
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
CY1 += FDX12;
|
|
|
|
@ -255,12 +434,26 @@ static void Reset() {}
|
|
|
|
|
|
|
|
|
|
static void Close() {}
|
|
|
|
|
|
|
|
|
|
static void VramReconfigureSignal() {}
|
|
|
|
|
static void VramReconfigureSignal() {
|
|
|
|
|
TexCache_Invalidate();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
static void GetLine(int line, u16* dst, u8* dstAlpha)
|
|
|
|
|
{
|
|
|
|
|
memcpy(dst,screen+(191-line)*256,512);
|
|
|
|
|
memset(dstAlpha,16,256);
|
|
|
|
|
Fragment* src = screen+((191-line)<<8);
|
|
|
|
|
for(int i=0;i<256;i++)
|
|
|
|
|
{
|
|
|
|
|
u8 r = src->color.components.r;
|
|
|
|
|
u8 g = src->color.components.g;
|
|
|
|
|
u8 b = src->color.components.b;
|
|
|
|
|
*dst = R5G5B5TORGB15(r,g,b);
|
|
|
|
|
if(src->color.components.a > 0) *dst |= 0x8000;
|
|
|
|
|
*dstAlpha = alpha_5bit_to_4bit[src->color.components.a];
|
|
|
|
|
src++;
|
|
|
|
|
dst++;
|
|
|
|
|
dstAlpha++;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
static void GetLineCaptured(int line, u16* dst) {}
|
|
|
|
@ -273,7 +466,9 @@ static void Render()
|
|
|
|
|
//B. backface cull
|
|
|
|
|
//C. transforms
|
|
|
|
|
|
|
|
|
|
memset(screen,0,256*192*2);
|
|
|
|
|
memset(screen,0,sizeof(screen));
|
|
|
|
|
for(int i=0;i<256*192;i++)
|
|
|
|
|
screen[i].depth = 0x007FFFFF;
|
|
|
|
|
|
|
|
|
|
for(int i=0;i<gfx3d.vertlist->count;i++)
|
|
|
|
|
{
|
|
|
|
@ -292,39 +487,32 @@ static void Render()
|
|
|
|
|
int type = poly->type;
|
|
|
|
|
|
|
|
|
|
TexCache_SetTexture(poly->texParam,poly->texPalette);
|
|
|
|
|
if(TexCache_Curr())
|
|
|
|
|
Texture.width = TexCache_Curr()->sizeX;
|
|
|
|
|
sampler.setup(poly->texParam);
|
|
|
|
|
|
|
|
|
|
//note that when we build our triangle vert lists, we reorder them for our renderer.
|
|
|
|
|
//we should probably fix the renderer so we dont have to do this;
|
|
|
|
|
//but then again, what does it matter?
|
|
|
|
|
if(type == 4) {
|
|
|
|
|
|
|
|
|
|
VERT* vertA[3] = {
|
|
|
|
|
&gfx3d.vertlist->list[poly->vertIndexes[0]],
|
|
|
|
|
&gfx3d.vertlist->list[poly->vertIndexes[2]],
|
|
|
|
|
&gfx3d.vertlist->list[poly->vertIndexes[1]],
|
|
|
|
|
};
|
|
|
|
|
SubmitVertex(&gfx3d.vertlist->list[poly->vertIndexes[2]]);
|
|
|
|
|
SubmitVertex(&gfx3d.vertlist->list[poly->vertIndexes[1]]);
|
|
|
|
|
SubmitVertex(&gfx3d.vertlist->list[poly->vertIndexes[0]]);
|
|
|
|
|
|
|
|
|
|
triangle_from_devmaster(vertA);
|
|
|
|
|
triangle_from_devmaster();
|
|
|
|
|
|
|
|
|
|
VERT* vertB[3] = {
|
|
|
|
|
&gfx3d.vertlist->list[poly->vertIndexes[0]],
|
|
|
|
|
&gfx3d.vertlist->list[poly->vertIndexes[3]],
|
|
|
|
|
&gfx3d.vertlist->list[poly->vertIndexes[2]],
|
|
|
|
|
};
|
|
|
|
|
SubmitVertex(&gfx3d.vertlist->list[poly->vertIndexes[0]]);
|
|
|
|
|
SubmitVertex(&gfx3d.vertlist->list[poly->vertIndexes[3]]);
|
|
|
|
|
SubmitVertex(&gfx3d.vertlist->list[poly->vertIndexes[2]]);
|
|
|
|
|
|
|
|
|
|
triangle_from_devmaster(vertB);
|
|
|
|
|
triangle_from_devmaster();
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
if(type == 3) {
|
|
|
|
|
VERT* vert[3] = {
|
|
|
|
|
&gfx3d.vertlist->list[poly->vertIndexes[2]],
|
|
|
|
|
&gfx3d.vertlist->list[poly->vertIndexes[1]],
|
|
|
|
|
&gfx3d.vertlist->list[poly->vertIndexes[0]],
|
|
|
|
|
};
|
|
|
|
|
SubmitVertex(&gfx3d.vertlist->list[poly->vertIndexes[2]]);
|
|
|
|
|
SubmitVertex(&gfx3d.vertlist->list[poly->vertIndexes[1]]);
|
|
|
|
|
SubmitVertex(&gfx3d.vertlist->list[poly->vertIndexes[0]]);
|
|
|
|
|
|
|
|
|
|
triangle_from_devmaster(vert);
|
|
|
|
|
triangle_from_devmaster();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|