Software: Fix line-width effects
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e62c33c413
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@ -331,18 +331,36 @@ void ProcessTriangle(OutputVertexData* v0, OutputVertexData* v1, OutputVertexDat
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}
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}
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}
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}
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static void CopyVertex(OutputVertexData* dst, const OutputVertexData* src, float dx, float dy,
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constexpr std::array<float, 8> LINE_PT_TEX_OFFSETS = {
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unsigned int sOffset)
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0, 1 / 16.f, 1 / 8.f, 1 / 4.f, 1 / 2.f, 1, 1, 1,
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};
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static void CopyLineVertex(OutputVertexData* dst, const OutputVertexData* src, int px, int py,
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bool apply_line_offset)
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{
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{
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dst->screenPosition.x = src->screenPosition.x + dx;
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const float line_half_width = bpmem.lineptwidth.linesize / 12.0f;
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dst->screenPosition.y = src->screenPosition.y + dy;
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dst->projectedPosition = src->projectedPosition;
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dst->screenPosition.x = src->screenPosition.x + px * line_half_width;
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dst->screenPosition.y = src->screenPosition.y + py * line_half_width;
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dst->screenPosition.z = src->screenPosition.z;
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dst->screenPosition.z = src->screenPosition.z;
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dst->normal = src->normal;
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dst->normal = src->normal;
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dst->color = src->color;
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dst->color = src->color;
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// todo - s offset
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dst->texCoords = src->texCoords;
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dst->texCoords = src->texCoords;
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if (apply_line_offset && LINE_PT_TEX_OFFSETS[bpmem.lineptwidth.lineoff] != 0)
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{
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for (u32 coord_num = 0; coord_num < xfmem.numTexGen.numTexGens; coord_num++)
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{
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if (bpmem.texcoords[coord_num].s.line_offset)
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{
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dst->texCoords[coord_num].x += (bpmem.texcoords[coord_num].s.scale_minus_1 + 1) *
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LINE_PT_TEX_OFFSETS[bpmem.lineptwidth.lineoff];
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}
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}
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}
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}
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}
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void ProcessLine(OutputVertexData* lineV0, OutputVertexData* lineV1)
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void ProcessLine(OutputVertexData* lineV0, OutputVertexData* lineV1)
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@ -365,37 +383,33 @@ void ProcessLine(OutputVertexData* lineV0, OutputVertexData* lineV1)
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PerspectiveDivide(v0);
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PerspectiveDivide(v0);
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PerspectiveDivide(v1);
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PerspectiveDivide(v1);
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float dx = v1->screenPosition.x - v0->screenPosition.x;
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const float dx = v1->screenPosition.x - v0->screenPosition.x;
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float dy = v1->screenPosition.y - v0->screenPosition.y;
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const float dy = v1->screenPosition.y - v0->screenPosition.y;
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float screenDx = 0;
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int px = 0;
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float screenDy = 0;
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int py = 0;
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// GameCube/Wii's line drawing algorithm is a little quirky. It does not
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// use the correct line caps. Instead, the line caps are vertical or
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// horizontal depending the slope of the line.
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// FIXME: What does real hardware do when line is at a 45-degree angle?
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// Note that py or px are set positive or negative to ensure that the triangles are drawn ccw.
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if (fabsf(dx) > fabsf(dy))
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if (fabsf(dx) > fabsf(dy))
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{
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py = (dx > 0) ? -1 : 1;
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if (dx > 0)
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screenDy = bpmem.lineptwidth.linesize / -12.0f;
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else
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screenDy = bpmem.lineptwidth.linesize / 12.0f;
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}
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else
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else
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{
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px = (dy > 0) ? 1 : -1;
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if (dy > 0)
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screenDx = bpmem.lineptwidth.linesize / 12.0f;
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else
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screenDx = bpmem.lineptwidth.linesize / -12.0f;
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}
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OutputVertexData triangle[3];
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OutputVertexData triangle[3];
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CopyVertex(&triangle[0], v0, screenDx, screenDy, 0);
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CopyLineVertex(&triangle[0], v0, px, py, false);
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CopyVertex(&triangle[1], v1, screenDx, screenDy, 0);
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CopyLineVertex(&triangle[1], v1, px, py, false);
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CopyVertex(&triangle[2], v1, -screenDx, -screenDy, bpmem.lineptwidth.lineoff);
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CopyLineVertex(&triangle[2], v1, -px, -py, true);
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// ccw winding
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// ccw winding
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Rasterizer::DrawTriangleFrontFace(&triangle[2], &triangle[1], &triangle[0]);
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Rasterizer::DrawTriangleFrontFace(&triangle[2], &triangle[1], &triangle[0]);
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CopyVertex(&triangle[1], v0, -screenDx, -screenDy, bpmem.lineptwidth.lineoff);
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CopyLineVertex(&triangle[1], v0, -px, -py, true);
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Rasterizer::DrawTriangleFrontFace(&triangle[0], &triangle[1], &triangle[2]);
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Rasterizer::DrawTriangleFrontFace(&triangle[0], &triangle[1], &triangle[2]);
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}
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}
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