* decal texture blending
* start implementing toon shading * temp. revert the DMA fix, causes issues
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@ -717,8 +717,9 @@ void SubmitPolygon()
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poly->FacingView = facingview;
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u32 texfmt = (TexParam >> 26) & 0x7;
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u32 blendmode = (CurPolygonAttr >> 4) & 0x3;
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u32 polyalpha = (CurPolygonAttr >> 16) & 0x1F;
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poly->Translucent = (texfmt == 1 || texfmt == 6 || (polyalpha > 0 && polyalpha < 31));
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poly->Translucent = ((texfmt == 1 || texfmt == 6) && (blendmode != 1)) || (polyalpha > 0 && polyalpha < 31);
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if (LastStripPolygon && clipstart > 0)
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{
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@ -1731,6 +1732,7 @@ void VBlank()
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RenderPolygonRAM = CurPolygonRAM;
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RenderNumPolygons = NumPolygons;
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// TODO: find out which other registers are latched for rendering
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RenderClearAttr1 = ClearAttr1;
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RenderClearAttr2 = ClearAttr2;
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@ -61,6 +61,8 @@ extern u32 AlphaRef;
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extern s32 Viewport[4];
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extern u32 RenderClearAttr1, RenderClearAttr2;
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extern u16 ToonTable[32];
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bool Init();
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void DeInit();
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void Reset();
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@ -300,9 +300,19 @@ u32 RenderPixel(Polygon* polygon, s32 x, s32 y, s32 z, u8 vr, u8 vg, u8 vb, s16
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u32 attr = polygon->Attr;
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u8 r, g, b, a;
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u32 blendmode = (polygon->Attr >> 4) & 0x3;
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u32 polyalpha = (polygon->Attr >> 16) & 0x1F;
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bool wireframe = (polyalpha == 0);
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if (blendmode == 2)
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{
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u16 tooncolor = ToonTable[vr >> 1];
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vr = (tooncolor << 1) & 0x3E; if (vr) vr++;
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vg = (tooncolor >> 4) & 0x3E; if (vg) vg++;
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vb = (tooncolor >> 9) & 0x3E; if (vb) vb++;
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}
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if ((DispCnt & (1<<0)) && (((polygon->TexParam >> 26) & 0x7) != 0))
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{
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u8 tr, tg, tb;
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@ -314,12 +324,41 @@ u32 RenderPixel(Polygon* polygon, s32 x, s32 y, s32 z, u8 vr, u8 vg, u8 vb, s16
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tg = (tcolor >> 4) & 0x3E; if (tg) tg++;
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tb = (tcolor >> 9) & 0x3E; if (tb) tb++;
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// TODO: other blending modes
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if (blendmode == 1)
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{
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// decal
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if (talpha == 0)
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{
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r = vr;
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g = vg;
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b = vb;
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}
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else if (talpha == 31)
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{
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r = tr;
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g = tg;
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b = tb;
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}
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else
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{
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r = ((tr * talpha) + (vr * (31-talpha))) >> 5;
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g = ((tg * talpha) + (vg * (31-talpha))) >> 5;
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b = ((tb * talpha) + (vb * (31-talpha))) >> 5;
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}
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a = polyalpha;
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}
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else
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{
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// modulate
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// TODO: check that it works the same for shadows
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r = ((tr+1) * (vr+1) - 1) >> 6;
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g = ((tg+1) * (vg+1) - 1) >> 6;
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b = ((tb+1) * (vb+1) - 1) >> 6;
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a = ((talpha+1) * (polyalpha+1) - 1) >> 5;
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}
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}
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else
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{
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r = vr;
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@ -328,6 +367,18 @@ u32 RenderPixel(Polygon* polygon, s32 x, s32 y, s32 z, u8 vr, u8 vg, u8 vb, s16
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a = polyalpha;
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}
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/*if ((blendmode == 2) && (DispCnt & (1<<1)))
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{
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r += vr;
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g += vg;
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b += vb;
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if (r > 63) r = 63;
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if (g > 63) g = 63;
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if (b > 63) b = 63;
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}*/
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// checkme: can wireframe polygons use texture alpha?
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if (wireframe) a = 31;
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return r | (g << 8) | (b << 16) | (a << 24);
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@ -561,12 +561,12 @@ void StopCPU(u32 cpu, u32 mask)
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if (cpu)
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{
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CPUStop |= (mask << 16);
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ARM7->Halt(2);
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//ARM7->Halt(2);
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}
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else
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{
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CPUStop |= mask;
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ARM9->Halt(2);
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//ARM9->Halt(2);
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}
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}
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