3D: change viewport handling to match hardware. finally fixes #18

This commit is contained in:
StapleButter 2017-07-04 19:11:43 +02:00
parent ad58a68fc9
commit 1acf355d99
2 changed files with 27 additions and 30 deletions

View File

@ -203,7 +203,7 @@ s32 TexMatrix[16];
s32 ClipMatrix[16];
bool ClipMatrixDirty;
s32 Viewport[4];
u32 Viewport[6];
s32 ProjMatrixStack[16];
s32 PosMatrixStack[31][16];
@ -723,7 +723,6 @@ void SubmitPolygon()
// clipping
nverts = ClipPolygon<true>(clippedvertices, nverts, clipstart);
if (nverts == 0)
{
LastStripPolygon = NULL;
@ -803,24 +802,12 @@ void SubmitPolygon()
// the transform for Z uses the normalized W values
// W normalization is applied to separate polygons, even within strips
posX = (((s64)(vtx->Position[0] + w) * Viewport[2]) / (((s64)w) << 1)) + Viewport[0];
posY = (((s64)(-vtx->Position[1] + w) * Viewport[3]) / (((s64)w) << 1)) + Viewport[1];
//if (FlushAttributes & 0x2) posZ = w;
//else posZ = (((s64)vtx->Position[2] * 0x800000) / w) + 0x7FFEFF;
posX = (((s64)(vtx->Position[0] + w) * Viewport[4]) / (((s64)w) << 1)) + Viewport[0];
posY = (((s64)(-vtx->Position[1] + w) * Viewport[5]) / (((s64)w) << 1)) + Viewport[3];
}
if (posX < 0) posX = 0;
else if (posX > 256) posX = 256;
if (posY < 0) posY = 0;
else if (posY > 192) posY = 192;
//if (posZ < 0) posZ = 0;
//else if (posZ > 0xFFFFFF) posZ = 0xFFFFFF;
vtx->FinalPosition[0] = posX;
vtx->FinalPosition[1] = posY;
//vtx->FinalPosition[2] = posZ;
//vtx->FinalPosition[3] = w;
vtx->FinalPosition[0] = posX & 0x1FF;
vtx->FinalPosition[1] = posY & 0xFF;
vtx->FinalColor[0] = vtx->Color[0] >> 12;
if (vtx->FinalColor[0]) vtx->FinalColor[0] = ((vtx->FinalColor[0] << 4) + 0xF);
@ -1711,10 +1698,12 @@ void ExecuteCommand()
case 0x60: // viewport x1,y1,x2,y2
// note: viewport Y coordinates are upside-down
Viewport[0] = ExecParams[0] & 0xFF;
Viewport[1] = 191 - (ExecParams[0] >> 24);
Viewport[2] = ((ExecParams[0] >> 16) & 0xFF) - Viewport[0] + 1;
Viewport[3] = (191 - ((ExecParams[0] >> 8) & 0xFF)) - Viewport[1] + 1;
Viewport[0] = ExecParams[0] & 0xFF; // x0
Viewport[1] = (191 - ((ExecParams[0] >> 8) & 0xFF)) & 0xFF; // y0
Viewport[2] = (ExecParams[0] >> 16) & 0xFF; // x1
Viewport[3] = (191 - (ExecParams[0] >> 24)) & 0xFF; // y1
Viewport[4] = (Viewport[2] - Viewport[0] + 1) & 0x1FF; // width
Viewport[5] = (Viewport[1] - Viewport[3] + 1) & 0xFF; // height
break;
case 0x70: // box test

View File

@ -1049,10 +1049,12 @@ void RenderPolygonScanline(RendererPolygon* rp, s32 y)
Interpolator interpX(xstart, xend+1, wl, wr, 8);
if (x < 0) x = 0;
s32 xlimit;
// part 1: left edge
edge = yedge | 0x1;
for (; x < xstart+l_edgelen; x++)
xlimit = xstart+l_edgelen; if (xlimit > 256) xlimit = 256;
for (; x < xlimit; x++)
{
u32 pixeladdr = FirstPixelOffset + (y*ScanlineWidth) + x;
u32 attr = (polygon->Attr & 0x3F008000);
@ -1180,8 +1182,9 @@ void RenderPolygonScanline(RendererPolygon* rp, s32 y)
// part 2: polygon inside
edge = yedge;
if (wireframe && !edge) x = xend-r_edgelen+1;
else for (; x <= xend-r_edgelen; x++)
xlimit = xend-r_edgelen+1; if (xlimit > 256) xlimit = 256;
if (wireframe && !edge) x = xlimit;
else for (; x < xlimit; x++)
{
u32 pixeladdr = FirstPixelOffset + (y*ScanlineWidth) + x;
u32 attr = (polygon->Attr & 0x3F008000);
@ -1268,11 +1271,10 @@ void RenderPolygonScanline(RendererPolygon* rp, s32 y)
AttrBuffer[pixeladdr] = attr;
}
if (xend > 255) xend = 255;
// part 3: right edge
edge = yedge | 0x2;
for (; x <= xend; x++)
xlimit = xend+1; if (xlimit > 256) xlimit = 256;
for (; x < xlimit; x++)
{
u32 pixeladdr = FirstPixelOffset + (y*ScanlineWidth) + x;
u32 attr = (polygon->Attr & 0x3F008000);
@ -1679,23 +1681,29 @@ void RenderPolygons(bool threaded, Polygon* polygons, int npolys)
// TODO: Y-sorting for translucent polygons
// TODO: all sorting should be done in GPU3D.cpp
// polygons with ybottom>192 aren't rendered at all
int j = 0;
for (int i = 0; i < npolys; i++)
{
if (polygons[i].Translucent) continue;
if (polygons[i].YBottom > 192) continue;
SetupPolygon(&PolygonList[j++], &polygons[i]);
}
for (int i = 0; i < npolys; i++)
{
if (!polygons[i].Translucent) continue;
if (polygons[i].YBottom > 192) continue;
SetupPolygon(&PolygonList[j++], &polygons[i]);
}
RenderScanline(0, npolys);
RenderScanline(0, j);
for (s32 y = 1; y < 192; y++)
{
RenderScanline(y, npolys);
RenderScanline(y, j);
ScanlineFinalPass(y-1);
if (threaded)