rasterize: z-buffering and more accurate blending
This commit is contained in:
parent
6118e62c10
commit
de0b2d6dc9
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@ -26,6 +26,7 @@
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// plugin responsible only for drawing primitives.
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#include <algorithm>
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#include <assert.h>
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#include <math.h>
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#include "armcpu.h"
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#include "debug.h"
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@ -180,8 +181,6 @@ POLYLIST polylists[2];
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POLYLIST* polylist = &polylists[0];
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VERTLIST vertlists[2];
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VERTLIST* vertlist = &vertlists[0];
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//PROJLIST projlists[2];
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//PROJLIST* projlist = &projlists[0];
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int listTwiddle = 1;
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int triStripToggle;
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@ -202,10 +201,8 @@ static void twiddleLists() {
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listTwiddle &= 1;
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polylist = &polylists[listTwiddle];
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vertlist = &vertlists[listTwiddle];
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// projlist = &projlists[listTwiddle];
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polylist->count = 0;
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vertlist->count = 0;
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// projlist->count = 0;
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}
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static BOOL flushPending = FALSE;
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@ -320,10 +317,9 @@ void gfx3d_glFogOffset (u32 v)
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void gfx3d_glClearDepth(u32 v)
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{
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//Thanks to NHerve
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//formula from http://nocash.emubase.de/gbatek.htm#ds3drearplane
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v &= 0x7FFFF;
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u32 depth24b = (v*0x200)+((v+1)/0x8000)*0x01FF;
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gfx3d.clearDepth = depth24b / ((float)(1<<24));
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gfx3d.clearDepth = (v*0x200)+((v+1)/0x8000)*0x01FF;
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}
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void gfx3d_glMatrixMode(u32 v)
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@ -779,20 +775,11 @@ static void gfx3d_glPolygonAttrib_cache()
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// texture environment
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envMode = (polyAttr&0x30)>>4;
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//// overwrite depth on alpha pass
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//alphaDepthWrite = BIT11(polyAttr);
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//// depth test function
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//depthFuncMode = depthFunc[BIT14(polyAttr)];
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//// back face culling
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cullingMask = (polyAttr>>6)&3;
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// Alpha value, actually not well handled, 0 should be wireframe
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colorRGB[3] = colorAlpha = ((polyAttr>>16)&0x1F);
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//// polyID
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//polyID = (polyAttr>>24)&0x1F;
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}
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void gfx3d_glPolygonAttrib (u32 val)
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@ -1240,9 +1227,10 @@ void gfx3d_glFlush(u32 v)
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{
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gfx3d_FlushFIFO();
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assert(!flushPending);
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flushPending = TRUE;
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gfx3d.wbuffer = (v&1)!=0;
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gfx3d.sortmode = ((v>>1)&1)!=0;
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gfx3d.sortmode = BIT0(v);
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gfx3d.wbuffer = BIT1(v);
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// reset
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clInd = 0;
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@ -1251,10 +1239,9 @@ void gfx3d_glFlush(u32 v)
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//the renderer wil lget the lists we just built
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gfx3d.polylist = polylist;
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gfx3d.vertlist = vertlist;
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// gfx3d.projlist = projlist;
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//we need to sort the poly list with alpha polys last
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//first, look for alpha polys
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//first, look for opaque polys
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int polycount = polylist->count;
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int ctr=0;
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for(int i=0;i<polycount;i++) {
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@ -2147,16 +2134,12 @@ bool gfx3d_loadstate(std::istream* is)
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//jiggle the lists. and also wipe them. this is clearly not the best thing to be doing.
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polylist = &polylists[listTwiddle];
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vertlist = &vertlists[listTwiddle];
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// projlist = &projlists[listTwiddle];
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polylist->count = 0;
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vertlist->count = 0;
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// projlist->count = 0;
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gfx3d.polylist = &polylists[listTwiddle^1];
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gfx3d.vertlist = &vertlists[listTwiddle^1];
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// gfx3d.projlist = &projlists[listTwiddle^1];
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gfx3d.polylist->count=0;
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gfx3d.vertlist->count=0;
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// gfx3d.projlist->count = 0;
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return true;
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}
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@ -144,7 +144,7 @@ struct GFX3D
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int x, y, width, height;
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} viewport;
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float clearDepth;
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u32 clearDepth;
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u32 clearColor;
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float fogColor[4];
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float fogOffset;
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@ -43,6 +43,8 @@ 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 int polynum;
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static u8 modulate_table[32][32];
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//----texture cache---
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@ -121,7 +123,7 @@ struct PolyAttr
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}
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}
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void setup(u32 polyAttr, bool translucent)
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void setup(u32 polyAttr)
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{
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val = polyAttr;
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decalMode = BIT14(val);
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@ -149,17 +151,11 @@ struct Fragment
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u8 pad[6];
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};
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struct Vertex
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{
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VERT* vert;
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int w;
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} verts[3];
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static VERT* verts[3];
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INLINE static void SubmitVertex(int vert_index, VERT* rawvert)
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{
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Vertex &vert = verts[vert_index];
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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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verts[vert_index] = rawvert;
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}
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static Fragment screen[256*192];
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@ -174,14 +170,16 @@ static struct Sampler
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int wmask, hmask;
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int wrap;
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int wshift;
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void setup(u32 format)
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int texFormat;
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void setup(u32 texParam)
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{
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wshift = ((format>>20)&0x07) + 3;
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texFormat = (texParam>>26)&7;
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wshift = ((texParam>>20)&0x07) + 3;
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width=(1 << wshift);
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height=(8 << ((format>>23)&0x07));
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height=(8 << ((texParam>>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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wrap = (texParam>>16)&0xF;
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}
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FORCEINLINE void clamp(int &val, const int size, const int sizemask){
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@ -253,6 +251,9 @@ struct Shader
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void setup(u32 polyattr)
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{
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mode = (polyattr>>4)&0x3;
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//if there is no texture set, then set to the mode which doesnt even use a texture
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if(sampler.texFormat == 0)
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mode = 4;
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}
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float invu, invv, invw;
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@ -273,6 +274,7 @@ struct Shader
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dst.color.components.g = modulate_table[texColor.components.g][materialColor.components.g];
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dst.color.components.b = modulate_table[texColor.components.b][materialColor.components.b];
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dst.color.components.a = modulate_table[texColor.components.a][materialColor.components.a];
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//dst.color = materialColor;
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break;
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case 1: //decal
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case 2:
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@ -282,6 +284,10 @@ struct Shader
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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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case 4: //except for our own special mode which only uses the material color (for when texturing is disabled)
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dst.color = materialColor;
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break;
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}
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}
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@ -364,13 +370,13 @@ static void alphaBlend(Fragment & dst, const Fragment & src)
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static void triangle_from_devmaster()
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{
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// 28.4 fixed-point coordinates
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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 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 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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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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// Deltas
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const int DX12 = X1 - X2;
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@ -412,16 +418,16 @@ static void triangle_from_devmaster()
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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].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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float u1 = verts[0].vert->texcoord[0], v1 = verts[0].vert->texcoord[1];
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float u2 = verts[1].vert->texcoord[0], v2 = verts[1].vert->texcoord[1];
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float 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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float fx1 = verts[0]->coord[0], fy1 = verts[0]->coord[1], fz1 = verts[0]->coord[2];
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float fx2 = verts[1]->coord[0], fy2 = verts[1]->coord[1], fz2 = verts[1]->coord[2];
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float fx3 = verts[2]->coord[0], fy3 = verts[2]->coord[1], fz3 = verts[2]->coord[2];
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u8 r1 = verts[0]->color[0], g1 = verts[0]->color[1], b1 = verts[0]->color[2], a1 = verts[0]->color[3];
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u8 r2 = verts[1]->color[0], g2 = verts[1]->color[1], b2 = verts[1]->color[2], a2 = verts[1]->color[3];
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u8 r3 = verts[2]->color[0], g3 = verts[2]->color[1], b3 = verts[2]->color[2], a3 = verts[2]->color[3];
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float u1 = verts[0]->texcoord[0], v1 = verts[0]->texcoord[1];
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float u2 = verts[1]->texcoord[0], v2 = verts[1]->texcoord[1];
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float u3 = verts[2]->texcoord[0], v3 = verts[2]->texcoord[1];
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float w1 = verts[0]->coord[3], w2 = verts[1]->coord[3], w3 = verts[2]->coord[3];
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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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@ -430,6 +436,7 @@ static void triangle_from_devmaster()
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Interpolator i_tex_invu(fx1,fx2,fx3,fy1,fy2,fy3,u1*4096.0f/w1,u2*4096.0f/w2,u3*4096.0f/w3);
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Interpolator i_tex_invv(fx1,fx2,fx3,fy1,fy2,fy3,v1*4096.0f/w1,v2*4096.0f/w2,v3*4096.0f/w3);
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Interpolator i_w(fx1,fx2,fx3,fy1,fy2,fy3,w1,w2,w3);
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Interpolator i_z(fx1,fx2,fx3,fy1,fy2,fy3,fz1,fz2,fz3);
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Interpolator i_invw(fx1,fx2,fx3,fy1,fy2,fy3,4096.0f/w1,4096.0f/w2,4096.0f/w3);
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@ -439,9 +446,10 @@ static void triangle_from_devmaster()
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i_color_a.init(minx,miny);
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i_tex_invu.init(minx,miny);
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i_tex_invv.init(minx,miny);
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i_w.init(minx,miny);
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i_w.init(minx,miny); i_z.init(minx,miny);
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i_invw.init(minx,miny);
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for(int y = miny; y < maxy; y++)
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{
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//HACK - bad screen clipping
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@ -453,7 +461,7 @@ static void triangle_from_devmaster()
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bool done = false;
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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_invu.push(); i_tex_invv.push();
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i_w.push(); i_invw.push();
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i_w.push(); i_invw.push(); i_z.push();
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if(y>=0 && y<192)
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{
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@ -475,11 +483,11 @@ static void triangle_from_devmaster()
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if(xaccum==1) {
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i_color_r.incx(); i_color_g.incx(); i_color_b.incx(); i_color_a.incx();
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i_tex_invu.incx(); i_tex_invv.incx();
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i_w.incx(); i_invw.incx();
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i_w.incx(); i_invw.incx(); i_z.incx();
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} else {
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i_color_r.incx(xaccum); i_color_g.incx(xaccum); i_color_b.incx(xaccum); i_color_a.incx(xaccum);
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i_tex_invu.incx(xaccum); i_tex_invv.incx(xaccum);
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i_w.incx(xaccum); i_invw.incx(xaccum);
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i_w.incx(xaccum); i_invw.incx(xaccum); i_z.incx(xaccum);
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}
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xaccum = 0;
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@ -487,36 +495,42 @@ static void triangle_from_devmaster()
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int adr = (y<<8)+x;
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Fragment &destFragment = screen[adr];
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//w-buffer depth test
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int w = i_w.cur();
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//depth test
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int depth;
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if(gfx3d.wbuffer)
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depth = i_w.cur();
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else
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{
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float z = i_z.Z;
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depth = z*0x7FFF*4; //not sure about this
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}
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if(polyAttr.decalMode)
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{
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if(abs(w-(int)destFragment.depth)>1)
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if(depth != destFragment.depth)
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{
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goto rejected_fragment;
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}
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}
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else
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{
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if(w>=destFragment.depth)
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if(depth>=destFragment.depth)
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{
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goto rejected_fragment;
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}
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}
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shader.invw = i_invw.Z;
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shader.invu = i_tex_invu.Z;
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shader.invv = i_tex_invv.Z;
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shader.materialColor.components.a = i_color_a.cur();
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shader.materialColor.components.r = i_color_r.cur();
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shader.materialColor.components.g = i_color_g.cur();
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shader.materialColor.components.b = i_color_b.cur();
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//this is a HACK:
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//we are being very sloppy with our interpolation precision right now
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//and rather than fix it, i just want to clamp it
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//assert(texColor.components.r<32); assert(texColor.components.g<32); assert(texColor.components.b<32);assert(texColor.components.a<32);
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//assert(materialColor.components.r<32); assert(materialColor.components.g<32); assert(materialColor.components.b<32);assert(materialColor.components.a<32);
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shader.materialColor.components.r = max((u8)0,min((u8)31,shader.materialColor.components.r));
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shader.materialColor.components.g = max((u8)0,min((u8)31,shader.materialColor.components.g));
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shader.materialColor.components.b = max((u8)0,min((u8)31,shader.materialColor.components.b));
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shader.materialColor.components.a = max((u8)0,min((u8)31,shader.materialColor.components.a));
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shader.materialColor.components.a = max(0,min(31,i_color_a.cur()));
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shader.materialColor.components.r = max(0,min(31,i_color_r.cur()));
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shader.materialColor.components.g = max(0,min(31,i_color_g.cur()));
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shader.materialColor.components.b = max(0,min(31,i_color_b.cur()));
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//pixel shader
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Fragment shaderOutput;
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shader.shade(shaderOutput);
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@ -542,14 +556,16 @@ static void triangle_from_devmaster()
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}
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//alpha blending and write to framebuffer
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alphaBlend(destFragment, shaderOutput);
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//we shouldnt do any of this if we generated a totally transparent pixel
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if(shaderOutput.color.components.a != 0)
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{
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//alpha blending and write to framebuffer
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alphaBlend(destFragment, shaderOutput);
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//depth writing
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//at one point i wrote code with this comment, but I'm not sure whether it is accurate
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//if(destFragment.color.components.a == 0) {} //never update depth if the pixel is transparent
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if(isOpaquePixel || polyAttr.translucentDepthWrite)
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destFragment.depth = w;
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//depth writing
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if(isOpaquePixel || polyAttr.translucentDepthWrite)
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destFragment.depth = depth;
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}
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} else if(done) break;
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@ -568,6 +584,7 @@ static void triangle_from_devmaster()
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i_tex_invu.pop(); i_tex_invu.incy();
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i_tex_invv.pop(); i_tex_invv.incy();
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i_w.pop(); i_w.incy();
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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
|
||||
|
@ -714,16 +734,17 @@ static void SoftRastRender()
|
|||
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;
|
||||
|
|
Loading…
Reference in New Issue