correct some errors

was not actually 27 bit oops
This commit is contained in:
Jaklyy 2024-08-16 09:01:52 -04:00
parent 047dccd859
commit 57d1043699
1 changed files with 18 additions and 33 deletions

View File

@ -965,13 +965,9 @@ void GPU3D::SubmitPolygon() noexcept
VertexSlotCounter = 1; VertexSlotCounter = 1;
VertexSlotsFree = 0b11110; VertexSlotsFree = 0b11110;
// culling // determine polygon facing direction
// TODO: work out how it works on the real thing
// the normalization part is a wild guess
Vertex *v0, *v1, *v2, *v3; Vertex *v0, *v1, *v2, *v3;
s64 normalX, normalY, normalZ;
s64 dot;
v0 = &TempVertexBuffer[0]; v0 = &TempVertexBuffer[0];
v1 = &TempVertexBuffer[1]; v1 = &TempVertexBuffer[1];
@ -985,39 +981,28 @@ void GPU3D::SubmitPolygon() noexcept
vector[3] = v1->Position[1] - v2->Position[1]; vector[3] = v1->Position[1] - v2->Position[1];
bool facingview; bool facingview;
if ((vector[0] | vector[1]) == 0 || (vector[2] | vector[3]) == 0) // if either vector is 0 the polygon is accepted and treated as front facing. if ((vector[0] | vector[1]) == 0 || (vector[2] | vector[3]) == 0) [[unlikely]] // if either vector is 0 the polygon is accepted and treated as front facing.
{ {
facingview = true; facingview = true;
} }
else else
{ {
s64 cross = (vector[0] * vector[3]) - (vector[1] * vector[2]); // calculate z component of cross product
s64 cross = ((s64)vector[0] * vector[3]) - ((s64)vector[1] * vector[2]);
// set a flag for the rasterizer used for:
// unwinding vertices
// determining whether slopes are swapped
// the less than depth test's == special case
facingview = (cross >= 0); facingview = (cross >= 0);
if (cross > 0) // cull polygon if corresponding render flag isn't set
if (((cross >= 0) && (CurPolygonAttr & (1<<7))) || // front facing
((cross <= 0) && (CurPolygonAttr & (1<<6)))); // back facing
else
{ {
if (!(CurPolygonAttr & (1<<7))) LastStripPolygon = NULL;
{ return;
LastStripPolygon = NULL;
return;
}
}
else if (cross < 0)
{
if (!(CurPolygonAttr & (1<<6)))
{
LastStripPolygon = NULL;
return;
}
}
else // cross == 0
{
if (!(CurPolygonAttr & (3<<6)))
{
LastStripPolygon = NULL;
return;
}
} }
} }
@ -1365,10 +1350,10 @@ void GPU3D::SubmitVertex() noexcept
Vertex* vertextrans = &TempVertexBuffer[VertexNumInPoly]; Vertex* vertextrans = &TempVertexBuffer[VertexNumInPoly];
UpdateClipMatrix(); UpdateClipMatrix();
vertextrans->Position[0] = ((vertex[0]*ClipMatrix[0] + vertex[1]*ClipMatrix[4] + vertex[2]*ClipMatrix[8] + vertex[3]*ClipMatrix[12]) << 25) >> 41; vertextrans->Position[0] = (vertex[0]*ClipMatrix[0] + vertex[1]*ClipMatrix[4] + vertex[2]*ClipMatrix[8] + vertex[3]*ClipMatrix[12]) >> 12;
vertextrans->Position[1] = ((vertex[0]*ClipMatrix[1] + vertex[1]*ClipMatrix[5] + vertex[2]*ClipMatrix[9] + vertex[3]*ClipMatrix[13]) << 25) >> 41; vertextrans->Position[1] = (vertex[0]*ClipMatrix[1] + vertex[1]*ClipMatrix[5] + vertex[2]*ClipMatrix[9] + vertex[3]*ClipMatrix[13]) >> 12;
vertextrans->Position[2] = ((vertex[0]*ClipMatrix[2] + vertex[1]*ClipMatrix[6] + vertex[2]*ClipMatrix[10] + vertex[3]*ClipMatrix[14]) << 25) >> 41; vertextrans->Position[2] = (vertex[0]*ClipMatrix[2] + vertex[1]*ClipMatrix[6] + vertex[2]*ClipMatrix[10] + vertex[3]*ClipMatrix[14]) >> 12;
vertextrans->Position[3] = ((vertex[0]*ClipMatrix[3] + vertex[1]*ClipMatrix[7] + vertex[2]*ClipMatrix[11] + vertex[3]*ClipMatrix[15]) << 25) >> 41; vertextrans->Position[3] = (vertex[0]*ClipMatrix[3] + vertex[1]*ClipMatrix[7] + vertex[2]*ClipMatrix[11] + vertex[3]*ClipMatrix[15]) >> 12;
// this probably shouldn't be. // this probably shouldn't be.
// the way color is handled during clipping needs investigation. TODO // the way color is handled during clipping needs investigation. TODO