rasterize: textures, shading, blending
This commit is contained in:
parent
0d4cf9fe49
commit
517a27294a
|
@ -683,9 +683,6 @@ static void OGLRender()
|
||||||
|
|
||||||
glViewport(gfx3d.viewport.x,gfx3d.viewport.y,gfx3d.viewport.width,gfx3d.viewport.height);
|
glViewport(gfx3d.viewport.x,gfx3d.viewport.y,gfx3d.viewport.width,gfx3d.viewport.height);
|
||||||
|
|
||||||
//it might be handy to print the size of the projection list, in case a game is doing something weird with it
|
|
||||||
//printf("%d\n",gfx3d.projlist->count);
|
|
||||||
|
|
||||||
//we're not using the alpha clear color right now
|
//we're not using the alpha clear color right now
|
||||||
glClearColor(gfx3d.clearColor[0],gfx3d.clearColor[1],gfx3d.clearColor[2], gfx3d.clearColor[3]);
|
glClearColor(gfx3d.clearColor[0],gfx3d.clearColor[1],gfx3d.clearColor[2], gfx3d.clearColor[3]);
|
||||||
glClearDepth(gfx3d.clearDepth);
|
glClearDepth(gfx3d.clearDepth);
|
||||||
|
@ -761,20 +758,7 @@ static void OGLRender()
|
||||||
|
|
||||||
static void OGLVramReconfigureSignal()
|
static void OGLVramReconfigureSignal()
|
||||||
{
|
{
|
||||||
//well, this is a very blunt instrument.
|
TexCache_Invalidate();
|
||||||
//lets just flag all the textures as invalid.
|
|
||||||
for(int i=0;i<MAX_TEXTURE+1;i++) {
|
|
||||||
texcache[i].suspectedInvalid = true;
|
|
||||||
|
|
||||||
//invalidate all 4x4 textures when texture palettes change mappings
|
|
||||||
//this is necessary because we arent tracking 4x4 texture palettes to look for changes.
|
|
||||||
//Although I concede this is a bit paranoid.. I think the odds of anyone changing 4x4 palette data
|
|
||||||
//without also changing the texture data is pretty much zero.
|
|
||||||
//
|
|
||||||
//TODO - move this to a separate signal: split into TexReconfigureSignal and TexPaletteReconfigureSignal
|
|
||||||
if(texcache[i].mode == TEXMODE_4X4)
|
|
||||||
texcache[i].frm = 0;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
static void GL_ReadFramebuffer()
|
static void GL_ReadFramebuffer()
|
||||||
|
|
|
@ -602,14 +602,8 @@ static void SetVertex()
|
||||||
//apply projection matrix
|
//apply projection matrix
|
||||||
MatrixMultVec4x4 (mtxCurrent[0], coordTransformed);
|
MatrixMultVec4x4 (mtxCurrent[0], coordTransformed);
|
||||||
|
|
||||||
////perspective division
|
|
||||||
//coordTransformed[0] = (coordTransformed[0] + coordTransformed[3]) / 2 / coordTransformed[3];
|
|
||||||
//coordTransformed[1] = (coordTransformed[1] + coordTransformed[3]) / 2 / coordTransformed[3];
|
|
||||||
//coordTransformed[2] = (coordTransformed[2] + coordTransformed[3]) / 2 / coordTransformed[3];
|
|
||||||
//coordTransformed[3] = 1;
|
|
||||||
|
|
||||||
//TODO - culling should be done here.
|
//TODO - culling should be done here.
|
||||||
//TODO - viewport transform
|
//TODO - viewport transform?
|
||||||
|
|
||||||
int continuation = 0;
|
int continuation = 0;
|
||||||
if(vtxFormat==2 && !tempVertInfo.first)
|
if(vtxFormat==2 && !tempVertInfo.first)
|
||||||
|
@ -632,7 +626,6 @@ static void SetVertex()
|
||||||
vert.color[1] = colorRGB[1];
|
vert.color[1] = colorRGB[1];
|
||||||
vert.color[2] = colorRGB[2];
|
vert.color[2] = colorRGB[2];
|
||||||
vert.color[3] = colorRGB[3];
|
vert.color[3] = colorRGB[3];
|
||||||
vert.depth = 0x7FFF * coordTransformed[2];
|
|
||||||
tempVertInfo.map[tempVertInfo.count] = vertlist->count + tempVertInfo.count - continuation;
|
tempVertInfo.map[tempVertInfo.count] = vertlist->count + tempVertInfo.count - continuation;
|
||||||
tempVertInfo.count++;
|
tempVertInfo.count++;
|
||||||
|
|
||||||
|
@ -709,27 +702,6 @@ static void SetVertex()
|
||||||
if(completed)
|
if(completed)
|
||||||
{
|
{
|
||||||
POLY &poly = polylist->list[polylist->count];
|
POLY &poly = polylist->list[polylist->count];
|
||||||
//todo - dont overrun proj list
|
|
||||||
|
|
||||||
//see if the last entry in the proj list matches the current matrix, if there is one.
|
|
||||||
/* if(projlist->count != 0 &&
|
|
||||||
//here is an example of something that does not work.
|
|
||||||
//(for a speed hack, we consider the matrices different if the first element differs)
|
|
||||||
//mtxCurrent[0][0] == projlist->projMatrix[projlist->count-1][0]
|
|
||||||
|
|
||||||
//here is what we must do: make sure the matrices are identical
|
|
||||||
!MatrixCompare(mtxCurrent[0],projlist->projMatrix[projlist->count-1])
|
|
||||||
)
|
|
||||||
{
|
|
||||||
//it matches. use it
|
|
||||||
poly.projIndex = projlist->count-1;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
MatrixCopy(projlist->projMatrix[projlist->count],mtxCurrent[0]);
|
|
||||||
poly.projIndex = projlist->count;
|
|
||||||
projlist->count++;
|
|
||||||
}*/
|
|
||||||
|
|
||||||
poly.polyAttr = polyAttr;
|
poly.polyAttr = polyAttr;
|
||||||
poly.texParam = textureFormat;
|
poly.texParam = textureFormat;
|
||||||
|
|
|
@ -93,7 +93,6 @@ struct PROJLIST {
|
||||||
struct VERT {
|
struct VERT {
|
||||||
float coord[4];
|
float coord[4];
|
||||||
float texcoord[2];
|
float texcoord[2];
|
||||||
u32 depth;
|
|
||||||
u8 color[4];
|
u8 color[4];
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
|
@ -21,10 +21,16 @@
|
||||||
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
|
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
|
||||||
*/
|
*/
|
||||||
|
|
||||||
|
//nothing in this file should be assumed to be accurate
|
||||||
|
//please check everything carefully, and sign off on it when you think it is accurate
|
||||||
|
//if you change it, erase other signatures.
|
||||||
|
//if you optimize it and think it is risky, erase other signatures
|
||||||
|
|
||||||
#include "Rasterize.h"
|
#include "Rasterize.h"
|
||||||
|
|
||||||
#include <algorithm>
|
#include <algorithm>
|
||||||
|
|
||||||
|
#include "bits.h"
|
||||||
#include "common.h"
|
#include "common.h"
|
||||||
#include "render3D.h"
|
#include "render3D.h"
|
||||||
#include "gfx3d.h"
|
#include "gfx3d.h"
|
||||||
|
@ -36,27 +42,39 @@ using std::max;
|
||||||
template<typename T> T min(T a, T b, T c) { return min(min(a,b),c); }
|
template<typename T> T min(T a, T b, T c) { return min(min(a,b),c); }
|
||||||
template<typename T> T max(T a, T b, T c) { return max(max(a,b),c); }
|
template<typename T> T max(T a, T b, T c) { return max(max(a,b),c); }
|
||||||
|
|
||||||
static u16 screen[256*192];
|
struct Fragment
|
||||||
|
|
||||||
static struct
|
|
||||||
{
|
{
|
||||||
int width, height;
|
union Color {
|
||||||
} Texture;
|
u32 color;
|
||||||
|
struct {
|
||||||
|
//#ifdef WORDS_BIGENDIAN ?
|
||||||
|
u8 r,g,b,a;
|
||||||
|
} components;
|
||||||
|
} color;
|
||||||
|
|
||||||
void set_pixel(int x, int y, u16 color)
|
u8 polyid;
|
||||||
|
u32 depth;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct Vertex
|
||||||
{
|
{
|
||||||
if(x<0 || y<0 || x>=256 || y>=192) return;
|
VERT* vert;
|
||||||
screen[y*256+x] = color | 0x8000;
|
int w;
|
||||||
|
} verts[3];
|
||||||
|
|
||||||
|
void SubmitVertex(VERT* rawvert)
|
||||||
|
{
|
||||||
|
static int vert_index = 0;
|
||||||
|
Vertex &vert = verts[vert_index++];
|
||||||
|
if(vert_index==3) vert_index = 0;
|
||||||
|
|
||||||
|
vert.vert = rawvert;
|
||||||
|
vert.w = rawvert->coord[3] * 4096; //not sure about this
|
||||||
}
|
}
|
||||||
|
|
||||||
void hline(int x, int y, int xe, u16 color)
|
static Fragment screen[256*192];
|
||||||
{
|
|
||||||
for(int i=x;i<=xe;i++)
|
|
||||||
set_pixel(x,y,color);
|
|
||||||
}
|
|
||||||
|
|
||||||
//http://www.devmaster.net/forums/showthread.php?t=1884
|
//http://www.devmaster.net/forums/showthread.php?t=1884
|
||||||
|
|
||||||
#if defined(_MSC_VER)
|
#if defined(_MSC_VER)
|
||||||
inline int iround(float x)
|
inline int iround(float x)
|
||||||
{
|
{
|
||||||
|
@ -76,6 +94,122 @@ int iround(float f) {
|
||||||
}
|
}
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
|
|
||||||
|
static struct
|
||||||
|
{
|
||||||
|
int width, height;
|
||||||
|
int wmask, hmask;
|
||||||
|
int wrap;
|
||||||
|
void setup(u32 format)
|
||||||
|
{
|
||||||
|
width=(8 << ((format>>20)&0x07));
|
||||||
|
height=(8 << ((format>>23)&0x07));
|
||||||
|
wmask = width-1;
|
||||||
|
hmask = height-1;
|
||||||
|
wrap = (format>>16)&0xF;
|
||||||
|
}
|
||||||
|
|
||||||
|
void clamp(int &val, int size, int sizemask){
|
||||||
|
if(val<0) val = 0;
|
||||||
|
if(val>sizemask) val = sizemask;
|
||||||
|
}
|
||||||
|
void hclamp(int &val) { clamp(val,width,wmask); }
|
||||||
|
void vclamp(int &val) { clamp(val,height,hmask); }
|
||||||
|
|
||||||
|
void repeat(int &val, int size, int sizemask) {
|
||||||
|
val &= sizemask;
|
||||||
|
}
|
||||||
|
void hrepeat(int &val) { repeat(val,width,wmask); }
|
||||||
|
void vrepeat(int &val) { repeat(val,height,hmask); }
|
||||||
|
|
||||||
|
void flip(int &val, int size, int sizemask) {
|
||||||
|
val &= ((size<<1)-1);
|
||||||
|
if(val>=size) val = (size<<1)-val-1;
|
||||||
|
}
|
||||||
|
void hflip(int &val) { flip(val,width,wmask); }
|
||||||
|
void vflip(int &val) { flip(val,height,hmask); }
|
||||||
|
|
||||||
|
void dowrap(int& iu, int& iv)
|
||||||
|
{
|
||||||
|
switch(wrap) {
|
||||||
|
//flip none
|
||||||
|
case 0x0: hclamp(iu); vclamp(iv); break;
|
||||||
|
case 0x1: hrepeat(iu); vclamp(iv); break;
|
||||||
|
case 0x2: hclamp(iu); vrepeat(iv); break;
|
||||||
|
case 0x3: hrepeat(iu); vrepeat(iv); break;
|
||||||
|
//flip S
|
||||||
|
case 0x4: hclamp(iu); vclamp(iv); break;
|
||||||
|
case 0x5: hflip(iu); vclamp(iv); break;
|
||||||
|
case 0x6: hclamp(iu); vrepeat(iv); break;
|
||||||
|
case 0x7: hflip(iu); vrepeat(iv); break;
|
||||||
|
//flip T
|
||||||
|
case 0x8: hclamp(iu); vclamp(iv); break;
|
||||||
|
case 0x9: hrepeat(iu); vclamp(iv); break;
|
||||||
|
case 0xA: hclamp(iu); vflip(iv); break;
|
||||||
|
case 0xB: hrepeat(iu); vflip(iv); break;
|
||||||
|
//flip both
|
||||||
|
case 0xC: hclamp(iu); vclamp(iv); break;
|
||||||
|
case 0xD: hflip(iu); vclamp(iv); break;
|
||||||
|
case 0xE: hclamp(iu); vflip(iv); break;
|
||||||
|
case 0xF: hflip(iu); vflip(iv); break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
Fragment::Color sample(float u, float v)
|
||||||
|
{
|
||||||
|
int iu = iround(u);
|
||||||
|
int iv = iround(v);
|
||||||
|
dowrap(iu,iv);
|
||||||
|
|
||||||
|
Fragment::Color color;
|
||||||
|
u32 col32 = ((u32*)TexCache_texMAP)[iv*width+iu];
|
||||||
|
//todo - teach texcache how to provide these already in 5555
|
||||||
|
col32 >>= 3;
|
||||||
|
col32 &= 0x1F1F1F1F;
|
||||||
|
color.color = col32;
|
||||||
|
return color;
|
||||||
|
}
|
||||||
|
|
||||||
|
} sampler;
|
||||||
|
|
||||||
|
struct Shader
|
||||||
|
{
|
||||||
|
u8 mode;
|
||||||
|
void setup(u32 polyattr)
|
||||||
|
{
|
||||||
|
mode = (polyattr>>4)&0x3;
|
||||||
|
}
|
||||||
|
|
||||||
|
float u, v;
|
||||||
|
Fragment::Color materialColor;
|
||||||
|
|
||||||
|
void shade(Fragment& dst)
|
||||||
|
{
|
||||||
|
Fragment::Color texColor;
|
||||||
|
//if(mode==0||mode==1)
|
||||||
|
// texColor = sampler.sample(i_tex_u.Z,i_tex_v.Z);
|
||||||
|
|
||||||
|
switch(mode)
|
||||||
|
{
|
||||||
|
case 0: //modulate
|
||||||
|
texColor = sampler.sample(u,v);
|
||||||
|
dst.color.components.r = ((texColor.components.r+1) * (materialColor.components.r+1)-1)>>5;
|
||||||
|
dst.color.components.g = ((texColor.components.g+1) * (materialColor.components.g+1)-1)>>5;
|
||||||
|
dst.color.components.b = ((texColor.components.b+1) * (materialColor.components.b+1)-1)>>5;
|
||||||
|
dst.color.components.a = ((texColor.components.a+1) * (materialColor.components.a+1)-1)>>5;
|
||||||
|
break;
|
||||||
|
case 1: //decal
|
||||||
|
case 2:
|
||||||
|
case 3: //..and everything else, for now
|
||||||
|
texColor = sampler.sample(u,v);
|
||||||
|
dst.color = texColor;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
} shader;
|
||||||
|
|
||||||
|
|
||||||
struct Interpolator
|
struct Interpolator
|
||||||
{
|
{
|
||||||
int A,B,C;
|
int A,B,C;
|
||||||
|
@ -109,22 +243,21 @@ struct Interpolator
|
||||||
FORCEINLINE void pop() { Z = pZ; }
|
FORCEINLINE void pop() { Z = pZ; }
|
||||||
FORCEINLINE void incy() { Z += dy; }
|
FORCEINLINE void incy() { Z += dy; }
|
||||||
FORCEINLINE void incx() { Z += dx; }
|
FORCEINLINE void incx() { Z += dx; }
|
||||||
|
FORCEINLINE void incx(int count) { Z += dx*count; }
|
||||||
};
|
};
|
||||||
|
|
||||||
//http://www.devmaster.net/forums/showthread.php?t=1884&page=1
|
//http://www.devmaster.net/forums/showthread.php?t=1884&page=1
|
||||||
//todo - change to the tile-based renderer and try to apply some optimizations from that thread
|
//todo - change to the tile-based renderer and try to apply some optimizations from that thread
|
||||||
void triangle_from_devmaster(VERT** verts)
|
void triangle_from_devmaster()
|
||||||
{
|
{
|
||||||
u16 color =0x7FFF;
|
|
||||||
|
|
||||||
// 28.4 fixed-point coordinates
|
// 28.4 fixed-point coordinates
|
||||||
const int Y1 = iround(16.0f * verts[0]->coord[1]);
|
const int Y1 = iround(16.0f * verts[0].vert->coord[1]);
|
||||||
const int Y2 = iround(16.0f * verts[1]->coord[1]);
|
const int Y2 = iround(16.0f * verts[1].vert->coord[1]);
|
||||||
const int Y3 = iround(16.0f * verts[2]->coord[1]);
|
const int Y3 = iround(16.0f * verts[2].vert->coord[1]);
|
||||||
|
|
||||||
const int X1 = iround(16.0f * verts[0]->coord[0]);
|
const int X1 = iround(16.0f * verts[0].vert->coord[0]);
|
||||||
const int X2 = iround(16.0f * verts[1]->coord[0]);
|
const int X2 = iround(16.0f * verts[1].vert->coord[0]);
|
||||||
const int X3 = iround(16.0f * verts[2]->coord[0]);
|
const int X3 = iround(16.0f * verts[2].vert->coord[0]);
|
||||||
|
|
||||||
// Deltas
|
// Deltas
|
||||||
const int DX12 = X1 - X2;
|
const int DX12 = X1 - X2;
|
||||||
|
@ -166,76 +299,122 @@ void triangle_from_devmaster(VERT** verts)
|
||||||
int CY2 = C2 + DX23 * (miny << 4) - DY23 * (minx << 4);
|
int CY2 = C2 + DX23 * (miny << 4) - DY23 * (minx << 4);
|
||||||
int CY3 = C3 + DX31 * (miny << 4) - DY31 * (minx << 4);
|
int CY3 = C3 + DX31 * (miny << 4) - DY31 * (minx << 4);
|
||||||
|
|
||||||
float fx1 = verts[0]->coord[0], fy1 = verts[0]->coord[1];
|
float fx1 = verts[0].vert->coord[0], fy1 = verts[0].vert->coord[1];
|
||||||
float fx2 = verts[1]->coord[0], fy2 = verts[1]->coord[1];
|
float fx2 = verts[1].vert->coord[0], fy2 = verts[1].vert->coord[1];
|
||||||
float fx3 = verts[2]->coord[0], fy3 = verts[2]->coord[1];
|
float fx3 = verts[2].vert->coord[0], fy3 = verts[2].vert->coord[1];
|
||||||
u8 r1 = verts[0]->color[0], g1 = verts[0]->color[1], b1 = verts[0]->color[2];
|
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];
|
||||||
u8 r2 = verts[1]->color[0], g2 = verts[1]->color[1], b2 = verts[1]->color[2];
|
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];
|
||||||
u8 r3 = verts[2]->color[0], g3 = verts[2]->color[1], b3 = verts[2]->color[2];
|
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];
|
||||||
int u1 = verts[0]->texcoord[0], v1 = verts[0]->texcoord[1];
|
int u1 = verts[0].vert->texcoord[0], v1 = verts[0].vert->texcoord[1];
|
||||||
int u2 = verts[1]->texcoord[0], v2 = verts[1]->texcoord[1];
|
int u2 = verts[1].vert->texcoord[0], v2 = verts[1].vert->texcoord[1];
|
||||||
int u3 = verts[2]->texcoord[0], v3 = verts[2]->texcoord[1];
|
int u3 = verts[2].vert->texcoord[0], v3 = verts[2].vert->texcoord[1];
|
||||||
|
int w1 = verts[0].w, w2 = verts[1].w, w3 = verts[2].w;
|
||||||
|
|
||||||
Interpolator i_color_r(fx1,fx2,fx3,fy1,fy2,fy3,r1,r2,r3);
|
Interpolator i_color_r(fx1,fx2,fx3,fy1,fy2,fy3,r1,r2,r3);
|
||||||
Interpolator i_color_g(fx1,fx2,fx3,fy1,fy2,fy3,g1,g2,g3);
|
Interpolator i_color_g(fx1,fx2,fx3,fy1,fy2,fy3,g1,g2,g3);
|
||||||
Interpolator i_color_b(fx1,fx2,fx3,fy1,fy2,fy3,b1,b2,b3);
|
Interpolator i_color_b(fx1,fx2,fx3,fy1,fy2,fy3,b1,b2,b3);
|
||||||
|
Interpolator i_color_a(fx1,fx2,fx3,fy1,fy2,fy3,a1,a2,a3);
|
||||||
Interpolator i_tex_u(fx1,fx2,fx3,fy1,fy2,fy3,u1,u2,u3);
|
Interpolator i_tex_u(fx1,fx2,fx3,fy1,fy2,fy3,u1,u2,u3);
|
||||||
Interpolator i_tex_v(fx1,fx2,fx3,fy1,fy2,fy3,v1,v2,v3);
|
Interpolator i_tex_v(fx1,fx2,fx3,fy1,fy2,fy3,v1,v2,v3);
|
||||||
|
Interpolator i_w(fx1,fx2,fx3,fy1,fy2,fy3,w1,w2,w3);
|
||||||
|
|
||||||
|
|
||||||
i_color_r.init(minx,miny);
|
i_color_r.init(minx,miny);
|
||||||
i_color_g.init(minx,miny);
|
i_color_g.init(minx,miny);
|
||||||
i_color_b.init(minx,miny);
|
i_color_b.init(minx,miny);
|
||||||
|
i_color_a.init(minx,miny);
|
||||||
i_tex_u.init(minx,miny);
|
i_tex_u.init(minx,miny);
|
||||||
i_tex_v.init(minx,miny);
|
i_tex_v.init(minx,miny);
|
||||||
|
i_w.init(minx,miny);
|
||||||
|
|
||||||
for(int y = miny; y < maxy; y++)
|
for(int y = miny; y < maxy; y++)
|
||||||
{
|
{
|
||||||
int CX1 = CY1;
|
//HACK - bad screen clipping
|
||||||
|
|
||||||
|
int CX1 = CY1;
|
||||||
int CX2 = CY2;
|
int CX2 = CY2;
|
||||||
int CX3 = CY3;
|
int CX3 = CY3;
|
||||||
|
|
||||||
bool done = false;
|
bool done = false;
|
||||||
i_color_r.push(); i_color_g.push(); i_color_b.push();
|
i_color_r.push(); i_color_g.push(); i_color_b.push(); ; i_color_a.push();
|
||||||
i_tex_u.push(); i_tex_v.push();
|
i_tex_u.push(); i_tex_v.push();
|
||||||
for(int x = minx; x < maxx; x++)
|
i_w.push();
|
||||||
{
|
|
||||||
if(CX1 > 0 && CX2 > 0 && CX3 > 0)
|
|
||||||
{
|
|
||||||
//material color
|
|
||||||
//color = R5G5B5TORGB15(i_color_r.cur(),i_color_g.cur(),i_color_b.cur());
|
|
||||||
|
|
||||||
//texture
|
if(y>=0 && y<192)
|
||||||
int u = i_tex_u.cur();
|
{
|
||||||
int v = i_tex_v.cur();
|
int xaccum = 1;
|
||||||
if(u<0) u = 0;
|
for(int x = minx; x < maxx; x++)
|
||||||
if(v<0) v = 0;
|
{
|
||||||
u32 color32 = ((u32*)TexCache_texMAP)[v*Texture.width+u];
|
if(CX1 > 0 && CX2 > 0 && CX3 > 0)
|
||||||
color32>>=3;
|
{
|
||||||
color32 &= 0x1F1F1F1F;
|
done = true;
|
||||||
u8* color8 = (u8*)&color32;
|
|
||||||
color = (color8[0] | (color8[1] << 5) | (color8[2] << 10));
|
|
||||||
|
|
||||||
//hack: for testing, dont render non-opaque textures
|
//reject out of bounds pixels
|
||||||
if(color8[3] < 0x1F) return;
|
if(x<0 || x>=256) goto rejected_fragment;
|
||||||
|
|
||||||
set_pixel(x,desty,color);
|
//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;
|
||||||
|
|
||||||
done = true;
|
int adr = (y<<8)+x;
|
||||||
} else if(done) break;
|
Fragment &destFragment = screen[adr];
|
||||||
|
|
||||||
i_color_r.incx(); i_color_g.incx(); i_color_b.incx();
|
//w-buffer depth test
|
||||||
i_tex_u.incx(); i_tex_v.incx();
|
int w = i_w.cur();
|
||||||
|
if(w>destFragment.depth)
|
||||||
|
goto rejected_fragment;
|
||||||
|
|
||||||
CX1 -= FDY12;
|
//material color
|
||||||
CX2 -= FDY23;
|
//color = R5G5B5TORGB15(i_color_r.cur(),i_color_g.cur(),i_color_b.cur());
|
||||||
CX3 -= FDY31;
|
|
||||||
}
|
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_r.pop(); i_color_r.incy();
|
||||||
i_color_g.pop(); i_color_g.incy();
|
i_color_g.pop(); i_color_g.incy();
|
||||||
i_color_b.pop(); i_color_b.incy();
|
i_color_b.pop(); i_color_b.incy();
|
||||||
i_tex_u.pop(); i_tex_u.incy();
|
i_tex_u.pop(); i_tex_u.incy();
|
||||||
i_tex_v.pop(); i_tex_v.incy();
|
i_tex_v.pop(); i_tex_v.incy();
|
||||||
|
i_w.pop(); i_w.incy();
|
||||||
|
|
||||||
|
|
||||||
CY1 += FDX12;
|
CY1 += FDX12;
|
||||||
|
@ -255,12 +434,26 @@ static void Reset() {}
|
||||||
|
|
||||||
static void Close() {}
|
static void Close() {}
|
||||||
|
|
||||||
static void VramReconfigureSignal() {}
|
static void VramReconfigureSignal() {
|
||||||
|
TexCache_Invalidate();
|
||||||
|
}
|
||||||
|
|
||||||
static void GetLine(int line, u16* dst, u8* dstAlpha)
|
static void GetLine(int line, u16* dst, u8* dstAlpha)
|
||||||
{
|
{
|
||||||
memcpy(dst,screen+(191-line)*256,512);
|
Fragment* src = screen+((191-line)<<8);
|
||||||
memset(dstAlpha,16,256);
|
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) {}
|
static void GetLineCaptured(int line, u16* dst) {}
|
||||||
|
@ -273,7 +466,9 @@ static void Render()
|
||||||
//B. backface cull
|
//B. backface cull
|
||||||
//C. transforms
|
//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++)
|
for(int i=0;i<gfx3d.vertlist->count;i++)
|
||||||
{
|
{
|
||||||
|
@ -292,39 +487,32 @@ static void Render()
|
||||||
int type = poly->type;
|
int type = poly->type;
|
||||||
|
|
||||||
TexCache_SetTexture(poly->texParam,poly->texPalette);
|
TexCache_SetTexture(poly->texParam,poly->texPalette);
|
||||||
if(TexCache_Curr())
|
sampler.setup(poly->texParam);
|
||||||
Texture.width = TexCache_Curr()->sizeX;
|
|
||||||
|
|
||||||
//note that when we build our triangle vert lists, we reorder them for our renderer.
|
//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;
|
//we should probably fix the renderer so we dont have to do this;
|
||||||
//but then again, what does it matter?
|
//but then again, what does it matter?
|
||||||
if(type == 4) {
|
if(type == 4) {
|
||||||
|
|
||||||
VERT* vertA[3] = {
|
SubmitVertex(&gfx3d.vertlist->list[poly->vertIndexes[2]]);
|
||||||
&gfx3d.vertlist->list[poly->vertIndexes[0]],
|
SubmitVertex(&gfx3d.vertlist->list[poly->vertIndexes[1]]);
|
||||||
&gfx3d.vertlist->list[poly->vertIndexes[2]],
|
SubmitVertex(&gfx3d.vertlist->list[poly->vertIndexes[0]]);
|
||||||
&gfx3d.vertlist->list[poly->vertIndexes[1]],
|
|
||||||
};
|
|
||||||
|
|
||||||
triangle_from_devmaster(vertA);
|
triangle_from_devmaster();
|
||||||
|
|
||||||
VERT* vertB[3] = {
|
SubmitVertex(&gfx3d.vertlist->list[poly->vertIndexes[0]]);
|
||||||
&gfx3d.vertlist->list[poly->vertIndexes[0]],
|
SubmitVertex(&gfx3d.vertlist->list[poly->vertIndexes[3]]);
|
||||||
&gfx3d.vertlist->list[poly->vertIndexes[3]],
|
SubmitVertex(&gfx3d.vertlist->list[poly->vertIndexes[2]]);
|
||||||
&gfx3d.vertlist->list[poly->vertIndexes[2]],
|
|
||||||
};
|
|
||||||
|
|
||||||
triangle_from_devmaster(vertB);
|
triangle_from_devmaster();
|
||||||
|
|
||||||
}
|
}
|
||||||
if(type == 3) {
|
if(type == 3) {
|
||||||
VERT* vert[3] = {
|
SubmitVertex(&gfx3d.vertlist->list[poly->vertIndexes[2]]);
|
||||||
&gfx3d.vertlist->list[poly->vertIndexes[2]],
|
SubmitVertex(&gfx3d.vertlist->list[poly->vertIndexes[1]]);
|
||||||
&gfx3d.vertlist->list[poly->vertIndexes[1]],
|
SubmitVertex(&gfx3d.vertlist->list[poly->vertIndexes[0]]);
|
||||||
&gfx3d.vertlist->list[poly->vertIndexes[0]],
|
|
||||||
};
|
|
||||||
|
|
||||||
triangle_from_devmaster(vert);
|
triangle_from_devmaster();
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
|
@ -590,5 +590,23 @@ TextureCache* TexCache_Curr()
|
||||||
else return &texcache[lastTexture];
|
else return &texcache[lastTexture];
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void TexCache_Invalidate()
|
||||||
|
{
|
||||||
|
//well, this is a very blunt instrument.
|
||||||
|
//lets just flag all the textures as invalid.
|
||||||
|
for(int i=0;i<MAX_TEXTURE+1;i++) {
|
||||||
|
texcache[i].suspectedInvalid = true;
|
||||||
|
|
||||||
|
//invalidate all 4x4 textures when texture palettes change mappings
|
||||||
|
//this is necessary because we arent tracking 4x4 texture palettes to look for changes.
|
||||||
|
//Although I concede this is a bit paranoid.. I think the odds of anyone changing 4x4 palette data
|
||||||
|
//without also changing the texture data is pretty much zero.
|
||||||
|
//
|
||||||
|
//TODO - move this to a separate signal: split into TexReconfigureSignal and TexPaletteReconfigureSignal
|
||||||
|
if(texcache[i].mode == TEXMODE_4X4)
|
||||||
|
texcache[i].frm = 0;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
void (*TexCache_BindTexture)(u32 texnum) = NULL;
|
void (*TexCache_BindTexture)(u32 texnum) = NULL;
|
||||||
void (*TexCache_BindTextureData)(u32 texnum, u8* data);
|
void (*TexCache_BindTextureData)(u32 texnum, u8* data);
|
||||||
|
|
|
@ -34,6 +34,7 @@ extern void (*TexCache_BindTextureData)(u32 texnum, u8* data);
|
||||||
|
|
||||||
void TexCache_Reset();
|
void TexCache_Reset();
|
||||||
void TexCache_SetTexture(unsigned int format, unsigned int texpal);
|
void TexCache_SetTexture(unsigned int format, unsigned int texpal);
|
||||||
|
void TexCache_Invalidate();
|
||||||
|
|
||||||
extern u8 TexCache_texMAP[1024*2048*4];
|
extern u8 TexCache_texMAP[1024*2048*4];
|
||||||
TextureCache* TexCache_Curr();
|
TextureCache* TexCache_Curr();
|
||||||
|
|
Loading…
Reference in New Issue