rasterize: clean up a little bit and speed up some

This commit is contained in:
zeromus 2009-03-01 16:40:19 +00:00
parent 45d7d54c40
commit 91b27d48fa
1 changed files with 26 additions and 45 deletions

View File

@ -180,6 +180,7 @@ INLINE static void SubmitVertex(int vert_index, VERT& rawvert)
static Fragment screen[256*192]; static Fragment screen[256*192];
FORCEINLINE int iround(float f) { FORCEINLINE int iround(float f) {
return (int)f; //lol return (int)f; //lol
} }
@ -282,7 +283,7 @@ struct Shader
mode = 4; mode = 4;
} }
float invu, invv, invw; float invu, invv, w;
Fragment::Color materialColor; Fragment::Color materialColor;
void shade(Fragment& dst) void shade(Fragment& dst)
@ -293,8 +294,8 @@ struct Shader
switch(mode) switch(mode)
{ {
case 0: //modulate case 0: //modulate
u = invu/invw; u = invu*w;
v = invv/invw; v = invv*w;
texColor = sampler.sample(u,v); texColor = sampler.sample(u,v);
dst.color.components.r = modulate_table[texColor.components.r][materialColor.components.r]; dst.color.components.r = modulate_table[texColor.components.r][materialColor.components.r];
dst.color.components.g = modulate_table[texColor.components.g][materialColor.components.g]; dst.color.components.g = modulate_table[texColor.components.g][materialColor.components.g];
@ -313,8 +314,8 @@ struct Shader
#endif #endif
break; break;
case 1: //decal case 1: //decal
u = invu/invw; u = invu*w;
v = invv/invw; v = invv*w;
texColor = sampler.sample(u,v); texColor = sampler.sample(u,v);
dst.color.components.r = decal_table[texColor.components.a][texColor.components.r][materialColor.components.r]; dst.color.components.r = decal_table[texColor.components.a][texColor.components.r][materialColor.components.r];
dst.color.components.g = decal_table[texColor.components.a][texColor.components.g][materialColor.components.g]; dst.color.components.g = decal_table[texColor.components.a][texColor.components.g][materialColor.components.g];
@ -322,8 +323,8 @@ struct Shader
dst.color.components.a = materialColor.components.a; dst.color.components.a = materialColor.components.a;
break; break;
case 2: //toon/highlight shading case 2: //toon/highlight shading
u = invu/invw; u = invu*w;
v = invv/invw; v = invv*w;
texColor = sampler.sample(u,v); texColor = sampler.sample(u,v);
u32 toonColorVal; toonColorVal = gfx3d.rgbToonTable[materialColor.components.r]; u32 toonColorVal; toonColorVal = gfx3d.rgbToonTable[materialColor.components.r];
Fragment::Color toonColor; Fragment::Color toonColor;
@ -345,7 +346,7 @@ struct Shader
//is this right? only with the material color? //is this right? only with the material color?
dst.color = materialColor; dst.color = materialColor;
break; break;
case 4: //except for our own special mode which only uses the material color (for when texturing is disabled) case 4: //our own special mode which only uses the material color (for when texturing is disabled)
dst.color = materialColor; dst.color = materialColor;
break; break;
@ -390,7 +391,7 @@ static void alphaBlend(Fragment::Color & dst, const Fragment::Color & src)
} }
} }
void pixel(int adr,float r, float g, float b, float invu, float invv, float invw, float z) { void pixel(int adr,float r, float g, float b, float invu, float invv, float w, float z) {
Fragment &destFragment = screen[adr]; Fragment &destFragment = screen[adr];
//depth test //depth test
@ -398,7 +399,7 @@ void pixel(int adr,float r, float g, float b, float invu, float invv, float invw
if(gfx3d.wbuffer) if(gfx3d.wbuffer)
//not sure about this //not sure about this
//this value was chosen to make the skybox, castle window decals, and water level render correctly in SM64 //this value was chosen to make the skybox, castle window decals, and water level render correctly in SM64
depth = 4096/invw; depth = 4096*w;
else else
{ {
depth = z*0x7FFF; //not sure about this depth = z*0x7FFF; //not sure about this
@ -418,14 +419,14 @@ void pixel(int adr,float r, float g, float b, float invu, float invv, float invw
} }
} }
shader.invw = invw; shader.w = w;
shader.invu = invu; shader.invu = invu;
shader.invv = invv; shader.invv = invv;
//perspective-correct the colors //perspective-correct the colors
r = (r / invw) + 0.5f; r = (r * w) + 0.5f;
g = (g / invw) + 0.5f; g = (g * w) + 0.5f;
b = (b / invw) + 0.5f; b = (b * w) + 0.5f;
//this is a HACK: //this is a HACK:
//we are being very sloppy with our interpolation precision right now //we are being very sloppy with our interpolation precision right now
@ -505,31 +506,6 @@ void pixel(int adr,float r, float g, float b, float invu, float invv, float invw
; ;
} }
void scanline(int y, int xstart, int xend,
float r0, float g0, float b0, float invu0, float invv0, float invw0, float z0,
float r1, float g1, float b1, float invu1, float invv1, float invw1, float z1)
{
float dx = xend-xstart+1;
float dr_dx = (r1-r0)/dx;
float dg_dx = (g1-g0)/dx;
float db_dx = (b1-b0)/dx;
float du_dx = (invu1-invu0)/dx;
float dv_dx = (invv1-invv0)/dx;
float dw_dx = (invw1-invw0)/dx;
float dz_dx = (z1-z0)/dx;
for(int x=xstart;x<=xend;x++) {
int adr = (y<<8)+x;
pixel(adr,r0,g0,b0,invu0,invv0,invw0,z0);
r0 += dr_dx;
g0 += dg_dx;
b0 += db_dx;
invu0 += du_dx;
invv0 += dv_dx;
invw0 += dw_dx;
z0 += dz_dx;
}
}
typedef int fixed28_4; typedef int fixed28_4;
static bool failure; static bool failure;
@ -703,7 +679,7 @@ static void drawscanline(edge_fx_fl *pLeft, edge_fx_fl *pRight)
while(width-- > 0) while(width-- > 0)
{ {
pixel(adr,color[0],color[1],color[2],u,v,invw,z); pixel(adr,color[0],color[1],color[2],u,v,1.0f/invw,z);
adr++; adr++;
invw += dinvw_dx; invw += dinvw_dx;
@ -819,13 +795,18 @@ static void shape_engine(int type, bool backwards)
static char SoftRastInit(void) static char SoftRastInit(void)
{ {
for(int i=0;i<32;i++) static bool tables_generated = false;
if(!tables_generated)
{ {
for(int j=0;j<32;j++) tables_generated = true;
for(int i=0;i<32;i++)
{ {
modulate_table[i][j] = ((i+1) * (j+1) - 1) >> 5; for(int j=0;j<32;j++)
for(int a=0;a<32;a++) {
decal_table[a][i][j] = ((i*a) + (j*(31-a))) >> 5; modulate_table[i][j] = ((i+1) * (j+1) - 1) >> 5;
for(int a=0;a<32;a++)
decal_table[a][i][j] = ((i*a) + (j*(31-a))) >> 5;
}
} }
} }