3D/GL: make polygon generation code cleaner, add quicker codepath for triangles (also laying ground for some evil experiment)
also fix stupid bug with line polygons
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a32d997e1c
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de19ce6250
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@ -527,6 +527,46 @@ void SetupPolygon(RendererPolygon* rp, Polygon* polygon)
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}
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}
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u32* SetupVertex(Polygon* poly, int vid, Vertex* vtx, u32 vtxattr, u32* vptr)
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{
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u32 z = poly->FinalZ[vid];
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u32 w = poly->FinalW[vid];
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u32 alpha = (poly->Attr >> 16) & 0x1F;
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// Z should always fit within 16 bits, so it's okay to do this
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u32 zshift = 0;
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while (z > 0xFFFF) { z >>= 1; zshift++; }
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u32 x, y;
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if (ScaleFactor > 1)
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{
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x = (vtx->HiresPosition[0] * ScaleFactor) >> 4;
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y = (vtx->HiresPosition[1] * ScaleFactor) >> 4;
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}
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else
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{
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x = vtx->FinalPosition[0];
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y = vtx->FinalPosition[1];
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}
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*vptr++ = x | (y << 16);
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*vptr++ = z | (w << 16);
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*vptr++ = (vtx->FinalColor[0] >> 1) |
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((vtx->FinalColor[1] >> 1) << 8) |
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((vtx->FinalColor[2] >> 1) << 16) |
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(alpha << 24);
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*vptr++ = (u16)vtx->TexCoords[0] | ((u16)vtx->TexCoords[1] << 16);
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*vptr++ = vtxattr | (zshift << 16);
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*vptr++ = poly->TexParam;
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*vptr++ = poly->TexPalette;
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return vptr;
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}
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void BuildPolygons(RendererPolygon* polygons, int npolys)
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{
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u32* vptr = &VertexBuffer[0];
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@ -564,43 +604,16 @@ void BuildPolygons(RendererPolygon* polygons, int npolys)
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{
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Vertex* vtx = poly->Vertices[j];
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u32 z = poly->FinalZ[j];
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u32 w = poly->FinalW[j];
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// Z should always fit within 16 bits, so it's okay to do this
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u32 zshift = 0;
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while (z > 0xFFFF) { z >>= 1; zshift++; }
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u32 x, y;
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if (ScaleFactor > 1)
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{
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x = (vtx->HiresPosition[0] * ScaleFactor) >> 4;
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y = (vtx->HiresPosition[1] * ScaleFactor) >> 4;
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}
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else
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{
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x = vtx->FinalPosition[0];
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y = vtx->FinalPosition[1];
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}
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if (j > 0)
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{
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if (lastx == x && lasty == y) continue;
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if (lastx == vtx->FinalPosition[0] &&
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lasty == vtx->FinalPosition[1]) continue;
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}
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*vptr++ = x | (y << 16);
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*vptr++ = z | (w << 16);
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lastx = vtx->FinalPosition[0];
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lasty = vtx->FinalPosition[1];
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*vptr++ = (vtx->FinalColor[0] >> 1) |
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((vtx->FinalColor[1] >> 1) << 8) |
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((vtx->FinalColor[2] >> 1) << 16) |
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(alpha << 24);
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*vptr++ = (u16)vtx->TexCoords[0] | ((u16)vtx->TexCoords[1] << 16);
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*vptr++ = vtxattr | (zshift << 16);
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*vptr++ = poly->TexParam;
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*vptr++ = poly->TexPalette;
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vptr = SetupVertex(poly, j, vtx, vtxattr, vptr);
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*iptr++ = vidx;
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rp->NumIndices++;
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@ -610,6 +623,24 @@ void BuildPolygons(RendererPolygon* polygons, int npolys)
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if (nout >= 2) break;
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}
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}
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else if (poly->NumVertices == 3) // regular triangle
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{
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rp->PrimType = GL_TRIANGLES;
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for (int j = 0; j < 3; j++)
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{
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Vertex* vtx = poly->Vertices[j];
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vptr = SetupVertex(poly, j, vtx, vtxattr, vptr);
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vidx++;
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}
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// build a triangle
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*iptr++ = vidx_first;
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*iptr++ = vidx - 2;
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*iptr++ = vidx - 1;
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rp->NumIndices += 3;
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}
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else
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{
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rp->PrimType = GL_TRIANGLES;
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@ -618,38 +649,7 @@ void BuildPolygons(RendererPolygon* polygons, int npolys)
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{
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Vertex* vtx = poly->Vertices[j];
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u32 z = poly->FinalZ[j];
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u32 w = poly->FinalW[j];
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// Z should always fit within 16 bits, so it's okay to do this
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u32 zshift = 0;
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while (z > 0xFFFF) { z >>= 1; zshift++; }
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u32 x, y;
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if (ScaleFactor > 1)
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{
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x = (vtx->HiresPosition[0] * ScaleFactor) >> 4;
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y = (vtx->HiresPosition[1] * ScaleFactor) >> 4;
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}
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else
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{
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x = vtx->FinalPosition[0];
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y = vtx->FinalPosition[1];
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}
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*vptr++ = x | (y << 16);
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*vptr++ = z | (w << 16);
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*vptr++ = (vtx->FinalColor[0] >> 1) |
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((vtx->FinalColor[1] >> 1) << 8) |
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((vtx->FinalColor[2] >> 1) << 16) |
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(alpha << 24);
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*vptr++ = (u16)vtx->TexCoords[0] | ((u16)vtx->TexCoords[1] << 16);
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*vptr++ = vtxattr | (zshift << 16);
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*vptr++ = poly->TexParam;
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*vptr++ = poly->TexPalette;
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vptr = SetupVertex(poly, j, vtx, vtxattr, vptr);
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if (j >= 2)
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{
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