/* Copyright 2016-2017 StapleButter This file is part of melonDS. melonDS is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. melonDS is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with melonDS. If not, see http://www.gnu.org/licenses/. */ #include #include #include "NDS.h" #include "GPU3D.h" namespace GPU3D { namespace SoftRenderer { u8 ColorBuffer[256*192 * 4]; u32 DepthBuffer[256*192]; bool Init() { return true; } void DeInit() { // } void Reset() { memset(ColorBuffer, 0, 256*192 * 4); memset(DepthBuffer, 0, 256*192 * 4); } void RenderPixel(u32 attr, s32 x, s32 y, s32 z, u8 vr, u8 vg, u8 vb) { u32* depth = &DepthBuffer[(256*y) + x]; bool passdepth = false; if (attr & (1<<14)) { s32 diff = *depth - z; if ((u32)(diff + 0x200) <= 0x400) passdepth = true; } else if (z < *depth) passdepth = true; if (!passdepth) return; u8* pixel = &ColorBuffer[((256*y) + x) * 4]; pixel[0] = vr; pixel[1] = vg; pixel[2] = vb; pixel[3] = 31; // TODO: alpha // TODO: optional update for translucent pixels *depth = z; } void RenderPolygon(Polygon* polygon) { int nverts = polygon->NumVertices; int vtop = 0, vbot = 0; s32 ytop = 191, ybot = 0; // process the vertices, transform to screen coordinates // find the topmost and bottommost vertices of the polygon for (int i = 0; i < nverts; i++) { Vertex* vtx = polygon->Vertices[i]; if (!vtx->ViewportTransformDone) { s32 posX, posY, posZ, posW; s32 w = vtx->Position[3]; if (w == 0) { posX = 0; posY = 0; posZ = 0; posW = 0x1000; } else { posX = ((s64)vtx->Position[0] << 12) / w; posY = ((s64)vtx->Position[1] << 12) / w; // TODO: W-buffering posZ = (((s64)vtx->Position[2] * 0x800000) / w) + 0x7FFCFF; posW = w; } s32 scrX = (((posX + 0x1000) * Viewport[2]) >> 13) + Viewport[0]; s32 scrY = (((posY + 0x1000) * Viewport[3]) >> 13) + Viewport[1]; if (scrX < 0) scrX = 0; else if (scrX > 255) scrX = 255; if (scrY < 0) scrY = 0; else if (scrY > 191) scrY = 191; if (posZ < 0) posZ = 0; else if (posZ > 0xFFFFFF) posZ = 0xFFFFFF; vtx->FinalPosition[0] = scrX; vtx->FinalPosition[1] = 191 - scrY; vtx->FinalPosition[2] = posZ; vtx->FinalPosition[3] = posW; vtx->FinalColor[0] = vtx->Color[0] ? ((vtx->Color[0] << 4) + 0xF) : 0; vtx->FinalColor[1] = vtx->Color[1] ? ((vtx->Color[1] << 4) + 0xF) : 0; vtx->FinalColor[2] = vtx->Color[2] ? ((vtx->Color[2] << 4) + 0xF) : 0; vtx->ViewportTransformDone = true; } if (vtx->FinalPosition[1] < ytop) { ytop = vtx->FinalPosition[1]; vtop = i; } if (vtx->FinalPosition[1] > ybot) { ybot = vtx->FinalPosition[1]; vbot = i; } } // draw, line per line int lcur = vtop, rcur = vtop; int lnext, rnext; if (polygon->FacingView) { lnext = lcur + 1; if (lnext >= nverts) lnext = 0; rnext = rcur - 1; if (rnext < 0) rnext = nverts - 1; } else { lnext = lcur - 1; if (lnext < 0) lnext = nverts - 1; rnext = rcur + 1; if (rnext >= nverts) rnext = 0; } for (s32 y = ytop; y <= ybot; y++) { if (y < ybot) { while (y == polygon->Vertices[lnext]->FinalPosition[1]) { lcur = lnext; if (polygon->FacingView) { lnext = lcur + 1; if (lnext >= nverts) lnext = 0; } else { lnext = lcur - 1; if (lnext < 0) lnext = nverts - 1; } if (lcur == vbot) break; } while (y == polygon->Vertices[rnext]->FinalPosition[1]) { rcur = rnext; if (polygon->FacingView) { rnext = rcur - 1; if (rnext < 0) rnext = nverts - 1; } else { rnext = rcur + 1; if (rnext >= nverts) rnext = 0; } if (rcur == vbot) break; } } Vertex* vlcur = polygon->Vertices[lcur]; Vertex* vlnext = polygon->Vertices[lnext]; Vertex* vrcur = polygon->Vertices[rcur]; Vertex* vrnext = polygon->Vertices[rnext]; s32 lfactor, rfactor; if (vlnext->FinalPosition[1] == vlcur->FinalPosition[1]) lfactor = 0; else lfactor = ((y - vlcur->FinalPosition[1]) << 12) / (vlnext->FinalPosition[1] - vlcur->FinalPosition[1]); if (vrnext->FinalPosition[1] == vrcur->FinalPosition[1]) rfactor = 0; else rfactor = ((y - vrcur->FinalPosition[1]) << 12) / (vrnext->FinalPosition[1] - vrcur->FinalPosition[1]); s32 xl = vlcur->FinalPosition[0] + (((vlnext->FinalPosition[0] - vlcur->FinalPosition[0]) * lfactor) >> 12); s32 xr = vrcur->FinalPosition[0] + (((vrnext->FinalPosition[0] - vrcur->FinalPosition[0]) * rfactor) >> 12); if (xl<0 || xr>255) { printf("!! BAD X %d %d\n", xl, xr); continue; // hax } s32 zl = vlcur->FinalPosition[2] + (((s64)(vlnext->FinalPosition[2] -vlcur->FinalPosition[2]) * lfactor) >> 12); s32 zr = vrcur->FinalPosition[2] + (((s64)(vrnext->FinalPosition[2] - vrcur->FinalPosition[2]) * rfactor) >> 12); s32 wl = vlcur->FinalPosition[3] + (((s64)(vlnext->FinalPosition[3] - vlcur->FinalPosition[3]) * lfactor) >> 12); s32 wr = vrcur->FinalPosition[3] + (((s64)(vrnext->FinalPosition[3] - vrcur->FinalPosition[3]) * rfactor) >> 12); s64 perspfactorl1 = ((s64)(0x1000 - lfactor) << 12) / vlcur->FinalPosition[3]; s64 perspfactorl2 = ((s64)lfactor << 12) / vlnext->FinalPosition[3]; s64 perspfactorr1 = ((s64)(0x1000 - rfactor) << 12) / vrcur->FinalPosition[3]; s64 perspfactorr2 = ((s64)rfactor << 12) / vrnext->FinalPosition[3]; if (perspfactorl1 + perspfactorl2 == 0) { perspfactorl1 = 0x1000; perspfactorl2 = 0; } if (perspfactorr1 + perspfactorr2 == 0) { perspfactorr1 = 0x1000; perspfactorr2 = 0; } s32 rl = ((perspfactorl1 * vlcur->FinalColor[0]) + (perspfactorl2 * vlnext->FinalColor[0])) / (perspfactorl1 + perspfactorl2); s32 gl = ((perspfactorl1 * vlcur->FinalColor[1]) + (perspfactorl2 * vlnext->FinalColor[1])) / (perspfactorl1 + perspfactorl2); s32 bl = ((perspfactorl1 * vlcur->FinalColor[2]) + (perspfactorl2 * vlnext->FinalColor[2])) / (perspfactorl1 + perspfactorl2); s32 rr = ((perspfactorr1 * vrcur->FinalColor[0]) + (perspfactorr2 * vrnext->FinalColor[0])) / (perspfactorr1 + perspfactorr2); s32 gr = ((perspfactorr1 * vrcur->FinalColor[1]) + (perspfactorr2 * vrnext->FinalColor[1])) / (perspfactorr1 + perspfactorr2); s32 br = ((perspfactorr1 * vrcur->FinalColor[2]) + (perspfactorr2 * vrnext->FinalColor[2])) / (perspfactorr1 + perspfactorr2); s32 xdiv; if (xr == xl) xdiv = 0; else xdiv = 0x1000 / (xr - xl); for (s32 x = xl; x <= xr; x++) { s32 xfactor = (x - xl) * xdiv; s32 z = zl + (((s64)(zr - zl) * xfactor) >> 12); //z = wl + (((s64)(wr - wl) * xfactor) >> 12); //z -= 0x1FF; //if (z < 0) z = 0; s32 perspfactor1 = ((0x1000 - xfactor) << 12) / wl; s32 perspfactor2 = (xfactor << 12) / wr; if (perspfactor1 + perspfactor2 == 0) { perspfactor1 = 0x1000; perspfactor2 = 0; } // possible optimization: only do color interpolation if the depth test passes u32 vr = ((perspfactor1 * rl) + (perspfactor2 * rr)) / (perspfactor1 + perspfactor2); u32 vg = ((perspfactor1 * gl) + (perspfactor2 * gr)) / (perspfactor1 + perspfactor2); u32 vb = ((perspfactor1 * bl) + (perspfactor2 * br)) / (perspfactor1 + perspfactor2); RenderPixel(polygon->Attr, x, y, z, vr>>3, vg>>3, vb>>3); // Z debug /*u8 zerp = (w * 63) / 0xFFFFFF; pixel[0] = zerp; pixel[1] = zerp; pixel[2] = zerp;*/ } } // DEBUG CODE /*for (int i = 0; i < nverts; i++) { s32 x = scrcoords[i][0]; s32 y = scrcoords[i][1]; u8* pixel = &ColorBuffer[((256*y) + x) * 4]; pixel[0] = 63; pixel[1] = 63; pixel[2] = 63; pixel[3] = 31; }*/ } void RenderFrame(Vertex* vertices, Polygon* polygons, int npolys) { // TODO: render translucent polygons last // TODO proper clear color/depth support! for (int i = 0; i < 256*192; i++) { ((u32*)ColorBuffer)[i] = 0x00000000; DepthBuffer[i] = 0xFFFFFF; } for (int i = 0; i < npolys; i++) { /*printf("polygon %d: %d %d %d\n", i, polygons[i].Vertices[0]->Color[0], polygons[i].Vertices[0]->Color[1], polygons[i].Vertices[0]->Color[2]); for (int j = 0; j < polygons[i].NumVertices; j++) printf(" %d: %f %f %f\n", j, polygons[i].Vertices[j]->Position[0]/4096.0f, polygons[i].Vertices[j]->Position[1]/4096.0f, polygons[i].Vertices[j]->Position[2]/4096.0f); */ //printf("polygon %d\n", i); //if (!polygons[i].Vertices[0]->Clipped) continue; //printf("polygon %d\n", i); RenderPolygon(&polygons[i]); } } u8* GetLine(int line) { return &ColorBuffer[line * 256 * 4]; } } }