attempt at depth buffer

This commit is contained in:
StapleButter 2017-02-14 03:29:02 +01:00
parent 68fb77b204
commit c5b7ec2168
2 changed files with 55 additions and 13 deletions

View File

@ -28,6 +28,7 @@ namespace SoftRenderer
{ {
u8 ColorBuffer[256*192 * 4]; u8 ColorBuffer[256*192 * 4];
u32 DepthBuffer[256*192];
bool Init() bool Init()
@ -43,9 +44,37 @@ void DeInit()
void Reset() void Reset()
{ {
memset(ColorBuffer, 0, 256*192 * 4); memset(ColorBuffer, 0, 256*192 * 4);
memset(DepthBuffer, 0, 256*192 * 4);
} }
void RenderPixel(u32 attr, s32 x, s32 y, s32 z, u8 vr, u8 vg, u8 vb)
{
u32* depth = &DepthBuffer[(256*y) + x];
bool passdepth = false;
if (attr & (1<<14))
{
s32 diff = *depth - z;
if ((u32)(diff + 0x200) <= 0x400)
passdepth = true;
}
else
if (z < *depth)
passdepth = true;
if (!passdepth) return;
u8* pixel = &ColorBuffer[((256*y) + x) * 4];
pixel[0] = vr;
pixel[1] = vg;
pixel[2] = vb;
pixel[3] = 31; // TODO: alpha
// TODO: optional update for translucent pixels
*depth = z;
}
void RenderPolygon(Polygon* polygon) void RenderPolygon(Polygon* polygon)
{ {
int nverts = polygon->NumVertices; int nverts = polygon->NumVertices;
@ -83,17 +112,19 @@ void RenderPolygon(Polygon* polygon)
s32 scrX = (((posX + 0x1000) * Viewport[2]) >> 13) + Viewport[0]; s32 scrX = (((posX + 0x1000) * Viewport[2]) >> 13) + Viewport[0];
s32 scrY = (((posY + 0x1000) * Viewport[3]) >> 13) + Viewport[1]; s32 scrY = (((posY + 0x1000) * Viewport[3]) >> 13) + Viewport[1];
s32 scrZ = (vtx->Position[2] + 0x1000) >> 1; s32 scrZ = (((s64)(posZ + 0x1000) * 0xFFFFFF) >> 13);
s32 scrW = (((s64)(w + 0x1000) * 0xFFFFFF) >> 13);
if (scrX > 255) scrX = 255; if (scrX > 255) scrX = 255;
if (scrY > 191) scrY = 191; if (scrY > 191) scrY = 191;
if (scrZ > 0xFFF) scrZ = 0xFFF; if (scrZ > 0xFFFFFF) scrZ = 0xFFFFFF;
if (scrX < 0) { printf("!! bad X %d\n", scrX); scrX = 0;} if (scrX < 0) { printf("!! bad X %d\n", scrX); scrX = 0;}
if (scrY < 0) { printf("!! bad Y %d\n", scrY); scrY = 0;} if (scrY < 0) { printf("!! bad Y %d\n", scrY); scrY = 0;}
if (scrZ < 0) { printf("!! bad Z %d %d\n", scrZ, vtx->Position[2]); scrZ = 0;}
scrcoords[i][0] = scrX; scrcoords[i][0] = scrX;
scrcoords[i][1] = 191 - scrY; scrcoords[i][1] = 191 - scrY;
scrcoords[i][2] = scrZ; scrcoords[i][2] = scrZ;
scrcoords[i][3] = vtx->Position[3]; scrcoords[i][3] = scrW;
if (scrcoords[i][1] < ytop) if (scrcoords[i][1] < ytop)
{ {
@ -213,8 +244,11 @@ void RenderPolygon(Polygon* polygon)
scrcoords[lcur][0], scrcoords[lnext][0], scrcoords[lcur][0], scrcoords[lnext][0],
scrcoords[rcur][0], scrcoords[rnext][0]);*/ scrcoords[rcur][0], scrcoords[rnext][0]);*/
//s32 zl = scrcoords[lcur][2] + (((scrcoords[lnext][2] - scrcoords[lcur][2]) * lfactor) >> 12); s32 zl = scrcoords[lcur][2] + (((s64)(scrcoords[lnext][2] - scrcoords[lcur][2]) * lfactor) >> 12);
//s32 zr = scrcoords[rcur][2] + (((scrcoords[rnext][2] - scrcoords[rcur][2]) * rfactor) >> 12); s32 zr = scrcoords[rcur][2] + (((s64)(scrcoords[rnext][2] - scrcoords[rcur][2]) * rfactor) >> 12);
//s32 wl = scrcoords[lcur][3] + (((s64)(scrcoords[lnext][3] - scrcoords[lcur][3]) * lfactor) >> 12);
//s32 wr = scrcoords[rcur][3] + (((s64)(scrcoords[rnext][3] - scrcoords[rcur][3]) * rfactor) >> 12);
u8 rl = vlcur->Color[0] + (((vlnext->Color[0] - vlcur->Color[0]) * lfactor) >> 12); u8 rl = vlcur->Color[0] + (((vlnext->Color[0] - vlcur->Color[0]) * lfactor) >> 12);
u8 gl = vlcur->Color[1] + (((vlnext->Color[1] - vlcur->Color[1]) * lfactor) >> 12); u8 gl = vlcur->Color[1] + (((vlnext->Color[1] - vlcur->Color[1]) * lfactor) >> 12);
@ -234,8 +268,14 @@ void RenderPolygon(Polygon* polygon)
{ {
s32 xfactor = (x - xl) * xdiv; s32 xfactor = (x - xl) * xdiv;
s32 z = zl + (((s64)(zr - zl) * xfactor) >> 12);
//s32 z = (((zr - zl) * xfactor) >> 12); //s32 z = (((zr - zl) * xfactor) >> 12);
//if (zr!=zl) z = (z << 12) / (zr - zl); //if (zr!=zl) z = (z << 12) / (zr - zl);
//s32 w = wl + (((s64)(wr - wl) * xfactor) >> 12);
//w >>= 12;
//if (w!=0) xfactor = ((s64)xfactor * 0xFFFFFF) / w;
//xfactor = (xfactor * w) >> 12;
//s32 z_inv = ((z>>12)==0) ? 0x1000 : 0x1000000 / (z >> 12); //s32 z_inv = ((z>>12)==0) ? 0x1000 : 0x1000000 / (z >> 12);
//xfactor = (xfactor * z_inv) >> 12; //xfactor = (xfactor * z_inv) >> 12;
@ -248,14 +288,14 @@ void RenderPolygon(Polygon* polygon)
x = 0; y = 0; x = 0; y = 0;
} }
u8* pixel = &ColorBuffer[((256*y) + x) * 4]; // possible optimization: only do color interpolation if the depth test passes
pixel[0] = rl + (((rr - rl) * xfactor) >> 12); u8 vr = rl + (((rr - rl) * xfactor) >> 12);
pixel[1] = gl + (((gr - gl) * xfactor) >> 12); u8 vg = gl + (((gr - gl) * xfactor) >> 12);
pixel[2] = bl + (((br - bl) * xfactor) >> 12); u8 vb = bl + (((br - bl) * xfactor) >> 12);
pixel[3] = 31; // TODO: alpha RenderPixel(polygon->Attr, x, y, z, vr, vg, vb);
// Z debug // Z debug
/*u8 zerp = (z * 63) / 0xFFFFFF; /*u8 zerp = (w * 63) / 0xFFFFFF;
pixel[0] = zerp; pixel[0] = zerp;
pixel[1] = zerp; pixel[1] = zerp;
pixel[2] = zerp;*/ pixel[2] = zerp;*/
@ -280,9 +320,11 @@ void RenderFrame(Vertex* vertices, Polygon* polygons, int npolys)
{ {
// TODO: render translucent polygons last // TODO: render translucent polygons last
// TODO proper clear color/depth support!
for (int i = 0; i < 256*192; i++) for (int i = 0; i < 256*192; i++)
{ {
((u32*)ColorBuffer)[i] = 0x00000000; ((u32*)ColorBuffer)[i] = 0x00000000;
DepthBuffer[i] = 0xFFFFFF;
} }
for (int i = 0; i < npolys; i++) for (int i = 0; i < npolys; i++)

View File

@ -10,7 +10,7 @@
1481161027 c:\documents\sources\melonds\types.h 1481161027 c:\documents\sources\melonds\types.h
1487033652 source:c:\documents\sources\melonds\nds.cpp 1487039174 source:c:\documents\sources\melonds\nds.cpp
<stdio.h> <stdio.h>
<string.h> <string.h>
"NDS.h" "NDS.h"
@ -155,7 +155,7 @@
"GPU.h" "GPU.h"
"FIFO.h" "FIFO.h"
1487035597 source:c:\documents\sources\melonds\gpu3d_soft.cpp 1487039203 source:c:\documents\sources\melonds\gpu3d_soft.cpp
<stdio.h> <stdio.h>
<string.h> <string.h>
"NDS.h" "NDS.h"