fixes to 3D rendering. polygons are almost pixel-perfect. clipping still doesn't get colors quite right.
This commit is contained in:
parent
261689d3d1
commit
dadf1eb5a5
37
GPU3D.cpp
37
GPU3D.cpp
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@ -399,7 +399,7 @@ void ClipSegment(Vertex* outbuf, Vertex* vout, Vertex* vin)
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s32 factor_den = factor_num - (vout->Position[3] - (plane*vout->Position[comp]));
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Vertex mid;
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#define INTERPOLATE(var) mid.var = vin->var + (((vout->var - vin->var) * factor_num) / factor_den);
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#define INTERPOLATE(var) mid.var = (vin->var + ((vout->var - vin->var) * factor_num) / factor_den);
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INTERPOLATE(Position[0]);
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INTERPOLATE(Position[1]);
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@ -587,6 +587,15 @@ void SubmitPolygon()
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clippedvertices[1][c++] = vtx;
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}
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for (int i = 0; i < c; i++)
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{
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Vertex* vtx = &clippedvertices[1][i];
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vtx->Color[0] &= ~0xFFF; vtx->Color[0] += 0xFFF;
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vtx->Color[1] &= ~0xFFF; vtx->Color[1] += 0xFFF;
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vtx->Color[2] &= ~0xFFF; vtx->Color[2] += 0xFFF;
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}
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// Y clipping
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nverts = c; c = clipstart;
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@ -643,6 +652,15 @@ void SubmitPolygon()
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clippedvertices[1][c++] = vtx;
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}
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for (int i = 0; i < c; i++)
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{
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Vertex* vtx = &clippedvertices[1][i];
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vtx->Color[0] &= ~0xFFF; vtx->Color[0] += 0xFFF;
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vtx->Color[1] &= ~0xFFF; vtx->Color[1] += 0xFFF;
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vtx->Color[2] &= ~0xFFF; vtx->Color[2] += 0xFFF;
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}
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// Z clipping
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nverts = c; c = clipstart;
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@ -699,6 +717,15 @@ void SubmitPolygon()
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clippedvertices[1][c++] = vtx;
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}
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for (int i = 0; i < c; i++)
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{
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Vertex* vtx = &clippedvertices[1][i];
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vtx->Color[0] &= ~0xFFF; vtx->Color[0] += 0xFFF;
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vtx->Color[1] &= ~0xFFF; vtx->Color[1] += 0xFFF;
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vtx->Color[2] &= ~0xFFF; vtx->Color[2] += 0xFFF;
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}
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if (c == 0)
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{
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LastStripPolygon = NULL;
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@ -767,9 +794,9 @@ void SubmitVertex()
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vertextrans->Position[2] = (vertex[0]*ClipMatrix[2] + vertex[1]*ClipMatrix[6] + vertex[2]*ClipMatrix[10] + vertex[3]*ClipMatrix[14]) >> 12;
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vertextrans->Position[3] = (vertex[0]*ClipMatrix[3] + vertex[1]*ClipMatrix[7] + vertex[2]*ClipMatrix[11] + vertex[3]*ClipMatrix[15]) >> 12;
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vertextrans->Color[0] = VertexColor[0];
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vertextrans->Color[1] = VertexColor[1];
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vertextrans->Color[2] = VertexColor[2];
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vertextrans->Color[0] = (VertexColor[0] << 12) + 0xFFF;
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vertextrans->Color[1] = (VertexColor[1] << 12) + 0xFFF;
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vertextrans->Color[2] = (VertexColor[2] << 12) + 0xFFF;
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vertextrans->Clipped = false;
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vertextrans->ViewportTransformDone = false;
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@ -1408,7 +1435,7 @@ void Write32(u32 addr, u32 val)
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for (;;)
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{
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if ((CurCommand & 0xFF) || (NumCommands == 4))
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if ((CurCommand & 0xFF) || (NumCommands == 4 && CurCommand == 0))
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{
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CmdFIFOEntry entry;
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entry.Command = CurCommand & 0xFF;
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2
GPU3D.h
2
GPU3D.h
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@ -25,7 +25,7 @@ namespace GPU3D
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typedef struct
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{
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s32 Position[4];
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u8 Color[3];
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s32 Color[3];
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bool Clipped;
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@ -78,9 +78,11 @@ void RenderPixel(u32 attr, s32 x, s32 y, s32 z, u8 vr, u8 vg, u8 vb)
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void RenderPolygon(Polygon* polygon)
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{
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int nverts = polygon->NumVertices;
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bool isline = false;
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int vtop = 0, vbot = 0;
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s32 ytop = 191, ybot = 0;
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s32 ytop = 192, ybot = 0;
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s32 xtop = 256, xbot = 0;
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// process the vertices, transform to screen coordinates
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// find the topmost and bottommost vertices of the polygon
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@ -112,34 +114,36 @@ void RenderPolygon(Polygon* polygon)
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}
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s32 scrX = (((posX + 0x1000) * Viewport[2]) >> 13) + Viewport[0];
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s32 scrY = (((posY + 0x1000) * Viewport[3]) >> 13) + Viewport[1];
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s32 scrY = ((0x180000 - ((posY + 0x1000) * Viewport[3])) >> 13) + Viewport[1];
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if (scrX < 0) scrX = 0;
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else if (scrX > 255) scrX = 255;
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else if (scrX > 256) scrX = 256;
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if (scrY < 0) scrY = 0;
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else if (scrY > 191) scrY = 191;
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else if (scrY > 192) scrY = 192;
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if (posZ < 0) posZ = 0;
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else if (posZ > 0xFFFFFF) posZ = 0xFFFFFF;
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vtx->FinalPosition[0] = scrX;
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vtx->FinalPosition[1] = 191 - scrY;
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vtx->FinalPosition[1] = scrY;
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vtx->FinalPosition[2] = posZ;
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vtx->FinalPosition[3] = posW;
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vtx->FinalColor[0] = vtx->Color[0] ? ((vtx->Color[0] << 4) + 0xF) : 0;
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vtx->FinalColor[1] = vtx->Color[1] ? ((vtx->Color[1] << 4) + 0xF) : 0;
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vtx->FinalColor[2] = vtx->Color[2] ? ((vtx->Color[2] << 4) + 0xF) : 0;
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vtx->FinalColor[0] = vtx->Color[0] ? (((vtx->Color[0] >> 12) << 4) + 0xF) : 0;
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vtx->FinalColor[1] = vtx->Color[1] ? (((vtx->Color[1] >> 12) << 4) + 0xF) : 0;
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vtx->FinalColor[2] = vtx->Color[2] ? (((vtx->Color[2] >> 12) << 4) + 0xF) : 0;
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vtx->ViewportTransformDone = true;
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}
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if (vtx->FinalPosition[1] < ytop)
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if (vtx->FinalPosition[1] < ytop || (vtx->FinalPosition[1] == ytop && vtx->FinalPosition[0] < xtop))
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{
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xtop = vtx->FinalPosition[0];
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ytop = vtx->FinalPosition[1];
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vtop = i;
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}
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if (vtx->FinalPosition[1] > ybot)
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if (vtx->FinalPosition[1] > ybot || (vtx->FinalPosition[1] == ybot && vtx->FinalPosition[0] > xbot))
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{
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xbot = vtx->FinalPosition[0];
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ybot = vtx->FinalPosition[1];
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vbot = i;
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}
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@ -150,6 +154,28 @@ void RenderPolygon(Polygon* polygon)
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int lcur = vtop, rcur = vtop;
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int lnext, rnext;
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if (ybot == ytop)
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{
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ybot++;
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isline = true;
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vtop = 0; vbot = 0;
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xtop = 256; xbot = 0;
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int i;
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i = 1;
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if (polygon->Vertices[i]->FinalPosition[0] < polygon->Vertices[vtop]->FinalPosition[0]) vtop = i;
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if (polygon->Vertices[i]->FinalPosition[0] > polygon->Vertices[vbot]->FinalPosition[0]) vbot = i;
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i = nverts - 1;
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if (polygon->Vertices[i]->FinalPosition[0] < polygon->Vertices[vtop]->FinalPosition[0]) vtop = i;
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if (polygon->Vertices[i]->FinalPosition[0] > polygon->Vertices[vbot]->FinalPosition[0]) vbot = i;
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lcur = vtop; lnext = vtop;
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rcur = vbot; rnext = vbot;
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}
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else
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{
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if (polygon->FacingView)
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{
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lnext = lcur + 1;
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@ -164,12 +190,15 @@ void RenderPolygon(Polygon* polygon)
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rnext = rcur + 1;
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if (rnext >= nverts) rnext = 0;
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}
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}
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for (s32 y = ytop; y <= ybot; y++)
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for (s32 y = ytop; y < ybot; y++)
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{
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if (y < ybot)
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if (y > 191) break;
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if (!isline)
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{
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while (y == polygon->Vertices[lnext]->FinalPosition[1])
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while (y >= polygon->Vertices[lnext]->FinalPosition[1] && lcur != vbot)
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{
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lcur = lnext;
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@ -183,11 +212,9 @@ void RenderPolygon(Polygon* polygon)
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lnext = lcur - 1;
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if (lnext < 0) lnext = nverts - 1;
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}
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if (lcur == vbot) break;
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}
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while (y == polygon->Vertices[rnext]->FinalPosition[1])
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while (y >= polygon->Vertices[rnext]->FinalPosition[1] && rcur != vbot)
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{
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rcur = rnext;
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@ -201,8 +228,6 @@ void RenderPolygon(Polygon* polygon)
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rnext = rcur + 1;
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if (rnext >= nverts) rnext = 0;
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}
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if (rcur == vbot) break;
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}
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}
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@ -226,7 +251,20 @@ void RenderPolygon(Polygon* polygon)
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s32 xl = vlcur->FinalPosition[0] + (((vlnext->FinalPosition[0] - vlcur->FinalPosition[0]) * lfactor) >> 12);
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s32 xr = vrcur->FinalPosition[0] + (((vrnext->FinalPosition[0] - vrcur->FinalPosition[0]) * rfactor) >> 12);
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if (xl<0 || xr>255)
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if (xl > xr) // TODO: handle it in a more elegant way
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{
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Vertex* vtmp;
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s32 tmp;
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vtmp = vlcur; vlcur = vrcur; vrcur = vtmp;
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vtmp = vlnext; vlnext = vrnext; vrnext = vtmp;
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tmp = lfactor; lfactor = rfactor; rfactor = tmp;
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tmp = xl; xl = xr; xr = tmp;
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}
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if (xl<0 || xr>256)
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{
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printf("!! BAD X %d %d\n", xl, xr);
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continue; // hax
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@ -262,13 +300,10 @@ void RenderPolygon(Polygon* polygon)
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s32 gr = ((perspfactorr1 * vrcur->FinalColor[1]) + (perspfactorr2 * vrnext->FinalColor[1])) / (perspfactorr1 + perspfactorr2);
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s32 br = ((perspfactorr1 * vrcur->FinalColor[2]) + (perspfactorr2 * vrnext->FinalColor[2])) / (perspfactorr1 + perspfactorr2);
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s32 xdiv;
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if (xr == xl)
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xdiv = 0;
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else
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xdiv = 0x1000 / (xr - xl);
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if (xr == xl) xr++;
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s32 xdiv = 0x1000 / (xr - xl);
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for (s32 x = xl; x <= xr; x++)
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for (s32 x = xl; x < xr; x++)
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{
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s32 xfactor = (x - xl) * xdiv;
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@ -1,5 +1,5 @@
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# depslib dependency file v1.0
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1487292827 source:c:\documents\sources\melonds\main.cpp
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1487356459 source:c:\documents\sources\melonds\main.cpp
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<stdio.h>
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<windows.h>
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"NDS.h"
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@ -10,7 +10,7 @@
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1481161027 c:\documents\sources\melonds\types.h
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1487349286 source:c:\documents\sources\melonds\nds.cpp
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1487609259 source:c:\documents\sources\melonds\nds.cpp
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<stdio.h>
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<string.h>
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"NDS.h"
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@ -146,16 +146,16 @@
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"NDS.h"
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"NDSCart.h"
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1487356069 c:\documents\sources\melonds\gpu3d.h
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1487610598 c:\documents\sources\melonds\gpu3d.h
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1487354054 source:c:\documents\sources\melonds\gpu3d.cpp
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1487612707 source:c:\documents\sources\melonds\gpu3d.cpp
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<stdio.h>
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<string.h>
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"NDS.h"
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"GPU.h"
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"FIFO.h"
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1487300658 source:c:\documents\sources\melonds\gpu3d_soft.cpp
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1487611069 source:c:\documents\sources\melonds\gpu3d_soft.cpp
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<stdio.h>
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<string.h>
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"NDS.h"
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