Fix Incorrect Polygon Swapping Behavior and Implement Correct Rules for Shifting Right Edges Left (#1816)
* fix polygons being swapped incorrectly "borrowed" this from noods needs verification that the >= and <= signs aren't actually supposed to be > and < * proper rules for moving vertical right slopes left * nvm most of that was actually pointless that's on me for not checking
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@ -1067,7 +1067,7 @@ void SubmitPolygon()
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dot = ((s64)v1->Position[0] * normalX) + ((s64)v1->Position[1] * normalY) + ((s64)v1->Position[3] * normalZ);
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dot = ((s64)v1->Position[0] * normalX) + ((s64)v1->Position[1] * normalY) + ((s64)v1->Position[3] * normalZ);
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bool facingview = (dot < 0);
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bool facingview = (dot <= 0);
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if (facingview)
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if (facingview)
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{
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{
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@ -742,6 +742,11 @@ void SoftRenderer::RenderShadowMaskScanline(RendererPolygon* rp, s32 y)
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s32 zl = rp->SlopeL.Interp.InterpolateZ(polygon->FinalZ[rp->CurVL], polygon->FinalZ[rp->NextVL], polygon->WBuffer);
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s32 zl = rp->SlopeL.Interp.InterpolateZ(polygon->FinalZ[rp->CurVL], polygon->FinalZ[rp->NextVL], polygon->WBuffer);
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s32 zr = rp->SlopeR.Interp.InterpolateZ(polygon->FinalZ[rp->CurVR], polygon->FinalZ[rp->NextVR], polygon->WBuffer);
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s32 zr = rp->SlopeR.Interp.InterpolateZ(polygon->FinalZ[rp->CurVR], polygon->FinalZ[rp->NextVR], polygon->WBuffer);
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// right vertical edges are pushed 1px to the left as long as either:
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// the left edge slope is not 0, or the span is not 0 pixels wide, and it is not at the leftmost pixel of the screen
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if (rp->SlopeR.Increment==0 && (rp->SlopeL.Increment!=0 || xstart != xend) && (xend != 0))
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xend--;
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// if the left and right edges are swapped, render backwards.
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// if the left and right edges are swapped, render backwards.
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if (xstart > xend)
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if (xstart > xend)
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{
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{
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@ -955,6 +960,11 @@ void SoftRenderer::RenderPolygonScanline(RendererPolygon* rp, s32 y)
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s32 zl = rp->SlopeL.Interp.InterpolateZ(polygon->FinalZ[rp->CurVL], polygon->FinalZ[rp->NextVL], polygon->WBuffer);
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s32 zl = rp->SlopeL.Interp.InterpolateZ(polygon->FinalZ[rp->CurVL], polygon->FinalZ[rp->NextVL], polygon->WBuffer);
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s32 zr = rp->SlopeR.Interp.InterpolateZ(polygon->FinalZ[rp->CurVR], polygon->FinalZ[rp->NextVR], polygon->WBuffer);
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s32 zr = rp->SlopeR.Interp.InterpolateZ(polygon->FinalZ[rp->CurVR], polygon->FinalZ[rp->NextVR], polygon->WBuffer);
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// right vertical edges are pushed 1px to the left as long as either:
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// the left edge slope is not 0, or the span is not 0 pixels wide, and it is not at the leftmost pixel of the screen
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if (rp->SlopeR.Increment==0 && (rp->SlopeL.Increment!=0 || xstart != xend) && (xend != 0))
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xend--;
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// if the left and right edges are swapped, render backwards.
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// if the left and right edges are swapped, render backwards.
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// on hardware, swapped edges seem to break edge length calculation,
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// on hardware, swapped edges seem to break edge length calculation,
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@ -233,16 +233,8 @@ private:
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s32 SetupDummy(s32 x0)
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s32 SetupDummy(s32 x0)
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{
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{
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if (side)
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dx = 0;
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{
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dx = -0x40000;
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x0--;
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}
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else
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{
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dx = 0;
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}
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this->x0 = x0;
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this->x0 = x0;
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this->xmin = x0;
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this->xmin = x0;
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this->xmax = x0;
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this->xmax = x0;
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@ -278,7 +270,6 @@ private:
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else
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else
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{
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{
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this->xmin = x0;
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this->xmin = x0;
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if (side) this->xmin--;
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this->xmax = this->xmin;
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this->xmax = this->xmin;
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this->Negative = false;
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this->Negative = false;
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}
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}
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@ -309,7 +300,7 @@ private:
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if (XMajor) dx = Negative ? (0x20000 + 0x40000) : (Increment - 0x20000);
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if (XMajor) dx = Negative ? (0x20000 + 0x40000) : (Increment - 0x20000);
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else if (Increment != 0) dx = Negative ? 0x40000 : 0;
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else if (Increment != 0) dx = Negative ? 0x40000 : 0;
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else dx = -0x40000;
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else dx = 0;
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}
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}
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else
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else
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{
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{
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