fix alphatest. alphablending.
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6123ce8147
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29944c3c88
12
GPU3D.cpp
12
GPU3D.cpp
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@ -776,6 +776,10 @@ void SubmitPolygon()
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poly->FacingView = facingview;
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poly->FacingView = facingview;
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u32 texfmt = (TexParam >> 26) & 0x7;
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u32 polyalpha = (CurPolygonAttr >> 16) & 0x1F;
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poly->Translucent = (texfmt == 1 || texfmt == 6 || (polyalpha > 0 && polyalpha < 31));
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if (LastStripPolygon && clipstart > 0)
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if (LastStripPolygon && clipstart > 0)
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{
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{
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if (c == lastpolyverts)
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if (c == lastpolyverts)
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@ -830,8 +834,8 @@ void SubmitVertex()
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if ((TexParam >> 30) == 3)
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if ((TexParam >> 30) == 3)
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{
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{
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vertextrans->TexCoords[0] = (CurVertex[0]*TexMatrix[0] + CurVertex[1]*TexMatrix[4] + CurVertex[2]*TexMatrix[8] + 0x1000*TexCoords[0]) >> 20;
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vertextrans->TexCoords[0] = (vertex[0]*TexMatrix[0] + vertex[1]*TexMatrix[4] + vertex[2]*TexMatrix[8] + vertex[3]*(TexCoords[0]<<8)) >> 20;
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vertextrans->TexCoords[1] = (CurVertex[0]*TexMatrix[1] + CurVertex[1]*TexMatrix[5] + CurVertex[2]*TexMatrix[9] + 0x1000*TexCoords[1]) >> 20;
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vertextrans->TexCoords[1] = (vertex[0]*TexMatrix[1] + vertex[1]*TexMatrix[5] + vertex[2]*TexMatrix[9] + vertex[3]*(TexCoords[1]<<8)) >> 20;
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}
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}
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else
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else
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{
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{
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@ -911,8 +915,8 @@ s32 CalculateLighting()
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{
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{
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if ((TexParam >> 30) == 2)
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if ((TexParam >> 30) == 2)
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{
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{
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TexCoords[0] = (Normal[0]*TexMatrix[0] + Normal[1]*TexMatrix[4] + Normal[2]*TexMatrix[8] + 0x200*TexCoords[0]) >> 17;
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TexCoords[0] += (((s64)Normal[0]*TexMatrix[0] + (s64)Normal[1]*TexMatrix[4] + (s64)Normal[2]*TexMatrix[8]) >> 17);
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TexCoords[1] = (Normal[0]*TexMatrix[1] + Normal[1]*TexMatrix[5] + Normal[2]*TexMatrix[9] + 0x200*TexCoords[1]) >> 17;
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TexCoords[1] += (((s64)Normal[0]*TexMatrix[1] + (s64)Normal[1]*TexMatrix[5] + (s64)Normal[2]*TexMatrix[9]) >> 17);
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}
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}
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s32 normaltrans[3];
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s32 normaltrans[3];
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1
GPU3D.h
1
GPU3D.h
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@ -50,6 +50,7 @@ typedef struct
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u32 TexPalette;
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u32 TexPalette;
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bool FacingView;
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bool FacingView;
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bool Translucent;
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} Polygon;
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} Polygon;
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@ -761,6 +761,7 @@ void RenderPolygon(Polygon* polygon, u32 wbuffer)
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u32 color = RenderPixel(polygon, x, y, z, vr>>3, vg>>3, vb>>3, s, t);
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u32 color = RenderPixel(polygon, x, y, z, vr>>3, vg>>3, vb>>3, s, t);
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u32 attr = 0;
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u32 attr = 0;
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u32 pixeladdr = (y*256) + x;
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u8 alpha = color >> 24;
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u8 alpha = color >> 24;
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@ -769,14 +770,23 @@ void RenderPolygon(Polygon* polygon, u32 wbuffer)
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{
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{
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if (alpha <= AlphaRef) continue;
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if (alpha <= AlphaRef) continue;
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}
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}
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else
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{
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if (alpha == 0) continue;
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}
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// alpha blending disable
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// alpha blending disable
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// TODO: check alpha test when blending is disabled
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// TODO: check alpha test when blending is disabled
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if (!(DispCnt & (1<<3)))
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if (!(DispCnt & (1<<3)))
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alpha = 31;
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alpha = 31;
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u32 dstcolor = ColorBuffer[pixeladdr];
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u32 dstalpha = dstcolor >> 24;
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if (alpha == 31)
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if (alpha == 31)
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{
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{
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// edge fill rules for opaque pixels
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// TODO, eventually: antialiasing
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if (!wireframe)
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if (!wireframe)
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{
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{
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if ((edge & 0x1) && slope_start > 0x1000)
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if ((edge & 0x1) && slope_start > 0x1000)
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@ -785,18 +795,39 @@ void RenderPolygon(Polygon* polygon, u32 wbuffer)
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continue;
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continue;
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}
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}
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DepthBuffer[(y*256) + x] = z;
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DepthBuffer[pixeladdr] = z;
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}
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}
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else if (alpha > 0)
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else if (dstalpha == 0)
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{
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{
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//
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// TODO: conditional Z-buffer update
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DepthBuffer[pixeladdr] = z;
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}
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else
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{
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u32 srcR = color & 0x3F;
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u32 srcG = (color >> 8) & 0x3F;
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u32 srcB = (color >> 16) & 0x3F;
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u32 dstR = dstcolor & 0x3F;
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u32 dstG = (dstcolor >> 8) & 0x3F;
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u32 dstB = (dstcolor >> 16) & 0x3F;
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alpha++;
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dstR = ((srcR * alpha) + (dstR * (32-alpha))) >> 5;
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dstG = ((srcG * alpha) + (dstG * (32-alpha))) >> 5;
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dstB = ((srcB * alpha) + (dstB * (32-alpha))) >> 5;
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alpha--;
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if (alpha > dstalpha) dstalpha = alpha;
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color = dstR | (dstG << 8) | (dstB << 16) | (dstalpha << 24);
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// TODO: conditional Z-buffer update
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// TODO: conditional Z-buffer update
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DepthBuffer[(y*256) + x] = z;
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DepthBuffer[pixeladdr] = z;
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}
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}
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ColorBuffer[(y*256) + x] = color;
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ColorBuffer[pixeladdr] = color;
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AttrBuffer[(y*256) + x] = attr;
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AttrBuffer[pixeladdr] = attr;
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}
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}
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if (lslope > 0) dxl += lslope;
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if (lslope > 0) dxl += lslope;
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@ -808,8 +839,6 @@ void RenderPolygon(Polygon* polygon, u32 wbuffer)
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void RenderFrame(u32 attr, Vertex* vertices, Polygon* polygons, int npolys)
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void RenderFrame(u32 attr, Vertex* vertices, Polygon* polygons, int npolys)
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{
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{
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// TODO: render translucent polygons last
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u32 polyid = (ClearAttr1 >> 24) & 0x3F;
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u32 polyid = (ClearAttr1 >> 24) & 0x3F;
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if (DispCnt & (1<<14))
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if (DispCnt & (1<<14))
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@ -866,9 +895,17 @@ void RenderFrame(u32 attr, Vertex* vertices, Polygon* polygons, int npolys)
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}
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}
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}
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}
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// TODO: Y-sorting of translucent polygons
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for (int i = 0; i < npolys; i++)
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for (int i = 0; i < npolys; i++)
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{//if (i<npolys-6) continue;//printf("poly %d\n", i);
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{
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//if (i<npolys-2)continue;
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if (polygons[i].Translucent) continue;
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RenderPolygon(&polygons[i], attr&0x2);
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}
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for (int i = 0; i < npolys; i++)
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{
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if (!polygons[i].Translucent) continue;
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RenderPolygon(&polygons[i], attr&0x2);
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RenderPolygon(&polygons[i], attr&0x2);
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}
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}
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}
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}
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