605 lines
19 KiB
C++
605 lines
19 KiB
C++
/*
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Copyright 2016-2017 StapleButter
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This file is part of melonDS.
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melonDS is free software: you can redistribute it and/or modify it under
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the terms of the GNU General Public License as published by the Free
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Software Foundation, either version 3 of the License, or (at your option)
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any later version.
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melonDS is distributed in the hope that it will be useful, but WITHOUT ANY
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WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with melonDS. If not, see http://www.gnu.org/licenses/.
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*/
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#include <stdio.h>
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#include <string.h>
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#include "NDS.h"
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#include "GPU.h"
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namespace GPU3D
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{
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namespace SoftRenderer
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{
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u32 ColorBuffer[256*192];
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u32 DepthBuffer[256*192];
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bool Init()
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{
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return true;
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}
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void DeInit()
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{
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//
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}
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void Reset()
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{
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memset(ColorBuffer, 0, 256*192 * 4);
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memset(DepthBuffer, 0, 256*192 * 4);
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}
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void TextureLookup(u32 texparam, u32 texpal, s16 s, s16 t, u8* r, u8* g, u8* b)
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{
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u32 vramaddr = (texparam & 0xFFFF) << 3;
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u32 width = 8 << ((texparam >> 20) & 0x7);
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u32 height = 8 << ((texparam >> 23) & 0x7);
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s >>= 4;
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t >>= 4;
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// texture wrapping
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// TODO: optimize this somehow
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if (texparam & (1<<16))
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{
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if (texparam & (1<<18))
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{
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if (s & width) s = (width-1) - (s & (width-1));
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else s = (s & (width-1));
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}
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else
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s &= width-1;
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}
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else
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{
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if (s < 0) s = 0;
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else if (s >= width) s = width-1;
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}
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if (texparam & (1<<17))
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{
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if (texparam & (1<<19))
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{
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if (t & height) t = (height-1) - (t & (height-1));
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else t = (t & (height-1));
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}
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else
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t &= height-1;
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}
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else
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{
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if (t < 0) t = 0;
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else if (t >= height) t = height-1;
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}
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switch ((texparam >> 26) & 0x7)
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{
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case 3: // 16-color
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{
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vramaddr += (((t * width) + s) >> 1);
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u8 pixel = GPU::ReadVRAM_Texture<u8>(vramaddr);
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if (s & 0x1) pixel >>= 4;
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else pixel &= 0xF;
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texpal <<= 4;
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u16 color = GPU::ReadVRAM_TexPal<u16>(texpal + (pixel<<1));
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*r = (color << 1) & 0x3E; if (*r) *r++;
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*g = (color >> 4) & 0x3E; if (*g) *g++;
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*b = (color >> 9) & 0x3E; if (*b) *b++;
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}
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break;
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case 4: // 256-color
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{
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vramaddr += ((t * width) + s);
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u8 pixel = GPU::ReadVRAM_Texture<u8>(vramaddr);
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texpal <<= 4;
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u16 color = GPU::ReadVRAM_TexPal<u16>(texpal + (pixel<<1));
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*r = (color << 1) & 0x3E; if (*r) *r++;
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*g = (color >> 4) & 0x3E; if (*g) *g++;
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*b = (color >> 9) & 0x3E; if (*b) *b++;
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}
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break;
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case 7: // direct color
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{
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vramaddr += (((t * width) + s) << 1);
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u16 color = GPU::ReadVRAM_Texture<u16>(vramaddr);
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*r = (color << 1) & 0x3E; if (*r) *r++;
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*g = (color >> 4) & 0x3E; if (*g) *g++;
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*b = (color >> 9) & 0x3E; if (*b) *b++;
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}
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break;
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case 5: // compressed
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{
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vramaddr += ((t & 0x3FC) * (width>>2)) + (s & 0x3FC);
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vramaddr += (t & 0x3);
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u32 slot1addr = 0x20000 + ((vramaddr & 0x1FFFC) >> 1);
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if (vramaddr >= 0x40000)
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slot1addr += 0x10000;
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u8 val = GPU::ReadVRAM_Texture<u8>(vramaddr);
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val >>= (2 * (s & 0x3));
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u16 palinfo = GPU::ReadVRAM_Texture<u16>(slot1addr);
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u32 paloffset = (palinfo & 0x3FFF) << 2;
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texpal <<= 4;
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u16 color;
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switch (val & 0x3)
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{
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case 0:
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color = GPU::ReadVRAM_TexPal<u16>(texpal + paloffset);
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break;
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case 1:
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color = GPU::ReadVRAM_TexPal<u16>(texpal + paloffset + 2);
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break;
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case 2:
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if ((palinfo >> 14) == 1)
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{
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u16 color0 = GPU::ReadVRAM_TexPal<u16>(texpal + paloffset);
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u16 color1 = GPU::ReadVRAM_TexPal<u16>(texpal + paloffset + 2);
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u32 r0 = color0 & 0x001F;
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u32 g0 = color0 & 0x03E0;
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u32 b0 = color0 & 0x7C00;
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u32 r1 = color1 & 0x001F;
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u32 g1 = color1 & 0x03E0;
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u32 b1 = color1 & 0x7C00;
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u32 r = (r0 + r1) >> 1;
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u32 g = ((g0 + g1) >> 1) & 0x03E0;
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u32 b = ((b0 + b1) >> 1) & 0x7C00;
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color = r | g | b;
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}
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else if ((palinfo >> 14) == 3)
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{
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u16 color0 = GPU::ReadVRAM_TexPal<u16>(texpal + paloffset);
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u16 color1 = GPU::ReadVRAM_TexPal<u16>(texpal + paloffset + 2);
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u32 r0 = color0 & 0x001F;
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u32 g0 = color0 & 0x03E0;
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u32 b0 = color0 & 0x7C00;
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u32 r1 = color1 & 0x001F;
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u32 g1 = color1 & 0x03E0;
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u32 b1 = color1 & 0x7C00;
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u32 r = (r0*5 + r1*3) >> 3;
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u32 g = ((g0*5 + g1*3) >> 3) & 0x03E0;
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u32 b = ((b0*5 + b1*3) >> 3) & 0x7C00;
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color = r | g | b;
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}
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else
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color = GPU::ReadVRAM_TexPal<u16>(texpal + paloffset + 4);
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break;
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case 3:
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if ((palinfo >> 14) == 2)
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color = GPU::ReadVRAM_TexPal<u16>(texpal + paloffset + 6);
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else if ((palinfo >> 14) == 3)
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{
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u16 color0 = GPU::ReadVRAM_TexPal<u16>(texpal + paloffset);
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u16 color1 = GPU::ReadVRAM_TexPal<u16>(texpal + paloffset + 2);
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u32 r0 = color0 & 0x001F;
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u32 g0 = color0 & 0x03E0;
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u32 b0 = color0 & 0x7C00;
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u32 r1 = color1 & 0x001F;
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u32 g1 = color1 & 0x03E0;
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u32 b1 = color1 & 0x7C00;
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u32 r = (r0*3 + r1*5) >> 3;
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u32 g = ((g0*3 + g1*5) >> 3) & 0x03E0;
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u32 b = ((b0*3 + b1*5) >> 3) & 0x7C00;
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color = r | g | b;
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}
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else
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color = 0; // TODO transparent!
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break;
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}
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*r = (color << 1) & 0x3E; if (*r) *r++;
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*g = (color >> 4) & 0x3E; if (*g) *g++;
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*b = (color >> 9) & 0x3E; if (*b) *b++;
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}
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break;
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default:
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*r = (s)&0x3F;
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*g = 0;
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*b = (t)&0x3F;
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break;
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}
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}
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void RenderPixel(Polygon* polygon, s32 x, s32 y, s32 z, u8 vr, u8 vg, u8 vb, s16 s, s16 t)
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{
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u32 attr = polygon->Attr;
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u32* color = &ColorBuffer[(256*y) + x];
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u32* depth = &DepthBuffer[(256*y) + x];
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bool passdepth = false;
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if (attr & (1<<14))
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{
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s32 diff = *depth - z;
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if ((u32)(diff + 0x200) <= 0x400)
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passdepth = true;
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}
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else
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if (z < *depth)
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passdepth = true;
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if (!passdepth) return;
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u8 r, g, b;
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if (((polygon->TexParam >> 26) & 0x7) != 0)
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{
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// TODO: also take DISP3DCNT into account
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u8 tr, tg, tb;
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TextureLookup(polygon->TexParam, polygon->TexPalette, s, t, &tr, &tg, &tb);
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// TODO: other blending modes
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/*r = ((tr+1) * (vr+1) - 1) >> 6;
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g = ((tg+1) * (vg+1) - 1) >> 6;
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b = ((tb+1) * (vb+1) - 1) >> 6;*/
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r = tr;
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g = tg;
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b = tb;
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}
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else
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{
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r = vr;
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g = vg;
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b = vb;
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}
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u32 a = 31; // TODO
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*color = r | (g << 8) | (b << 16) | (a << 24);
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// TODO: optional update for translucent pixels
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if (z > 0xFFFFFF) z = 0xFFFFFF;
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*depth = z;
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}
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void RenderPolygon(Polygon* polygon, u32 wbuffer)
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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 = 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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for (int i = 0; i < nverts; i++)
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{
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Vertex* vtx = polygon->Vertices[i];
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if (!vtx->ViewportTransformDone)
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{
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s32 posX, posY, posZ;
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s32 w = vtx->Position[3];
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if (w == 0)
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{
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posX = 0;
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posY = 0;
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posZ = 0;
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w = 0x1000;
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}
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else
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{
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posX = ((s64)vtx->Position[0] << 12) / w;
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posY = ((s64)vtx->Position[1] << 12) / w;
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if (wbuffer) posZ = w;
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else posZ = (((s64)vtx->Position[2] * 0x800000) / w) + 0x7FFEFF;
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}
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s32 scrX = (((posX + 0x1000) * Viewport[2]) >> 13) + Viewport[0];
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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 > 256) scrX = 256;
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if (scrY < 0) scrY = 0;
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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] = scrY;
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vtx->FinalPosition[2] = posZ;
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vtx->FinalPosition[3] = w;
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vtx->FinalColor[0] = vtx->Color[0] >> 12;
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if (vtx->FinalColor[0]) vtx->FinalColor[0] = ((vtx->FinalColor[0] << 4) + 0xF);
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vtx->FinalColor[1] = vtx->Color[1] >> 12;
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if (vtx->FinalColor[1]) vtx->FinalColor[1] = ((vtx->FinalColor[1] << 4) + 0xF);
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vtx->FinalColor[2] = vtx->Color[2] >> 12;
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if (vtx->FinalColor[2]) vtx->FinalColor[2] = ((vtx->FinalColor[2] << 4) + 0xF);
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vtx->ViewportTransformDone = true;
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}
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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 || (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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//printf("v%d: %d,%d\n", i, vtx->FinalPosition[0], vtx->FinalPosition[1]);
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}
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// draw, line per line
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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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if (lnext >= nverts) lnext = 0;
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rnext = rcur - 1;
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if (rnext < 0) rnext = nverts - 1;
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}
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else
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{
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lnext = lcur - 1;
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if (lnext < 0) lnext = nverts - 1;
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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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{
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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] && lcur != vbot)
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{
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lcur = lnext;
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if (polygon->FacingView)
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{
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lnext = lcur + 1;
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if (lnext >= nverts) lnext = 0;
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}
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else
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{
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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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}
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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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if (polygon->FacingView)
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{
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rnext = rcur - 1;
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if (rnext < 0) rnext = nverts - 1;
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}
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else
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{
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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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}
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Vertex* vlcur = polygon->Vertices[lcur];
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Vertex* vlnext = polygon->Vertices[lnext];
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Vertex* vrcur = polygon->Vertices[rcur];
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Vertex* vrnext = polygon->Vertices[rnext];
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s32 lfactor, rfactor;
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// TODO: work out the actual division bias there. 0x400 was found to make things look good.
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// but actually, it isn't right. so what's going on there?
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// seems vertical slopes are interpolated starting from the bottom and not the top. maybe.
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// also seems lfactor/rfactor are rounded
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// TODO: the calculations can be simplified
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if (vlnext->FinalPosition[1] == vlcur->FinalPosition[1])
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lfactor = 0;
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else
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lfactor = (((y+1 - vlcur->FinalPosition[1]) << 12) + 0x00) / (vlnext->FinalPosition[1] - vlcur->FinalPosition[1]);
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if (vrnext->FinalPosition[1] == vrcur->FinalPosition[1])
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rfactor = 0;
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else
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rfactor = (((y+1 - vrcur->FinalPosition[1]) << 12) + 0x00) / (vrnext->FinalPosition[1] - vrcur->FinalPosition[1]);
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s32 xl = vlcur->FinalPosition[0] + ((((vlnext->FinalPosition[0] - vlcur->FinalPosition[0]) * lfactor) + 0x800) >> 12);
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s32 xr = vrcur->FinalPosition[0] + ((((vrnext->FinalPosition[0] - vrcur->FinalPosition[0]) * rfactor) + 0x800) >> 12);
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//printf("y:%d xl:%d xr:%d %08X\n", y, xl, xr, rfactor); // y: 48 143
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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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}
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s64 perspfactorl1 = ((s64)(0x1000 - lfactor) * vlnext->FinalPosition[3]) >> 12;
|
|
s64 perspfactorl2 = ((s64)lfactor * vlcur->FinalPosition[3]) >> 12;
|
|
s64 perspfactorr1 = ((s64)(0x1000 - rfactor) * vrnext->FinalPosition[3]) >> 12;
|
|
s64 perspfactorr2 = ((s64)rfactor * vrcur->FinalPosition[3]) >> 12;
|
|
|
|
if (perspfactorl1 + perspfactorl2 == 0)
|
|
{
|
|
perspfactorl1 = 0x1000;
|
|
perspfactorl2 = 0;
|
|
}
|
|
if (perspfactorr1 + perspfactorr2 == 0)
|
|
{
|
|
perspfactorr1 = 0x1000;
|
|
perspfactorr2 = 0;
|
|
}
|
|
|
|
s32 zl = ((perspfactorl1 * vlcur->FinalPosition[2]) + (perspfactorl2 * vlnext->FinalPosition[2])) / (perspfactorl1 + perspfactorl2);
|
|
s32 zr = ((perspfactorr1 * vrcur->FinalPosition[2]) + (perspfactorr2 * vrnext->FinalPosition[2])) / (perspfactorr1 + perspfactorr2);
|
|
|
|
s32 wl = ((perspfactorl1 * vlcur->FinalPosition[3]) + (perspfactorl2 * vlnext->FinalPosition[3])) / (perspfactorl1 + perspfactorl2);
|
|
s32 wr = ((perspfactorr1 * vrcur->FinalPosition[3]) + (perspfactorr2 * vrnext->FinalPosition[3])) / (perspfactorr1 + perspfactorr2);
|
|
|
|
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 sl = ((perspfactorl1 * vlcur->TexCoords[0]) + (perspfactorl2 * vlnext->TexCoords[0])) / (perspfactorl1 + perspfactorl2);
|
|
s32 tl = ((perspfactorl1 * vlcur->TexCoords[1]) + (perspfactorl2 * vlnext->TexCoords[1])) / (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 sr = ((perspfactorr1 * vrcur->TexCoords[0]) + (perspfactorr2 * vrnext->TexCoords[0])) / (perspfactorr1 + perspfactorr2);
|
|
s32 tr = ((perspfactorr1 * vrcur->TexCoords[1]) + (perspfactorr2 * vrnext->TexCoords[1])) / (perspfactorr1 + perspfactorr2);
|
|
|
|
if (xr == xl) xr++;
|
|
|
|
// temp.
|
|
if (xl > 255) continue;
|
|
|
|
//s32 xdiv = 0x1000 / (xr - xl);
|
|
//s32 xdiv = 0x100000 / (xr - xl);
|
|
|
|
for (s32 x = xl; x < xr; x++)
|
|
{
|
|
//if (x!=xl && x!=(xr-1)) continue;
|
|
s32 xfactor = ((x - xl) << 12) / (xr - xl);
|
|
//s32 xfactor = (x - xl) * xdiv;
|
|
//s32 xfactor = ((x - xl) * xdiv) >> 8;
|
|
|
|
|
|
s32 perspfactor1 = ((s64)(0x1000 - xfactor) * wr) >> 12;
|
|
s32 perspfactor2 = ((s64)xfactor * wl) >> 12;
|
|
|
|
if (perspfactor1 + perspfactor2 == 0)
|
|
{
|
|
perspfactor1 = 0x1000;
|
|
perspfactor2 = 0;
|
|
}
|
|
|
|
s32 z = ((perspfactor1 * (s64)zl) + (perspfactor2 * (s64)zr)) / (perspfactor1 + perspfactor2);
|
|
|
|
// 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);
|
|
|
|
s16 s = ((perspfactor1 * (s64)sl) + (perspfactor2 * (s64)sr)) / (perspfactor1 + perspfactor2);
|
|
s16 t = ((perspfactor1 * (s64)tl) + (perspfactor2 * (s64)tr)) / (perspfactor1 + perspfactor2);
|
|
|
|
RenderPixel(polygon, x, y, z, vr>>3, vg>>3, vb>>3, s, t);
|
|
}
|
|
}
|
|
}
|
|
|
|
void RenderFrame(u32 attr, 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++)
|
|
{
|
|
ColorBuffer[i] = 0x00000000;
|
|
DepthBuffer[i] = 0xFFFFFF;
|
|
}
|
|
|
|
for (int i = 0; i < npolys; i++)
|
|
{
|
|
RenderPolygon(&polygons[i], attr&0x2);
|
|
}
|
|
}
|
|
|
|
u32* GetLine(int line)
|
|
{
|
|
return &ColorBuffer[line * 256];
|
|
}
|
|
|
|
}
|
|
}
|