w is used on hw
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@ -974,31 +974,41 @@ void GPU3D::SubmitPolygon() noexcept
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v2 = &TempVertexBuffer[2];
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v2 = &TempVertexBuffer[2];
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v3 = &TempVertexBuffer[3];
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v3 = &TempVertexBuffer[3];
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s32 vector[4];
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s32 vector[6];
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vector[0] = v0->Position[0] - v2->Position[0];
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vector[0] = v0->Position[0] - v2->Position[0];
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vector[1] = v0->Position[1] - v2->Position[1];
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vector[1] = v0->Position[1] - v2->Position[1];
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vector[2] = v1->Position[0] - v2->Position[0];
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vector[2] = v0->Position[3] - v2->Position[3];
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vector[3] = v1->Position[1] - v2->Position[1];
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vector[3] = v1->Position[0] - v2->Position[0];
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vector[4] = v1->Position[1] - v2->Position[1];
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vector[5] = v1->Position[3] - v2->Position[3];
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bool facingview;
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bool facingview;
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if ((vector[0] | vector[1]) == 0 || (vector[2] | vector[3]) == 0) [[unlikely]] // if either vector is 0 the polygon is accepted and treated as front facing.
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if ((vector[0] | vector[1] | vector[2]) == 0 || (vector[3] | vector[4] | vector[5]) == 0) [[unlikely]] // if either vector is 0 the polygon is accepted and treated as front facing.
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{
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{
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facingview = true;
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facingview = true;
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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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// calculate z component of cross product
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// calculate z component of cross product
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s64 cross = ((s64)vector[0] * vector[3]) - ((s64)vector[1] * vector[2]);
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s64 crossx = ((s64)vector[1] * vector[5]) - ((s64)vector[2] * vector[4]);
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s64 crossy = ((s64)vector[2] * vector[3]) - ((s64)vector[0] * vector[5]);
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s64 crossz = ((s64)vector[0] * vector[4]) - ((s64)vector[1] * vector[3]);
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crossx *= v2->Position[0];
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crossy *= v2->Position[1];
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crossz *= v2->Position[3];
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s64 dot = crossx + crossy + crossz;
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// set a flag for the rasterizer used for:
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// set a flag for the rasterizer used for:
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// unwinding vertices
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// unwinding vertices
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// determining whether slopes are swapped
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// determining whether slopes are swapped
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// the less than depth test's == special case
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// the less than depth test's == special case
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facingview = (cross >= 0);
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facingview = (dot >= 0);
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// cull polygon if corresponding render flag isn't set
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// cull polygon if corresponding render flag isn't set
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if (((cross >= 0) && (CurPolygonAttr & (1<<7))) || // front facing
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if (((dot >= 0) && (CurPolygonAttr & (1<<7))) || // front facing
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((cross <= 0) && (CurPolygonAttr & (1<<6)))); // back facing
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((dot <= 0) && (CurPolygonAttr & (1<<6)))); // back facing
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else
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else
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{
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{
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LastStripPolygon = NULL;
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LastStripPolygon = NULL;
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