* perspective-correct Z interpolation
* fix depth buffering. support W-buffer mode. * 3D/2D blending. doesn't do much yet, but the code is here.
This commit is contained in:
parent
ed385ce0f5
commit
72209c51f9
41
GPU2D.cpp
41
GPU2D.cpp
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@ -55,7 +55,6 @@
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// 3D/2D blending rules
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// * if destination selected as 2nd target:
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// blending is applied instead of the selected color effect, using full 5bit alpha from 3D layer
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// (or 6bit alpha? TODO: check it)
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// this even if the selected color effect is 'none'.
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// apparently this works even if BG0 isn't selected as 1st target
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// * if BG0 is selected as 1st target, destination not selected as 2nd target:
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@ -766,6 +765,32 @@ void GPU2D::DrawScanline_Mode1(u32 line, u32* dst)
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evb = EVB;
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}
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}
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else if ((flag1 & 0x40) && (BlendCnt & ((val2 >> 16) & 0xFF00)))
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{
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// 3D layer blending
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eva = (flag1 & 0x1F) + 1;
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evb = 32 - eva;
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u32 r = (((val1 & 0x00003F) * eva) + ((val2 & 0x00003F) * evb)) >> 5;
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u32 g = ((((val1 & 0x003F00) * eva) + ((val2 & 0x003F00) * evb)) >> 5) & 0x007F00;
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u32 b = ((((val1 & 0x3F0000) * eva) + ((val2 & 0x3F0000) * evb)) >> 5) & 0x7F0000;
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if (eva <= 16)
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{
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r += 0x000001;
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g += 0x000100;
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b += 0x010000;
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}
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if (r > 0x00003F) r = 0x00003F;
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if (g > 0x003F00) g = 0x003F00;
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if (b > 0x3F0000) b = 0x3F0000;
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dst[i] = r | g | b | 0xFF000000;
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continue;
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}
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else if (BlendCnt & flag1)
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{
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if ((bldcnteffect == 1) && (BlendCnt & ((val2 >> 16) & 0xFF00)))
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@ -848,20 +873,14 @@ void GPU2D::DrawBG_3D(u32 line, u32* dst)
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{
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// TODO: scroll, etc
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u8* src = GPU3D::GetLine(line);
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u32* src = GPU3D::GetLine(line);
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for (int i = 0; i < 256; i++)
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{
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u8 r = *src++;
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u8 g = *src++;
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u8 b = *src++;
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u8 a = *src++;
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if (a == 0) continue;
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// TODO: blending
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// alpha is 6bit too....?
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u32 c = src[i];
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if ((c >> 24) == 0) continue;
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dst[i+256] = dst[i];
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dst[i] = r | (g << 8) | (b << 16) | 0x01000000;
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dst[i] = c | 0x40000000;
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}
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}
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15
GPU3D.cpp
15
GPU3D.cpp
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@ -50,6 +50,8 @@
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// formula for clear depth: (GBAtek is wrong there)
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// clearZ = (val * 0x200) + 0x1FF;
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// if (clearZ >= 0x010000 && clearZ < 0xFFFFFF) clearZ++;
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//
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// alpha is 5-bit
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namespace GPU3D
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@ -195,6 +197,7 @@ u32 NumVertices, NumPolygons;
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u32 CurRAMBank;
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u32 FlushRequest;
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u32 FlushAttributes, CurFlushAttributes;
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@ -1307,7 +1310,7 @@ void ExecuteCommand()
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TexPalette = ExecParams[0] & 0x1FFF;
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break;
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case 0x40:
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case 0x40: // begin polygons
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PolygonMode = ExecParams[0] & 0x3;
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VertexNum = 0;
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VertexNumInPoly = 0;
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@ -1316,8 +1319,9 @@ void ExecuteCommand()
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CurPolygonAttr = PolygonAttr;
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break;
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case 0x50:
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FlushRequest = 1;//0x80000000 | (ExecParams[0] & 0x3);
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case 0x50: // flush
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FlushRequest = 1;
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FlushAttributes = ExecParams[0] & 0x3;
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CycleCount = 392;
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break;
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@ -1383,7 +1387,7 @@ void VBlank()
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{
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if (FlushRequest)
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{
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SoftRenderer::RenderFrame(CurVertexRAM, CurPolygonRAM, NumPolygons);
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SoftRenderer::RenderFrame(CurFlushAttributes, CurVertexRAM, CurPolygonRAM, NumPolygons);
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CurRAMBank = CurRAMBank?0:1;
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CurVertexRAM = &VertexRAM[CurRAMBank ? 6144 : 0];
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@ -1393,10 +1397,11 @@ void VBlank()
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NumPolygons = 0;
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FlushRequest = 0;
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CurFlushAttributes = FlushAttributes;
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}
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}
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u8* GetLine(int line)
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u32* GetLine(int line)
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{
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return SoftRenderer::GetLine(line);
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}
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6
GPU3D.h
6
GPU3D.h
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@ -66,7 +66,7 @@ void CheckFIFOIRQ();
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void CheckFIFODMA();
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void VBlank();
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u8* GetLine(int line);
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u32* GetLine(int line);
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u8 Read8(u32 addr);
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u16 Read16(u32 addr);
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@ -82,8 +82,8 @@ bool Init();
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void DeInit();
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void Reset();
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void RenderFrame(Vertex* vertices, Polygon* polygons, int npolys);
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u8* GetLine(int line);
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void RenderFrame(u32 attr, Vertex* vertices, Polygon* polygons, int npolys);
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u32* GetLine(int line);
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}
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@ -27,7 +27,7 @@ namespace GPU3D
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namespace SoftRenderer
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{
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u8 ColorBuffer[256*192 * 4];
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u32 ColorBuffer[256*192];
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u32 DepthBuffer[256*192];
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@ -248,6 +248,7 @@ void RenderPixel(Polygon* polygon, s32 x, s32 y, s32 z, u8 vr, u8 vg, u8 vb, s16
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{
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u32 attr = polygon->Attr;
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u32* color = &ColorBuffer[(256*y) + x];
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u32* depth = &DepthBuffer[(256*y) + x];
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bool passdepth = false;
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b = vb;
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}
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u8* pixel = &ColorBuffer[((256*y) + x) * 4];
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pixel[0] = r;
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pixel[1] = g;
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pixel[2] = b;
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pixel[3] = 31; // TODO: alpha
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u32 a = 31; // TODO
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*color = r | (g << 8) | (b << 16) | (a << 24);
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// TODO: optional update for translucent pixels
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if (z > 0xFFFFFF) z = 0xFFFFFF;
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*depth = z;
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}
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void RenderPolygon(Polygon* polygon)
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void RenderPolygon(Polygon* polygon, u32 wbuffer)
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{
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int nverts = polygon->NumVertices;
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bool isline = false;
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if (!vtx->ViewportTransformDone)
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{
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s32 posX, posY, posZ, posW;
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s32 posX, posY, posZ;
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s32 w = vtx->Position[3];
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if (w == 0)
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{
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posX = 0;
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posY = 0;
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posZ = 0;
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posW = 0x1000;
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w = 0x1000;
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}
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else
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{
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posX = ((s64)vtx->Position[0] << 12) / w;
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posY = ((s64)vtx->Position[1] << 12) / w;
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// TODO: W-buffering
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posZ = (((s64)vtx->Position[2] * 0x800000) / w) + 0x7FFCFF;
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posW = w;
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if (wbuffer) posZ = w;
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else posZ = (((s64)vtx->Position[2] * 0x800000) / w) + 0x7FFEFF;
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}
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s32 scrX = (((posX + 0x1000) * Viewport[2]) >> 13) + Viewport[0];
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vtx->FinalPosition[0] = scrX;
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vtx->FinalPosition[1] = scrY;
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vtx->FinalPosition[2] = posZ;
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vtx->FinalPosition[3] = posW;
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vtx->FinalPosition[3] = w;
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vtx->FinalColor[0] = vtx->Color[0] >> 12;
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if (vtx->FinalColor[0]) vtx->FinalColor[0] = ((vtx->FinalColor[0] << 4) + 0xF);
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// seems vertical slopes are interpolated starting from the bottom and not the top. maybe.
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// also seems lfactor/rfactor are rounded
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// TODO: the calculations can be simplified
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if (vlnext->FinalPosition[1] == vlcur->FinalPosition[1])
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lfactor = 0;
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else
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continue; // hax
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}
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s32 zl = vlcur->FinalPosition[2] + (((s64)(vlnext->FinalPosition[2] - vlcur->FinalPosition[2]) * lfactor) >> 12);
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s32 zr = vrcur->FinalPosition[2] + (((s64)(vrnext->FinalPosition[2] - vrcur->FinalPosition[2]) * rfactor) >> 12);
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//s32 wl = vlcur->FinalPosition[3] + (((s64)(vlnext->FinalPosition[3] - vlcur->FinalPosition[3]) * lfactor) >> 12);
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//s32 wr = vrcur->FinalPosition[3] + (((s64)(vrnext->FinalPosition[3] - vrcur->FinalPosition[3]) * rfactor) >> 12);
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s64 perspfactorl1 = ((s64)(0x1000 - lfactor) * vlnext->FinalPosition[3]) >> 12;
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s64 perspfactorl2 = ((s64)lfactor * vlcur->FinalPosition[3]) >> 12;
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s64 perspfactorr1 = ((s64)(0x1000 - rfactor) * vrnext->FinalPosition[3]) >> 12;
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perspfactorr2 = 0;
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}
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s32 zl = ((perspfactorl1 * vlcur->FinalPosition[2]) + (perspfactorl2 * vlnext->FinalPosition[2])) / (perspfactorl1 + perspfactorl2);
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s32 zr = ((perspfactorr1 * vrcur->FinalPosition[2]) + (perspfactorr2 * vrnext->FinalPosition[2])) / (perspfactorr1 + perspfactorr2);
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s32 wl = ((perspfactorl1 * vlcur->FinalPosition[3]) + (perspfactorl2 * vlnext->FinalPosition[3])) / (perspfactorl1 + perspfactorl2);
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s32 wr = ((perspfactorr1 * vrcur->FinalPosition[3]) + (perspfactorr2 * vrnext->FinalPosition[3])) / (perspfactorr1 + perspfactorr2);
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if (xl > 255) continue;
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//s32 xdiv = 0x1000 / (xr - xl);
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//s32 xdiv = 0x100000 / (xr - xl);
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for (s32 x = xl; x < xr; x++)
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{
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//if (x!=xl && x!=(xr-1)) continue;
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s32 xfactor = ((x - xl) << 12) / (xr - xl);
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//s32 xfactor = (x - xl) * xdiv;
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//s32 xfactor = ((x - xl) * xdiv) >> 8;
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s32 z = zl + (((s64)(zr - zl) * xfactor) >> 12);
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//z = wl + (((s64)(wr - wl) * xfactor) >> 12);
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//z -= 0x1FF;
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//if (z < 0) z = 0;
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s32 perspfactor1 = ((s64)(0x1000 - xfactor) * wr) >> 12;
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s32 perspfactor2 = ((s64)xfactor * wl) >> 12;
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perspfactor2 = 0;
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}
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//z = 0x1000000 / (perspfactor1 + perspfactor2);
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s32 z = ((perspfactor1 * (s64)zl) + (perspfactor2 * (s64)zr)) / (perspfactor1 + perspfactor2);
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// possible optimization: only do color interpolation if the depth test passes
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u32 vr = ((perspfactor1 * rl) + (perspfactor2 * rr)) / (perspfactor1 + perspfactor2);
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s16 s = ((perspfactor1 * (s64)sl) + (perspfactor2 * (s64)sr)) / (perspfactor1 + perspfactor2);
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s16 t = ((perspfactor1 * (s64)tl) + (perspfactor2 * (s64)tr)) / (perspfactor1 + perspfactor2);
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//printf("y=%d x=%d: s=%04X t=%04X\n", y, x, s, t);
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RenderPixel(polygon, x, y, z, vr>>3, vg>>3, vb>>3, s, t);
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}
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}
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// DEBUG CODE
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/*for (int i = 0; i < nverts; i++)
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{
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s32 x = scrcoords[i][0];
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s32 y = scrcoords[i][1];
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u8* pixel = &ColorBuffer[((256*y) + x) * 4];
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pixel[0] = 63;
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pixel[1] = 63;
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pixel[2] = 63;
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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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void RenderFrame(u32 attr, Vertex* vertices, Polygon* polygons, int npolys)
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{
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// TODO: render translucent polygons last
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// TODO proper clear color/depth support!
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for (int i = 0; i < 256*192; i++)
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{
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((u32*)ColorBuffer)[i] = 0x00000000;
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ColorBuffer[i] = 0x00000000;
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DepthBuffer[i] = 0xFFFFFF;
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}
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for (int i = 0; i < npolys; i++)
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{
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RenderPolygon(&polygons[i]);
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RenderPolygon(&polygons[i], attr&0x2);
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}
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}
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u8* GetLine(int line)
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u32* GetLine(int line)
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{
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return &ColorBuffer[line * 256 * 4];
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return &ColorBuffer[line * 256];
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}
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}
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