melonDS/GPU3D_Soft.cpp

195 lines
5.0 KiB
C++

/*
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 <stdio.h>
#include <string.h>
#include "NDS.h"
#include "GPU3D.h"
namespace GPU3D
{
namespace SoftRenderer
{
u8 ColorBuffer[256*192 * 4];
bool Init()
{
return true;
}
void DeInit()
{
//
}
void Reset()
{
memset(ColorBuffer, 0, 256*192 * 4);
}
void RenderPolygon(Polygon* polygon)
{
int nverts = polygon->NumVertices;
int vtop, vbot;
s32 ytop = 191, ybot = 0;
s32 scrcoords[10][3];
// find the topmost and bottommost vertices of the polygon
for (int i = 0; i < nverts; i++)
{
Vertex* vtx = polygon->Vertices[i];
s32 scrX = (((vtx->Position[0] + 0x1000) * Viewport[2]) >> 13) + Viewport[0];
s32 scrY = (((vtx->Position[1] + 0x1000) * Viewport[3]) >> 13) + Viewport[1];
if (scrX > 255) scrX = 255;
if (scrY > 191) scrY = 191;
scrcoords[i][0] = scrX;
scrcoords[i][1] = 191 - scrY;
scrcoords[i][2] = 0; // TODO: Z
if (scrcoords[i][1] < ytop)
{
ytop = scrcoords[i][1];
vtop = i;
}
if (scrcoords[i][1] > ybot)
{
ybot = scrcoords[i][1];
vbot = i;
}
}
// draw, line per line
int lcur = vtop, rcur = vtop;
int lnext, rnext;
s32 lstep, rstep;
//s32 xmin, xmax;
lnext = lcur + 1;
if (lnext >= nverts) lnext = 0;
rnext = rcur - 1;
if (rnext < 0) rnext = nverts - 1;
/*if ((scrcoords[lnext][1] - scrcoords[lcur][1]) == 0) lstep = 0; else
lstep = ((scrcoords[lnext][0] - scrcoords[lcur][0]) << 12) / (scrcoords[lnext][1] - scrcoords[lcur][1]);
if ((scrcoords[rnext][1] - scrcoords[rcur][1]) == 0) rstep = 0; else
rstep = ((scrcoords[rnext][0] - scrcoords[rcur][0]) << 12) / (scrcoords[rnext][1] - scrcoords[rcur][1]);*/
//xmin = scrcoords[lcur][0] << 12;
//xmax = scrcoords[rcur][0] << 12;
for (s32 y = ytop; y <= ybot; y++)
{
if (y == scrcoords[lnext][1] && y < ybot)
{
lcur++;
if (lcur >= nverts) lcur = 0;
lnext = lcur + 1;
if (lnext >= nverts) lnext = 0;
//lstep = ((scrcoords[lnext][0] - scrcoords[lcur][0]) << 12) / (scrcoords[lnext][1] - scrcoords[lcur][1]);
//xmin = scrcoords[lcur][0] << 12;
}
if (y == scrcoords[rnext][1] && y < ybot)
{
rcur--;
if (rcur < 0) rcur = nverts - 1;
rnext = rcur - 1;
if (rnext < 0) rnext = nverts - 1;
//rstep = ((scrcoords[rnext][0] - scrcoords[rcur][0]) << 12) / (scrcoords[rnext][1] - scrcoords[rcur][1]);
//xmax = scrcoords[rcur][0] << 12;
}
s32 lfactor, rfactor;
if (scrcoords[lnext][1] == scrcoords[lcur][1])
lfactor = 0;
else
lfactor = ((y - scrcoords[lcur][1]) << 12) / (scrcoords[lnext][1] - scrcoords[lcur][1]);
if (scrcoords[rnext][1] == scrcoords[rcur][1])
rfactor = 0;
else
rfactor = ((y - scrcoords[rcur][1]) << 12) / (scrcoords[rnext][1] - scrcoords[rcur][1]);
s32 xmin = scrcoords[lcur][0] + (((scrcoords[lnext][0] - scrcoords[lcur][0]) * lfactor) >> 12);
s32 xmax = scrcoords[rcur][0] + (((scrcoords[rnext][0] - scrcoords[rcur][0]) * rfactor) >> 12);
for (s32 x = xmin; x <= xmax; x++)
{
u8* pixel = &ColorBuffer[((256*y) + x) * 4];
pixel[0] = 0;
pixel[1] = 63;
pixel[2] = 0;
pixel[3] = 31;
}
}
// test
/*for (int i = 0; i < nverts; i++)
{
Vertex* vtx = polygon->Vertices[i];
s32 scrX = (((vtx->Position[0] + 0x1000) * Viewport[2]) >> 13) + Viewport[0];
s32 scrY = (((vtx->Position[1] + 0x1000) * Viewport[3]) >> 13) + Viewport[1];
if (scrX > 255) scrX = 255;
if (scrY > 191) scrY = 191;
u8* pixel = &ColorBuffer[((256*scrY) + scrX) * 4];
pixel[0] = 0;
pixel[1] = 63;
pixel[2] = 0;
pixel[3] = 31;
}*/
}
void RenderFrame(Vertex* vertices, Polygon* polygons, int npolys)
{
// TODO: render translucent polygons last
for (int i = 0; i < 256*192; i++)
{
((u32*)ColorBuffer)[i] = 0x1F000000;
}
for (int i = 0; i < npolys; i++)
{
RenderPolygon(&polygons[i]);
}
}
u8* GetLine(int line)
{
return &ColorBuffer[line * 256 * 4];
}
}
}