make the 3D renderer work per-scanline

This commit is contained in:
StapleButter 2017-05-21 20:14:03 +02:00
parent edc959dcf5
commit cb1b03b253
2 changed files with 415 additions and 11 deletions

View File

@ -22,6 +22,11 @@
namespace GPU3D
{
namespace SoftRenderer
{
class Slope;
}
typedef struct
{
s32 Position[4];
@ -59,6 +64,8 @@ typedef struct
bool IsShadow;
bool ClearStencil;
// data below rather specific to the software renderer
u32 VTop, VBottom; // vertex indices
s32 YTop, YBottom; // Y coords
s32 XTop, XBottom; // associated X coords

View File

@ -296,13 +296,26 @@ private:
s32 y;
};
typedef struct
{
Polygon* PolyData;
Slope SlopeL, SlopeR;
s32 XL, XR;
u32 CurVL, CurVR;
u32 NextVL, NextVR;
} RendererPolygon;
RendererPolygon PolygonList[2048];
void TextureLookup(u32 texparam, u32 texpal, s16 s, s16 t, u16* color, u8* alpha)
{
u32 vramaddr = (texparam & 0xFFFF) << 3;
u32 width = 8 << ((texparam >> 20) & 0x7);
u32 height = 8 << ((texparam >> 23) & 0x7);
s32 width = 8 << ((texparam >> 20) & 0x7);
s32 height = 8 << ((texparam >> 23) & 0x7);
s >>= 4;
t >>= 4;
@ -626,8 +639,386 @@ u32 RenderPixel(Polygon* polygon, u8 vr, u8 vg, u8 vb, s16 s, s16 t)
return r | (g << 8) | (b << 16) | (a << 24);
}
void RenderPolygon(Polygon* polygon)
void SetupPolygonLeftEdge(RendererPolygon* rp, s32 y)
{
Polygon* polygon = rp->PolyData;
while (y >= polygon->Vertices[rp->NextVL]->FinalPosition[1] && rp->CurVL != polygon->VBottom)
{
rp->CurVL = rp->NextVL;
if (polygon->FacingView)
{
rp->NextVL = rp->CurVL + 1;
if (rp->NextVL >= polygon->NumVertices)
rp->NextVL = 0;
}
else
{
rp->NextVL = rp->CurVL - 1;
if ((s32)rp->NextVL < 0)
rp->NextVL = polygon->NumVertices - 1;
}
}
rp->XL = rp->SlopeL.Setup(polygon->Vertices[rp->CurVL]->FinalPosition[0], polygon->Vertices[rp->NextVL]->FinalPosition[0],
polygon->Vertices[rp->CurVL]->FinalPosition[1], polygon->Vertices[rp->NextVL]->FinalPosition[1],
polygon->FinalW[rp->CurVL], polygon->FinalW[rp->NextVL], 0);
}
void SetupPolygonRightEdge(RendererPolygon* rp, s32 y)
{
Polygon* polygon = rp->PolyData;
while (y >= polygon->Vertices[rp->NextVR]->FinalPosition[1] && rp->CurVR != polygon->VBottom)
{
rp->CurVR = rp->NextVR;
if (polygon->FacingView)
{
rp->NextVR = rp->CurVR - 1;
if ((s32)rp->NextVR < 0)
rp->NextVR = polygon->NumVertices - 1;
}
else
{
rp->NextVR = rp->CurVR + 1;
if (rp->NextVR >= polygon->NumVertices)
rp->NextVR = 0;
}
}
rp->XR = rp->SlopeR.Setup(polygon->Vertices[rp->CurVR]->FinalPosition[0], polygon->Vertices[rp->NextVR]->FinalPosition[0],
polygon->Vertices[rp->CurVR]->FinalPosition[1], polygon->Vertices[rp->NextVR]->FinalPosition[1],
polygon->FinalW[rp->CurVR], polygon->FinalW[rp->NextVR], 1);
}
void SetupPolygon(RendererPolygon* rp, Polygon* polygon)
{
u32 nverts = polygon->NumVertices;
u32 vtop = polygon->VTop, vbot = polygon->VBottom;
s32 ytop = polygon->YTop, ybot = polygon->YBottom;
rp->PolyData = polygon;
rp->CurVL = vtop;
rp->CurVR = vtop;
if (polygon->FacingView)
{
rp->NextVL = rp->CurVL + 1;
if (rp->NextVL >= nverts) rp->NextVL = 0;
rp->NextVR = rp->CurVR - 1;
if ((s32)rp->NextVR < 0) rp->NextVR = nverts - 1;
}
else
{
rp->NextVL = rp->CurVL - 1;
if ((s32)rp->NextVL < 0) rp->NextVL = nverts - 1;
rp->NextVR = rp->CurVR + 1;
if (rp->NextVR >= nverts) rp->NextVR = 0;
}
if (ybot == ytop)
{
//ybot++;
vtop = 0; vbot = 0;
//xtop = 256; xbot = 0;
int i;
i = 1;
if (polygon->Vertices[i]->FinalPosition[0] < polygon->Vertices[vtop]->FinalPosition[0]) vtop = i;
if (polygon->Vertices[i]->FinalPosition[0] > polygon->Vertices[vbot]->FinalPosition[0]) vbot = i;
i = nverts - 1;
if (polygon->Vertices[i]->FinalPosition[0] < polygon->Vertices[vtop]->FinalPosition[0]) vtop = i;
if (polygon->Vertices[i]->FinalPosition[0] > polygon->Vertices[vbot]->FinalPosition[0]) vbot = i;
rp->CurVL = vtop; rp->NextVL = vtop;
rp->CurVR = vbot; rp->NextVR = vbot;
rp->XL = rp->SlopeL.SetupDummy(polygon->Vertices[rp->CurVL]->FinalPosition[0], 0);
rp->XR = rp->SlopeR.SetupDummy(polygon->Vertices[rp->CurVR]->FinalPosition[0], 1);
}
else
{
SetupPolygonLeftEdge(rp, ytop);
SetupPolygonRightEdge(rp, ytop);
}
}
void RenderPolygonScanline(RendererPolygon* rp, s32 y)
{
// TODO: shit
Polygon* polygon = rp->PolyData;
u32 polyalpha = (polygon->Attr >> 16) & 0x1F;
bool wireframe = (polyalpha == 0);
bool (*fnDepthTest)(s32 oldz, s32 z);
if (polygon->Attr & (1<<14))
fnDepthTest = DepthTest<true>;
else
fnDepthTest = DepthTest<false>;
if (polygon->YTop != polygon->YBottom)
{
if (y >= polygon->Vertices[rp->NextVL]->FinalPosition[1] && rp->CurVL != polygon->VBottom)
{
SetupPolygonLeftEdge(rp, y);
}
if (y >= polygon->Vertices[rp->NextVR]->FinalPosition[1] && rp->CurVR != polygon->VBottom)
{
SetupPolygonRightEdge(rp, y);
}
}
Vertex *vlcur, *vlnext, *vrcur, *vrnext;
s32 xstart, xend;
Slope* slope_start;
Slope* slope_end;
xstart = rp->XL;
xend = rp->XR;
s32 wl = rp->SlopeL.Interp.Interpolate(polygon->FinalW[rp->CurVL], polygon->FinalW[rp->NextVL]);
s32 wr = rp->SlopeR.Interp.Interpolate(polygon->FinalW[rp->CurVR], polygon->FinalW[rp->NextVR]);
s32 zl = rp->SlopeL.Interp.InterpolateZ(polygon->FinalZ[rp->CurVL], polygon->FinalZ[rp->NextVL], polygon->WBuffer);
s32 zr = rp->SlopeR.Interp.InterpolateZ(polygon->FinalZ[rp->CurVR], polygon->FinalZ[rp->NextVR], polygon->WBuffer);
// if the left and right edges are swapped, render backwards.
// note: we 'forget' to swap the xmajor flags, on purpose
// the hardware has the same bug
if (xstart > xend)
{
vlcur = polygon->Vertices[rp->CurVR];
vlnext = polygon->Vertices[rp->NextVR];
vrcur = polygon->Vertices[rp->CurVL];
vrnext = polygon->Vertices[rp->NextVL];
slope_start = &rp->SlopeR;
slope_end = &rp->SlopeL;
s32 tmp;
tmp = xstart; xstart = xend; xend = tmp;
tmp = wl; wl = wr; wr = tmp;
tmp = zl; zl = zr; zr = tmp;
}
else
{
vlcur = polygon->Vertices[rp->CurVL];
vlnext = polygon->Vertices[rp->NextVL];
vrcur = polygon->Vertices[rp->CurVR];
vrnext = polygon->Vertices[rp->NextVR];
slope_start = &rp->SlopeL;
slope_end = &rp->SlopeR;
}
// interpolate attributes along Y
s32 rl = slope_start->Interp.Interpolate(vlcur->FinalColor[0], vlnext->FinalColor[0]);
s32 gl = slope_start->Interp.Interpolate(vlcur->FinalColor[1], vlnext->FinalColor[1]);
s32 bl = slope_start->Interp.Interpolate(vlcur->FinalColor[2], vlnext->FinalColor[2]);
s32 sl = slope_start->Interp.Interpolate(vlcur->TexCoords[0], vlnext->TexCoords[0]);
s32 tl = slope_start->Interp.Interpolate(vlcur->TexCoords[1], vlnext->TexCoords[1]);
s32 rr = slope_end->Interp.Interpolate(vrcur->FinalColor[0], vrnext->FinalColor[0]);
s32 gr = slope_end->Interp.Interpolate(vrcur->FinalColor[1], vrnext->FinalColor[1]);
s32 br = slope_end->Interp.Interpolate(vrcur->FinalColor[2], vrnext->FinalColor[2]);
s32 sr = slope_end->Interp.Interpolate(vrcur->TexCoords[0], vrnext->TexCoords[0]);
s32 tr = slope_end->Interp.Interpolate(vrcur->TexCoords[1], vrnext->TexCoords[1]);
// calculate edges
//
// edge fill rules for opaque pixels:
// * right edge is filled if slope > 1
// * left edge is filled if slope <= 1
// * edges with slope = 0 are always filled
// edges are always filled if the pixels are translucent
// in wireframe mode, there are special rules for equal Z (TODO)
s32 l_edgeend, r_edgestart;
bool l_filledge, r_filledge;
if (rp->SlopeL.XMajor)
{
l_edgeend = slope_start->EdgeLimit(0);
if (l_edgeend == xstart) l_edgeend++;
l_filledge = slope_start->Negative;
}
else
{
l_edgeend = xstart + 1;
l_filledge = true;
}
if (rp->SlopeR.XMajor)
{
r_edgestart = slope_end->EdgeLimit(1);
if (r_edgestart == xend) r_edgestart--;
r_filledge = !slope_end->Negative;
}
else
{
r_edgestart = xend - 1;
r_filledge = slope_end->Increment==0;
}
int yedge = 0;
if (y == polygon->YTop) yedge = 0x4;
else if (y == polygon->YBottom-1) yedge = 0x8;
Interpolator interpX(xstart, xend+1, wl, wr, 8);
for (s32 x = xstart; x <= xend; x++)
{
if (x < 0) continue;
if (x > 255) break;
int edge = yedge;
if (x < l_edgeend) edge |= 0x1;
else if (x > r_edgestart) edge |= 0x2;
// wireframe polygons. really ugly, but works
if (wireframe && edge==0)
{
x = r_edgestart + 1;
continue;
}
u32 pixeladdr = (y*256) + x;
u32 attr = polygon->Attr & 0x3F008000;
// check stencil buffer for shadows
if (polygon->IsShadow)
{
if (StencilBuffer[pixeladdr] == 0)
continue;
}
interpX.SetX(x);
s32 z = interpX.InterpolateZ(zl, zr, polygon->WBuffer);
if (polygon->IsShadowMask)
{
// for shadow masks: set stencil bits where the depth test fails.
// draw nothing.
// checkme
if (polyalpha == 31)
{
if (!wireframe)
{
if ((edge & 0x1) && !l_filledge)
continue;
if ((edge & 0x2) && !r_filledge)
continue;
}
}
if (!fnDepthTest(DepthBuffer[pixeladdr], z))
StencilBuffer[pixeladdr] = 1;
continue;
}
if (!fnDepthTest(DepthBuffer[pixeladdr], z))
continue;
u32 vr = interpX.Interpolate(rl, rr);
u32 vg = interpX.Interpolate(gl, gr);
u32 vb = interpX.Interpolate(bl, br);
s16 s = interpX.Interpolate(sl, sr);
s16 t = interpX.Interpolate(tl, tr);
u32 color = RenderPixel(polygon, vr>>3, vg>>3, vb>>3, s, t);
u8 alpha = color >> 24;
// alpha test
// TODO: check alpha test when blending is disabled
if (alpha <= RenderAlphaRef) continue;
if (alpha == 31)
{
// edge fill rules for opaque pixels
// TODO, eventually: antialiasing
if (!wireframe)
{
if ((edge & 0x1) && !l_filledge)
continue;
if ((edge & 0x2) && !r_filledge)
continue;
}
DepthBuffer[pixeladdr] = z;
}
else
{
u32 dstattr = AttrBuffer[pixeladdr];
attr |= (1<<30);
if (polygon->IsShadow) dstattr |= (1<<30);
// skip if polygon IDs are equal
// note: this only happens if the destination pixel was translucent
// or always when drawing a shadow
// (the GPU keeps track of which pixels are translucent, regardless of
// the destination alpha)
if ((dstattr & 0x7F000000) == (attr & 0x7F000000))
continue;
u32 dstcolor = ColorBuffer[pixeladdr];
u32 dstalpha = dstcolor >> 24;
if ((dstalpha > 0) && (RenderDispCnt & (1<<3)))
{
u32 srcR = color & 0x3F;
u32 srcG = (color >> 8) & 0x3F;
u32 srcB = (color >> 16) & 0x3F;
u32 dstR = dstcolor & 0x3F;
u32 dstG = (dstcolor >> 8) & 0x3F;
u32 dstB = (dstcolor >> 16) & 0x3F;
alpha++;
dstR = ((srcR * alpha) + (dstR * (32-alpha))) >> 5;
dstG = ((srcG * alpha) + (dstG * (32-alpha))) >> 5;
dstB = ((srcB * alpha) + (dstB * (32-alpha))) >> 5;
alpha--;
if (alpha > dstalpha) dstalpha = alpha;
color = dstR | (dstG << 8) | (dstB << 16) | (dstalpha << 24);
}
if (polygon->Attr & (1<<11))
DepthBuffer[pixeladdr] = z;
}
ColorBuffer[pixeladdr] = color;
AttrBuffer[pixeladdr] = attr;
}
rp->XL = rp->SlopeL.Step();
rp->XR = rp->SlopeR.Step();
}
void RenderPolygon(RendererPolygon* rp)
{
Polygon* polygon = rp->PolyData;
int nverts = polygon->NumVertices;
bool isline = false;
@ -639,17 +1030,17 @@ void RenderPolygon(Polygon* polygon)
// draw, line per line
u32 polyalpha = (polygon->Attr >> 16) & 0x1F;
/*u32 polyalpha = (polygon->Attr >> 16) & 0x1F;
bool wireframe = (polyalpha == 0);
bool (*fnDepthTest)(s32 oldz, s32 z);
if (polygon->Attr & (1<<14))
fnDepthTest = DepthTest<true>;
else
fnDepthTest = DepthTest<false>;
fnDepthTest = DepthTest<false>;*/
int lcur = vtop, rcur = vtop;
/*int lcur = vtop, rcur = vtop;
int lnext, rnext;
if (polygon->FacingView)
@ -735,7 +1126,7 @@ void RenderPolygon(Polygon* polygon)
xR = slopeR.Setup(polygon->Vertices[rcur]->FinalPosition[0], polygon->Vertices[rnext]->FinalPosition[0],
polygon->Vertices[rcur]->FinalPosition[1], polygon->Vertices[rnext]->FinalPosition[1],
polygon->FinalW[rcur], polygon->FinalW[rnext], 1);
}
}*/
if (ybot > 192) ybot = 192;
@ -746,7 +1137,8 @@ void RenderPolygon(Polygon* polygon)
for (s32 y = ytop; y < ybot; y++)
{
if (!isline)
RenderPolygonScanline(rp, y);
/*if (!isline)
{
if (y >= polygon->Vertices[lnext]->FinalPosition[1] && lcur != vbot)
{
@ -1031,7 +1423,7 @@ void RenderPolygon(Polygon* polygon)
}
xL = slopeL.Step();
xR = slopeR.Step();
xR = slopeR.Step();*/
}
}
@ -1091,18 +1483,23 @@ void RenderFrame(Vertex* vertices, Polygon* polygons, int npolys)
}
}
for (int i = 0; i < npolys; i++)
{
SetupPolygon(&PolygonList[i], &polygons[i]);
}
// TODO: Y-sorting of translucent polygons
for (int i = 0; i < npolys; i++)
{
if (polygons[i].Translucent) continue;
RenderPolygon(&polygons[i]);
RenderPolygon(&PolygonList[i]);
}
for (int i = 0; i < npolys; i++)
{
if (!polygons[i].Translucent) continue;
RenderPolygon(&polygons[i]);
RenderPolygon(&PolygonList[i]);
}
}