move viewport transform to polygon setup
This commit is contained in:
parent
1dc887d0bb
commit
7f85a10002
81
GPU3D.cpp
81
GPU3D.cpp
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@ -217,7 +217,7 @@ u32 CurRAMBank;
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u32 ClearAttr1, ClearAttr2;
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u32 FlushRequest;
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u32 FlushAttributes, CurFlushAttributes;
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u32 FlushAttributes;
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@ -293,7 +293,6 @@ void Reset()
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FlushRequest = 0;
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FlushAttributes = 0;
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CurFlushAttributes = 0;
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SoftRenderer::Reset();
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}
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@ -456,7 +455,6 @@ void ClipSegment(Vertex* outbuf, Vertex* vout, Vertex* vin)
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INTERPOLATE(TexCoords[1]);
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mid.Clipped = true;
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mid.ViewportTransformDone = false;
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#undef INTERPOLATE
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*outbuf = mid;
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@ -765,6 +763,7 @@ void SubmitPolygon()
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if (NumPolygons >= 2048 || NumVertices+c > 6144)
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{
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LastStripPolygon = NULL;
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// TODO: set DISP3DCNT overflow flag
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return;
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}
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@ -805,13 +804,79 @@ void SubmitPolygon()
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for (int i = clipstart; i < c; i++)
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{
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CurVertexRAM[NumVertices] = clippedvertices[1][i];
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poly->Vertices[i] = &CurVertexRAM[NumVertices];
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Vertex* vtx = &CurVertexRAM[NumVertices];
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*vtx = clippedvertices[1][i];
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poly->Vertices[i] = vtx;
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NumVertices++;
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poly->NumVertices++;
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// viewport transform
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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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w = 0x1000;
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}
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else
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{
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posX = (((s64)(vtx->Position[0] + w) * Viewport[2]) / (((s64)w) << 1)) + Viewport[0];
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posY = (((s64)(-vtx->Position[1] + w) * Viewport[3]) / (((s64)w) << 1)) + Viewport[1];
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if (FlushAttributes & 0x2) posZ = w;
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else posZ = (((s64)vtx->Position[2] * 0x800000) / w) + 0x7FFEFF;
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}
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if (posX < 0) posX = 0;
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else if (posX > 256) posX = 256;
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if (posY < 0) posY = 0;
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else if (posY > 192) posY = 192;
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if (posZ < 0) posZ = 0;
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else if (posZ > 0xFFFFFF) posZ = 0xFFFFFF;
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vtx->FinalPosition[0] = posX;
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vtx->FinalPosition[1] = posY;
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vtx->FinalPosition[2] = posZ;
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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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vtx->FinalColor[1] = vtx->Color[1] >> 12;
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if (vtx->FinalColor[1]) vtx->FinalColor[1] = ((vtx->FinalColor[1] << 4) + 0xF);
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vtx->FinalColor[2] = vtx->Color[2] >> 12;
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if (vtx->FinalColor[2]) vtx->FinalColor[2] = ((vtx->FinalColor[2] << 4) + 0xF);
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}
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// determine bounds of the polygon
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u32 vtop = 0, vbot = 0;
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s32 ytop = 192, ybot = 0;
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s32 xtop = 256, xbot = 0;
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for (int i = 0; i < c; i++)
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{
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Vertex* vtx = poly->Vertices[i];
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if (vtx->FinalPosition[1] < ytop || (vtx->FinalPosition[1] == ytop && vtx->FinalPosition[0] < xtop))
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{
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xtop = vtx->FinalPosition[0];
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ytop = vtx->FinalPosition[1];
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vtop = i;
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}
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if (vtx->FinalPosition[1] > ybot || (vtx->FinalPosition[1] == ybot && vtx->FinalPosition[0] > xbot))
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{
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xbot = vtx->FinalPosition[0];
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ybot = vtx->FinalPosition[1];
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vbot = i;
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}
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}
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poly->VTop = vtop; poly->VBottom = vbot;
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poly->YTop = ytop; poly->YBottom = ybot;
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poly->XTop = xtop; poly->XBottom = xbot;
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if (PolygonMode >= 2)
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LastStripPolygon = poly;
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else
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@ -845,7 +910,6 @@ void SubmitVertex()
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}
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vertextrans->Clipped = false;
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vertextrans->ViewportTransformDone = false;
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VertexNum++;
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VertexNumInPoly++;
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@ -1562,9 +1626,7 @@ void VBlank()
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{
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if (FlushRequest)
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{
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SoftRenderer::DispCnt = DispCnt;
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SoftRenderer::AlphaRef = AlphaRef;
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SoftRenderer::RenderFrame(CurFlushAttributes, CurVertexRAM, CurPolygonRAM, NumPolygons);
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SoftRenderer::RenderFrame(CurVertexRAM, CurPolygonRAM, NumPolygons);
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CurRAMBank = CurRAMBank?0:1;
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CurVertexRAM = &VertexRAM[CurRAMBank ? 6144 : 0];
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@ -1574,7 +1636,6 @@ 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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12
GPU3D.h
12
GPU3D.h
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@ -36,8 +36,6 @@ typedef struct
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s32 FinalPosition[4];
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s32 FinalColor[3];
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bool ViewportTransformDone;
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} Vertex;
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typedef struct
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@ -52,9 +50,14 @@ typedef struct
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bool FacingView;
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bool Translucent;
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u32 VTop, VBottom; // vertex indices
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s32 YTop, YBottom; // Y coords
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s32 XTop, XBottom; // associated X coords
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} Polygon;
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extern u32 DispCnt;
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extern u32 AlphaRef;
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extern s32 Viewport[4];
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extern u32 ClearAttr1, ClearAttr2;
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@ -81,14 +84,11 @@ void Write32(u32 addr, u32 val);
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namespace SoftRenderer
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{
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extern u32 DispCnt;
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extern u32 AlphaRef;
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bool Init();
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void DeInit();
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void Reset();
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void RenderFrame(u32 attr, Vertex* vertices, Polygon* polygons, int npolys);
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void RenderFrame(Vertex* vertices, Polygon* polygons, int npolys);
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u32* GetLine(int line);
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}
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@ -27,9 +27,6 @@ namespace GPU3D
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namespace SoftRenderer
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{
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u32 DispCnt;
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u32 AlphaRef;
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u32 ColorBuffer[256*192];
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u32 DepthBuffer[256*192];
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u32 AttrBuffer[256*192];
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@ -336,77 +333,14 @@ u32 RenderPixel(Polygon* polygon, s32 x, s32 y, s32 z, u8 vr, u8 vg, u8 vb, s16
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return r | (g << 8) | (b << 16) | (a << 24);
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}
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void RenderPolygon(Polygon* polygon, u32 wbuffer)
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void RenderPolygon(Polygon* polygon)
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{
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int nverts = polygon->NumVertices;
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bool isline = false;
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int vtop = 0, vbot = 0;
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s32 ytop = 192, ybot = 0;
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s32 xtop = 256, xbot = 0;
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// process the vertices, transform to screen coordinates
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// find the topmost and bottommost vertices of the polygon
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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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if (!vtx->ViewportTransformDone)
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{
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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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w = 0x1000;
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}
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else
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{
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posX = (((s64)(vtx->Position[0] + w) * Viewport[2]) / (((s64)w) << 1)) + Viewport[0];
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posY = (((s64)(-vtx->Position[1] + w) * Viewport[3]) / (((s64)w) << 1)) + Viewport[1];
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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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if (posX < 0) posX = 0;
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else if (posX > 256) posX = 256;
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if (posY < 0) posY = 0;
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else if (posY > 192) posY = 192;
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if (posZ < 0) posZ = 0;
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else if (posZ > 0xFFFFFF) posZ = 0xFFFFFF;
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vtx->FinalPosition[0] = posX;
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vtx->FinalPosition[1] = posY;
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vtx->FinalPosition[2] = posZ;
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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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vtx->FinalColor[1] = vtx->Color[1] >> 12;
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if (vtx->FinalColor[1]) vtx->FinalColor[1] = ((vtx->FinalColor[1] << 4) + 0xF);
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vtx->FinalColor[2] = vtx->Color[2] >> 12;
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if (vtx->FinalColor[2]) vtx->FinalColor[2] = ((vtx->FinalColor[2] << 4) + 0xF);
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vtx->ViewportTransformDone = true;
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}
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if (vtx->FinalPosition[1] < ytop || (vtx->FinalPosition[1] == ytop && vtx->FinalPosition[0] < xtop))
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{
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xtop = vtx->FinalPosition[0];
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ytop = vtx->FinalPosition[1];
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vtop = i;
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}
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if (vtx->FinalPosition[1] > ybot || (vtx->FinalPosition[1] == ybot && vtx->FinalPosition[0] > xbot))
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{
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xbot = vtx->FinalPosition[0];
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ybot = vtx->FinalPosition[1];
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vbot = i;
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}
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}
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int vtop = polygon->VTop, vbot = polygon->VBottom;
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s32 ytop = polygon->YTop, ybot = polygon->YBottom;
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s32 xtop = polygon->XTop, xbot = polygon->XBottom;
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if (ytop > 191) return;
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@ -837,7 +771,7 @@ void RenderPolygon(Polygon* polygon, u32 wbuffer)
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}
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}
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void RenderFrame(u32 attr, Vertex* vertices, Polygon* polygons, int npolys)
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void RenderFrame(Vertex* vertices, Polygon* polygons, int npolys)
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{
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u32 polyid = (ClearAttr1 >> 24) & 0x3F;
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@ -900,13 +834,13 @@ void RenderFrame(u32 attr, Vertex* vertices, Polygon* polygons, int npolys)
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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]);
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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]);
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}
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}
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