vertex colors, with Gouraud shading and all
has yet to be checked for whether it's accurate, optimized, etc...
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050ba5dfbe
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20
GPU3D.cpp
20
GPU3D.cpp
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@ -157,6 +157,7 @@ void UpdateClipMatrix();
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u32 PolygonMode;
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s16 CurVertex[3];
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u8 VertexColor[3];
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Vertex TempVertexBuffer[4];
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u32 VertexNum;
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@ -690,10 +691,9 @@ void SubmitVertex()
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vertextrans->Position[1] = (vertextrans->Position[1] * w_inv) >> 12;
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vertextrans->Position[2] = (vertextrans->Position[2] * w_inv) >> 12;
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// boo
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vertextrans->Color[0] = 63;
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vertextrans->Color[1] = 0;
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vertextrans->Color[2] = 63;
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vertextrans->Color[0] = VertexColor[0];
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vertextrans->Color[1] = VertexColor[1];
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vertextrans->Color[2] = VertexColor[2];
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/*printf("vertex trans: %f %f %f %f\n",
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vertextrans->Position[0]/4096.0f,
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@ -1059,6 +1059,18 @@ void ExecuteCommand()
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}
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break;
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case 0x20: // vertex color
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{
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u32 c = ExecParams[0];
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u32 r = c & 0x1F;
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u32 g = (c >> 5) & 0x1F;
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u32 b = (c >> 10) & 0x1F;
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VertexColor[0] = r ? (r<<1)+1 : 0;
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VertexColor[1] = g ? (g<<1)+1 : 0;
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VertexColor[2] = b ? (b<<1)+1 : 0;
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}
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break;
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case 0x21:
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// TODO: more cycles if lights are enabled
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break;
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@ -127,6 +127,11 @@ void RenderPolygon(Polygon* polygon)
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//xmax = scrcoords[rcur][0] << 12;
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}
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Vertex* vlcur = polygon->Vertices[lcur];
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Vertex* vlnext = polygon->Vertices[lnext];
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Vertex* vrcur = polygon->Vertices[rcur];
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Vertex* vrnext = polygon->Vertices[rnext];
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s32 lfactor, rfactor;
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if (scrcoords[lnext][1] == scrcoords[lcur][1])
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@ -139,35 +144,34 @@ void RenderPolygon(Polygon* polygon)
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else
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rfactor = ((y - scrcoords[rcur][1]) << 12) / (scrcoords[rnext][1] - scrcoords[rcur][1]);
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s32 xmin = scrcoords[lcur][0] + (((scrcoords[lnext][0] - scrcoords[lcur][0]) * lfactor) >> 12);
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s32 xmax = scrcoords[rcur][0] + (((scrcoords[rnext][0] - scrcoords[rcur][0]) * rfactor) >> 12);
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s32 xl = scrcoords[lcur][0] + (((scrcoords[lnext][0] - scrcoords[lcur][0]) * lfactor) >> 12);
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s32 xr = scrcoords[rcur][0] + (((scrcoords[rnext][0] - scrcoords[rcur][0]) * rfactor) >> 12);
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for (s32 x = xmin; x <= xmax; x++)
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u8 rl = vlcur->Color[0] + (((vlnext->Color[0] - vlcur->Color[0]) * lfactor) >> 12);
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u8 gl = vlcur->Color[1] + (((vlnext->Color[1] - vlcur->Color[1]) * lfactor) >> 12);
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u8 bl = vlcur->Color[2] + (((vlnext->Color[2] - vlcur->Color[2]) * lfactor) >> 12);
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u8 rr = vrcur->Color[0] + (((vrnext->Color[0] - vrcur->Color[0]) * rfactor) >> 12);
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u8 gr = vrcur->Color[1] + (((vrnext->Color[1] - vrcur->Color[1]) * rfactor) >> 12);
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u8 br = vrcur->Color[2] + (((vrnext->Color[2] - vrcur->Color[2]) * rfactor) >> 12);
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s32 xdiv;
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if (xr == xl)
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xdiv = 0;
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else
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xdiv = 0x1000 / (xr - xl);
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for (s32 x = xl; x <= xr; x++)
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{
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s32 xfactor = (x - xl) * xdiv;
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u8* pixel = &ColorBuffer[((256*y) + x) * 4];
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pixel[0] = 0;
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pixel[1] = 63;
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pixel[2] = 0;
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pixel[0] = rl + (((rr - rl) * xfactor) >> 12);
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pixel[1] = gl + (((gr - gl) * xfactor) >> 12);
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pixel[2] = bl + (((br - bl) * xfactor) >> 12);
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pixel[3] = 31;
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}
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}
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// test
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/*for (int i = 0; i < nverts; i++)
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{
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Vertex* vtx = polygon->Vertices[i];
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s32 scrX = (((vtx->Position[0] + 0x1000) * Viewport[2]) >> 13) + Viewport[0];
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s32 scrY = (((vtx->Position[1] + 0x1000) * Viewport[3]) >> 13) + Viewport[1];
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if (scrX > 255) scrX = 255;
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if (scrY > 191) scrY = 191;
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u8* pixel = &ColorBuffer[((256*scrY) + scrX) * 4];
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pixel[0] = 0;
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pixel[1] = 63;
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pixel[2] = 0;
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pixel[3] = 31;
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}*/
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}
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void RenderFrame(Vertex* vertices, Polygon* polygons, int npolys)
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@ -148,7 +148,7 @@
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1486777933 c:\documents\sources\melonds\gpu3d.h
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1486777278 source:c:\documents\sources\melonds\gpu3d.cpp
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1486782030 source:c:\documents\sources\melonds\gpu3d.cpp
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<stdio.h>
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<string.h>
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"NDS.h"
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