fix Z-buffering. not really clean, and not perfectly accurate.

This commit is contained in:
StapleButter 2017-04-29 00:20:04 +02:00
parent 2273bd2ea4
commit da31af9202
3 changed files with 10 additions and 9 deletions

View File

@ -839,6 +839,7 @@ void SubmitPolygon()
poly->YTop = ytop; poly->YBottom = ybot;
poly->XTop = xtop; poly->XBottom = xbot;
poly->WShift = wshift;
poly->WBuffer = (FlushAttributes & 0x2);
for (int i = 0; i < nverts; i++)
{
@ -849,7 +850,6 @@ void SubmitPolygon()
if (FlushAttributes & 0x2)
z = w << wshift;
else
//z = vtx->Position[2]+0x7FFFFF;//((vtx->Position[2] + (w<<wshift)) * 0x1000) / (w<<(wshift+1));
z = (((s64)vtx->Position[2] * 0x800000) / (w << wshift)) + 0x7FFEFF;
// checkme

View File

@ -46,6 +46,7 @@ typedef struct
s32 FinalZ[10];
s32 FinalW[10];
u8 WShift;
bool WBuffer;
u32 Attr;
u32 TexParam;

View File

@ -129,14 +129,14 @@ public:
return y0 + (((y1 - y0) * x) / xdiff);
}
s32 InterpolateZ(s32 y0, s32 y1)
s32 InterpolateZ(s32 z0, s32 z1, bool wbuffer)
{
if (xdiff == 0) return y0;
if (xdiff == 0) return z0;
if (wdiff != 0)
return y0 + (((s64)(y1 - y0) * yfactor) >> shift);
if ((wdiff != 0) && wbuffer)
return z0 + (((s64)(z1 - z0) * yfactor) >> shift);
else
return y0 + (((s64)(y1 - y0) * x) / xdiff);
return z0 + (((s64)(z1 - z0) * x) / xdiff);
}
private:
@ -806,8 +806,8 @@ void RenderPolygon(Polygon* polygon)
s32 wl = slopeL.Interp.Interpolate(polygon->FinalW[lcur], polygon->FinalW[lnext]);
s32 wr = slopeR.Interp.Interpolate(polygon->FinalW[rcur], polygon->FinalW[rnext]);
s32 zl = slopeL.Interp.InterpolateZ(polygon->FinalZ[lcur], polygon->FinalZ[lnext]);
s32 zr = slopeR.Interp.InterpolateZ(polygon->FinalZ[rcur], polygon->FinalZ[rnext]);
s32 zl = slopeL.Interp.InterpolateZ(polygon->FinalZ[lcur], polygon->FinalZ[lnext], polygon->WBuffer);
s32 zr = slopeR.Interp.InterpolateZ(polygon->FinalZ[rcur], polygon->FinalZ[rnext], polygon->WBuffer);
// if the left and right edges are swapped, render backwards.
// note: we 'forget' to swap the xmajor flags, on purpose
@ -928,7 +928,7 @@ void RenderPolygon(Polygon* polygon)
interpX.SetX(x);
s32 z = interpX.InterpolateZ(zl, zr);
s32 z = interpX.InterpolateZ(zl, zr, polygon->WBuffer);
if (polygon->IsShadowMask)
{