* decal texture blending

* start implementing toon shading
* temp. revert the DMA fix, causes issues
This commit is contained in:
StapleButter 2017-04-12 20:25:54 +02:00
parent 54eeb38d3d
commit c62e160b26
4 changed files with 63 additions and 8 deletions

View File

@ -717,8 +717,9 @@ void SubmitPolygon()
poly->FacingView = facingview;
u32 texfmt = (TexParam >> 26) & 0x7;
u32 blendmode = (CurPolygonAttr >> 4) & 0x3;
u32 polyalpha = (CurPolygonAttr >> 16) & 0x1F;
poly->Translucent = (texfmt == 1 || texfmt == 6 || (polyalpha > 0 && polyalpha < 31));
poly->Translucent = ((texfmt == 1 || texfmt == 6) && (blendmode != 1)) || (polyalpha > 0 && polyalpha < 31);
if (LastStripPolygon && clipstart > 0)
{
@ -1731,6 +1732,7 @@ void VBlank()
RenderPolygonRAM = CurPolygonRAM;
RenderNumPolygons = NumPolygons;
// TODO: find out which other registers are latched for rendering
RenderClearAttr1 = ClearAttr1;
RenderClearAttr2 = ClearAttr2;

View File

@ -61,6 +61,8 @@ extern u32 AlphaRef;
extern s32 Viewport[4];
extern u32 RenderClearAttr1, RenderClearAttr2;
extern u16 ToonTable[32];
bool Init();
void DeInit();
void Reset();

View File

@ -300,9 +300,19 @@ u32 RenderPixel(Polygon* polygon, s32 x, s32 y, s32 z, u8 vr, u8 vg, u8 vb, s16
u32 attr = polygon->Attr;
u8 r, g, b, a;
u32 blendmode = (polygon->Attr >> 4) & 0x3;
u32 polyalpha = (polygon->Attr >> 16) & 0x1F;
bool wireframe = (polyalpha == 0);
if (blendmode == 2)
{
u16 tooncolor = ToonTable[vr >> 1];
vr = (tooncolor << 1) & 0x3E; if (vr) vr++;
vg = (tooncolor >> 4) & 0x3E; if (vg) vg++;
vb = (tooncolor >> 9) & 0x3E; if (vb) vb++;
}
if ((DispCnt & (1<<0)) && (((polygon->TexParam >> 26) & 0x7) != 0))
{
u8 tr, tg, tb;
@ -314,11 +324,40 @@ u32 RenderPixel(Polygon* polygon, s32 x, s32 y, s32 z, u8 vr, u8 vg, u8 vb, s16
tg = (tcolor >> 4) & 0x3E; if (tg) tg++;
tb = (tcolor >> 9) & 0x3E; if (tb) tb++;
// TODO: other blending modes
r = ((tr+1) * (vr+1) - 1) >> 6;
g = ((tg+1) * (vg+1) - 1) >> 6;
b = ((tb+1) * (vb+1) - 1) >> 6;
a = ((talpha+1) * (polyalpha+1) - 1) >> 5;
if (blendmode == 1)
{
// decal
if (talpha == 0)
{
r = vr;
g = vg;
b = vb;
}
else if (talpha == 31)
{
r = tr;
g = tg;
b = tb;
}
else
{
r = ((tr * talpha) + (vr * (31-talpha))) >> 5;
g = ((tg * talpha) + (vg * (31-talpha))) >> 5;
b = ((tb * talpha) + (vb * (31-talpha))) >> 5;
}
a = polyalpha;
}
else
{
// modulate
// TODO: check that it works the same for shadows
r = ((tr+1) * (vr+1) - 1) >> 6;
g = ((tg+1) * (vg+1) - 1) >> 6;
b = ((tb+1) * (vb+1) - 1) >> 6;
a = ((talpha+1) * (polyalpha+1) - 1) >> 5;
}
}
else
{
@ -328,6 +367,18 @@ u32 RenderPixel(Polygon* polygon, s32 x, s32 y, s32 z, u8 vr, u8 vg, u8 vb, s16
a = polyalpha;
}
/*if ((blendmode == 2) && (DispCnt & (1<<1)))
{
r += vr;
g += vg;
b += vb;
if (r > 63) r = 63;
if (g > 63) g = 63;
if (b > 63) b = 63;
}*/
// checkme: can wireframe polygons use texture alpha?
if (wireframe) a = 31;
return r | (g << 8) | (b << 16) | (a << 24);

View File

@ -561,12 +561,12 @@ void StopCPU(u32 cpu, u32 mask)
if (cpu)
{
CPUStop |= (mask << 16);
ARM7->Halt(2);
//ARM7->Halt(2);
}
else
{
CPUStop |= mask;
ARM9->Halt(2);
//ARM9->Halt(2);
}
}