rasterize: z-buffering and more accurate blending

This commit is contained in:
zeromus 2009-02-06 09:28:01 +00:00
parent 6118e62c10
commit de0b2d6dc9
3 changed files with 94 additions and 90 deletions

View File

@ -26,6 +26,7 @@
// plugin responsible only for drawing primitives.
#include <algorithm>
#include <assert.h>
#include <math.h>
#include "armcpu.h"
#include "debug.h"
@ -180,8 +181,6 @@ POLYLIST polylists[2];
POLYLIST* polylist = &polylists[0];
VERTLIST vertlists[2];
VERTLIST* vertlist = &vertlists[0];
//PROJLIST projlists[2];
//PROJLIST* projlist = &projlists[0];
int listTwiddle = 1;
int triStripToggle;
@ -202,10 +201,8 @@ static void twiddleLists() {
listTwiddle &= 1;
polylist = &polylists[listTwiddle];
vertlist = &vertlists[listTwiddle];
// projlist = &projlists[listTwiddle];
polylist->count = 0;
vertlist->count = 0;
// projlist->count = 0;
}
static BOOL flushPending = FALSE;
@ -320,10 +317,9 @@ void gfx3d_glFogOffset (u32 v)
void gfx3d_glClearDepth(u32 v)
{
//Thanks to NHerve
//formula from http://nocash.emubase.de/gbatek.htm#ds3drearplane
v &= 0x7FFFF;
u32 depth24b = (v*0x200)+((v+1)/0x8000)*0x01FF;
gfx3d.clearDepth = depth24b / ((float)(1<<24));
gfx3d.clearDepth = (v*0x200)+((v+1)/0x8000)*0x01FF;
}
void gfx3d_glMatrixMode(u32 v)
@ -779,20 +775,11 @@ static void gfx3d_glPolygonAttrib_cache()
// texture environment
envMode = (polyAttr&0x30)>>4;
//// overwrite depth on alpha pass
//alphaDepthWrite = BIT11(polyAttr);
//// depth test function
//depthFuncMode = depthFunc[BIT14(polyAttr)];
//// back face culling
cullingMask = (polyAttr>>6)&3;
// Alpha value, actually not well handled, 0 should be wireframe
colorRGB[3] = colorAlpha = ((polyAttr>>16)&0x1F);
//// polyID
//polyID = (polyAttr>>24)&0x1F;
}
void gfx3d_glPolygonAttrib (u32 val)
@ -1240,9 +1227,10 @@ void gfx3d_glFlush(u32 v)
{
gfx3d_FlushFIFO();
assert(!flushPending);
flushPending = TRUE;
gfx3d.wbuffer = (v&1)!=0;
gfx3d.sortmode = ((v>>1)&1)!=0;
gfx3d.sortmode = BIT0(v);
gfx3d.wbuffer = BIT1(v);
// reset
clInd = 0;
@ -1251,10 +1239,9 @@ void gfx3d_glFlush(u32 v)
//the renderer wil lget the lists we just built
gfx3d.polylist = polylist;
gfx3d.vertlist = vertlist;
// gfx3d.projlist = projlist;
//we need to sort the poly list with alpha polys last
//first, look for alpha polys
//first, look for opaque polys
int polycount = polylist->count;
int ctr=0;
for(int i=0;i<polycount;i++) {
@ -2147,16 +2134,12 @@ bool gfx3d_loadstate(std::istream* is)
//jiggle the lists. and also wipe them. this is clearly not the best thing to be doing.
polylist = &polylists[listTwiddle];
vertlist = &vertlists[listTwiddle];
// projlist = &projlists[listTwiddle];
polylist->count = 0;
vertlist->count = 0;
// projlist->count = 0;
gfx3d.polylist = &polylists[listTwiddle^1];
gfx3d.vertlist = &vertlists[listTwiddle^1];
// gfx3d.projlist = &projlists[listTwiddle^1];
gfx3d.polylist->count=0;
gfx3d.vertlist->count=0;
// gfx3d.projlist->count = 0;
return true;
}

View File

@ -144,7 +144,7 @@ struct GFX3D
int x, y, width, height;
} viewport;
float clearDepth;
u32 clearDepth;
u32 clearColor;
float fogColor[4];
float fogOffset;

View File

@ -43,6 +43,8 @@ using std::max;
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); }
static int polynum;
static u8 modulate_table[32][32];
//----texture cache---
@ -121,7 +123,7 @@ struct PolyAttr
}
}
void setup(u32 polyAttr, bool translucent)
void setup(u32 polyAttr)
{
val = polyAttr;
decalMode = BIT14(val);
@ -149,17 +151,11 @@ struct Fragment
u8 pad[6];
};
struct Vertex
{
VERT* vert;
int w;
} verts[3];
static VERT* verts[3];
INLINE static void SubmitVertex(int vert_index, VERT* rawvert)
{
Vertex &vert = verts[vert_index];
vert.vert = rawvert;
vert.w = rawvert->coord[3] * 4096; //not sure about this
verts[vert_index] = rawvert;
}
static Fragment screen[256*192];
@ -174,14 +170,16 @@ static struct Sampler
int wmask, hmask;
int wrap;
int wshift;
void setup(u32 format)
int texFormat;
void setup(u32 texParam)
{
wshift = ((format>>20)&0x07) + 3;
texFormat = (texParam>>26)&7;
wshift = ((texParam>>20)&0x07) + 3;
width=(1 << wshift);
height=(8 << ((format>>23)&0x07));
height=(8 << ((texParam>>23)&0x07));
wmask = width-1;
hmask = height-1;
wrap = (format>>16)&0xF;
wrap = (texParam>>16)&0xF;
}
FORCEINLINE void clamp(int &val, const int size, const int sizemask){
@ -253,6 +251,9 @@ struct Shader
void setup(u32 polyattr)
{
mode = (polyattr>>4)&0x3;
//if there is no texture set, then set to the mode which doesnt even use a texture
if(sampler.texFormat == 0)
mode = 4;
}
float invu, invv, invw;
@ -273,6 +274,7 @@ struct Shader
dst.color.components.g = modulate_table[texColor.components.g][materialColor.components.g];
dst.color.components.b = modulate_table[texColor.components.b][materialColor.components.b];
dst.color.components.a = modulate_table[texColor.components.a][materialColor.components.a];
//dst.color = materialColor;
break;
case 1: //decal
case 2:
@ -282,6 +284,10 @@ struct Shader
texColor = sampler.sample(u,v);
dst.color = texColor;
break;
case 4: //except for our own special mode which only uses the material color (for when texturing is disabled)
dst.color = materialColor;
break;
}
}
@ -364,13 +370,13 @@ static void alphaBlend(Fragment & dst, const Fragment & src)
static void triangle_from_devmaster()
{
// 28.4 fixed-point coordinates
const int Y1 = iround(16.0f * verts[0].vert->coord[1]);
const int Y2 = iround(16.0f * verts[1].vert->coord[1]);
const int Y3 = iround(16.0f * verts[2].vert->coord[1]);
const int Y1 = iround(16.0f * verts[0]->coord[1]);
const int Y2 = iround(16.0f * verts[1]->coord[1]);
const int Y3 = iround(16.0f * verts[2]->coord[1]);
const int X1 = iround(16.0f * verts[0].vert->coord[0]);
const int X2 = iround(16.0f * verts[1].vert->coord[0]);
const int X3 = iround(16.0f * verts[2].vert->coord[0]);
const int X1 = iround(16.0f * verts[0]->coord[0]);
const int X2 = iround(16.0f * verts[1]->coord[0]);
const int X3 = iround(16.0f * verts[2]->coord[0]);
// Deltas
const int DX12 = X1 - X2;
@ -412,16 +418,16 @@ static void triangle_from_devmaster()
int CY2 = C2 + DX23 * (miny << 4) - DY23 * (minx << 4);
int CY3 = C3 + DX31 * (miny << 4) - DY31 * (minx << 4);
float fx1 = verts[0].vert->coord[0], fy1 = verts[0].vert->coord[1];
float fx2 = verts[1].vert->coord[0], fy2 = verts[1].vert->coord[1];
float fx3 = verts[2].vert->coord[0], fy3 = verts[2].vert->coord[1];
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].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].vert->color[0], g3 = verts[2].vert->color[1], b3 = verts[2].vert->color[2], a3 = verts[2].vert->color[3];
float u1 = verts[0].vert->texcoord[0], v1 = verts[0].vert->texcoord[1];
float u2 = verts[1].vert->texcoord[0], v2 = verts[1].vert->texcoord[1];
float 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;
float fx1 = verts[0]->coord[0], fy1 = verts[0]->coord[1], fz1 = verts[0]->coord[2];
float fx2 = verts[1]->coord[0], fy2 = verts[1]->coord[1], fz2 = verts[1]->coord[2];
float fx3 = verts[2]->coord[0], fy3 = verts[2]->coord[1], fz3 = verts[2]->coord[2];
u8 r1 = verts[0]->color[0], g1 = verts[0]->color[1], b1 = verts[0]->color[2], a1 = verts[0]->color[3];
u8 r2 = verts[1]->color[0], g2 = verts[1]->color[1], b2 = verts[1]->color[2], a2 = verts[1]->color[3];
u8 r3 = verts[2]->color[0], g3 = verts[2]->color[1], b3 = verts[2]->color[2], a3 = verts[2]->color[3];
float u1 = verts[0]->texcoord[0], v1 = verts[0]->texcoord[1];
float u2 = verts[1]->texcoord[0], v2 = verts[1]->texcoord[1];
float u3 = verts[2]->texcoord[0], v3 = verts[2]->texcoord[1];
float w1 = verts[0]->coord[3], w2 = verts[1]->coord[3], w3 = verts[2]->coord[3];
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);
@ -430,6 +436,7 @@ static void triangle_from_devmaster()
Interpolator i_tex_invu(fx1,fx2,fx3,fy1,fy2,fy3,u1*4096.0f/w1,u2*4096.0f/w2,u3*4096.0f/w3);
Interpolator i_tex_invv(fx1,fx2,fx3,fy1,fy2,fy3,v1*4096.0f/w1,v2*4096.0f/w2,v3*4096.0f/w3);
Interpolator i_w(fx1,fx2,fx3,fy1,fy2,fy3,w1,w2,w3);
Interpolator i_z(fx1,fx2,fx3,fy1,fy2,fy3,fz1,fz2,fz3);
Interpolator i_invw(fx1,fx2,fx3,fy1,fy2,fy3,4096.0f/w1,4096.0f/w2,4096.0f/w3);
@ -439,9 +446,10 @@ static void triangle_from_devmaster()
i_color_a.init(minx,miny);
i_tex_invu.init(minx,miny);
i_tex_invv.init(minx,miny);
i_w.init(minx,miny);
i_w.init(minx,miny); i_z.init(minx,miny);
i_invw.init(minx,miny);
for(int y = miny; y < maxy; y++)
{
//HACK - bad screen clipping
@ -453,7 +461,7 @@ static void triangle_from_devmaster()
bool done = false;
i_color_r.push(); i_color_g.push(); i_color_b.push(); i_color_a.push();
i_tex_invu.push(); i_tex_invv.push();
i_w.push(); i_invw.push();
i_w.push(); i_invw.push(); i_z.push();
if(y>=0 && y<192)
{
@ -475,11 +483,11 @@ static void triangle_from_devmaster()
if(xaccum==1) {
i_color_r.incx(); i_color_g.incx(); i_color_b.incx(); i_color_a.incx();
i_tex_invu.incx(); i_tex_invv.incx();
i_w.incx(); i_invw.incx();
i_w.incx(); i_invw.incx(); i_z.incx();
} else {
i_color_r.incx(xaccum); i_color_g.incx(xaccum); i_color_b.incx(xaccum); i_color_a.incx(xaccum);
i_tex_invu.incx(xaccum); i_tex_invv.incx(xaccum);
i_w.incx(xaccum); i_invw.incx(xaccum);
i_w.incx(xaccum); i_invw.incx(xaccum); i_z.incx(xaccum);
}
xaccum = 0;
@ -487,36 +495,42 @@ static void triangle_from_devmaster()
int adr = (y<<8)+x;
Fragment &destFragment = screen[adr];
//w-buffer depth test
int w = i_w.cur();
//depth test
int depth;
if(gfx3d.wbuffer)
depth = i_w.cur();
else
{
float z = i_z.Z;
depth = z*0x7FFF*4; //not sure about this
}
if(polyAttr.decalMode)
{
if(abs(w-(int)destFragment.depth)>1)
if(depth != destFragment.depth)
{
goto rejected_fragment;
}
}
else
{
if(w>=destFragment.depth)
if(depth>=destFragment.depth)
{
goto rejected_fragment;
}
}
shader.invw = i_invw.Z;
shader.invu = i_tex_invu.Z;
shader.invv = i_tex_invv.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();
//this is a HACK:
//we are being very sloppy with our interpolation precision right now
//and rather than fix it, i just want to clamp it
//assert(texColor.components.r<32); assert(texColor.components.g<32); assert(texColor.components.b<32);assert(texColor.components.a<32);
//assert(materialColor.components.r<32); assert(materialColor.components.g<32); assert(materialColor.components.b<32);assert(materialColor.components.a<32);
shader.materialColor.components.r = max((u8)0,min((u8)31,shader.materialColor.components.r));
shader.materialColor.components.g = max((u8)0,min((u8)31,shader.materialColor.components.g));
shader.materialColor.components.b = max((u8)0,min((u8)31,shader.materialColor.components.b));
shader.materialColor.components.a = max((u8)0,min((u8)31,shader.materialColor.components.a));
shader.materialColor.components.a = max(0,min(31,i_color_a.cur()));
shader.materialColor.components.r = max(0,min(31,i_color_r.cur()));
shader.materialColor.components.g = max(0,min(31,i_color_g.cur()));
shader.materialColor.components.b = max(0,min(31,i_color_b.cur()));
//pixel shader
Fragment shaderOutput;
shader.shade(shaderOutput);
@ -542,14 +556,16 @@ static void triangle_from_devmaster()
}
//alpha blending and write to framebuffer
alphaBlend(destFragment, shaderOutput);
//we shouldnt do any of this if we generated a totally transparent pixel
if(shaderOutput.color.components.a != 0)
{
//alpha blending and write to framebuffer
alphaBlend(destFragment, shaderOutput);
//depth writing
//at one point i wrote code with this comment, but I'm not sure whether it is accurate
//if(destFragment.color.components.a == 0) {} //never update depth if the pixel is transparent
if(isOpaquePixel || polyAttr.translucentDepthWrite)
destFragment.depth = w;
//depth writing
if(isOpaquePixel || polyAttr.translucentDepthWrite)
destFragment.depth = depth;
}
} else if(done) break;
@ -568,6 +584,7 @@ static void triangle_from_devmaster()
i_tex_invu.pop(); i_tex_invu.incy();
i_tex_invv.pop(); i_tex_invv.incy();
i_w.pop(); i_w.incy();
i_z.pop(); i_z.incy();
i_invw.pop(); i_invw.incy();
@ -647,19 +664,13 @@ static void SoftRastGetLineCaptured(int line, u16* dst) {
static void SoftRastRender()
{
//transform verts and polys
//which order?
//A. clip
//B. backface cull
//C. transforms
Fragment clearFragment;
clearFragment.color.components.r = gfx3d.clearColor&0x1F;
clearFragment.color.components.g = (gfx3d.clearColor>>5)&0x1F;
clearFragment.color.components.b = (gfx3d.clearColor>>10)&0x1F;
clearFragment.color.components.a = (gfx3d.clearColor>>16)&0x1F;
clearFragment.polyid.opaque = clearFragment.polyid.translucent = (gfx3d.clearColor>>24)&0x3F;
clearFragment.depth = 0x007FFFFF;
clearFragment.depth = gfx3d.clearDepth;
for(int i=0;i<256*192;i++)
{
@ -674,6 +685,8 @@ static void SoftRastRender()
//perspective division and viewport transform
vert.coord[0] = (vert.coord[0]+vert.coord[3])*256 / (2*vert.coord[3]) + 0;
vert.coord[1] = (vert.coord[1]+vert.coord[3])*192 / (2*vert.coord[3]) + 0;
vert.coord[2] = (vert.coord[2]+vert.coord[3]) / (2*vert.coord[3]);
vert.coord[3] *= 4096; //not sure about this
}
//a counter for how many polys got culled
@ -682,8 +695,11 @@ static void SoftRastRender()
u32 lastTextureFormat = 0, lastTexturePalette = 0, lastPolyAttr = 0;
//iterate over polys
bool needInitTexture = true;
for(int i=0;i<gfx3d.polylist->count;i++)
{
polynum = i;
POLY *poly = &gfx3d.polylist->list[gfx3d.indexlist[i]];
int type = poly->type;
@ -694,7 +710,11 @@ static void SoftRastRender()
type==4?&gfx3d.vertlist->list[poly->vertIndexes[3]]:0
};
polyAttr.setup(poly->polyAttr, poly->isTranslucent());
if(i == 0 || lastPolyAttr != poly->polyAttr)
{
polyAttr.setup(poly->polyAttr);
lastPolyAttr = poly->polyAttr;
}
//HACK: backface culling
//this should be moved to gfx3d, but first we need to redo the way the lists are built
@ -713,17 +733,18 @@ static void SoftRastRender()
culled++;
continue;
}
if(i==0 || lastTextureFormat != poly->texParam || lastTexturePalette != poly->texPalette || lastPolyAttr != poly->polyAttr)
if(needInitTexture || lastTextureFormat != poly->texParam || lastTexturePalette != poly->texPalette)
{
TexCache_SetTexture(poly->texParam,poly->texPalette);
sampler.setup(poly->texParam);
lastTextureFormat = poly->texParam;
lastTexturePalette = poly->texPalette;
lastPolyAttr = poly->polyAttr;
needInitTexture = false;
}
//hmm... shader gets setup every time because it depends on sampler which may have just changed
shader.setup(poly->polyAttr);
//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;