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authorStapleButter <thetotalworm@gmail.com>2017-07-04 19:11:43 +0200
committerStapleButter <thetotalworm@gmail.com>2017-07-04 19:11:43 +0200
commit1acf355d99c3afbc17d5ddfbd2392369eda2dad7 (patch)
tree6e8bf3239d2e184be62ff1336eaabfdc6b9ce630
parentad58a68fc979524d17858428ea8f755df3d212a5 (diff)
3D: change viewport handling to match hardware. finally fixes #18
-rw-r--r--src/GPU3D.cpp33
-rw-r--r--src/GPU3D_Soft.cpp24
2 files changed, 27 insertions, 30 deletions
diff --git a/src/GPU3D.cpp b/src/GPU3D.cpp
index a746189..25d0476 100644
--- a/src/GPU3D.cpp
+++ b/src/GPU3D.cpp
@@ -203,7 +203,7 @@ s32 TexMatrix[16];
s32 ClipMatrix[16];
bool ClipMatrixDirty;
-s32 Viewport[4];
+u32 Viewport[6];
s32 ProjMatrixStack[16];
s32 PosMatrixStack[31][16];
@@ -723,7 +723,6 @@ void SubmitPolygon()
// clipping
nverts = ClipPolygon<true>(clippedvertices, nverts, clipstart);
-
if (nverts == 0)
{
LastStripPolygon = NULL;
@@ -803,24 +802,12 @@ void SubmitPolygon()
// the transform for Z uses the normalized W values
// W normalization is applied to separate polygons, even within strips
- posX = (((s64)(vtx->Position[0] + w) * Viewport[2]) / (((s64)w) << 1)) + Viewport[0];
- posY = (((s64)(-vtx->Position[1] + w) * Viewport[3]) / (((s64)w) << 1)) + Viewport[1];
-
- //if (FlushAttributes & 0x2) posZ = w;
- //else posZ = (((s64)vtx->Position[2] * 0x800000) / w) + 0x7FFEFF;
+ posX = (((s64)(vtx->Position[0] + w) * Viewport[4]) / (((s64)w) << 1)) + Viewport[0];
+ posY = (((s64)(-vtx->Position[1] + w) * Viewport[5]) / (((s64)w) << 1)) + Viewport[3];
}
- if (posX < 0) posX = 0;
- else if (posX > 256) posX = 256;
- if (posY < 0) posY = 0;
- else if (posY > 192) posY = 192;
- //if (posZ < 0) posZ = 0;
- //else if (posZ > 0xFFFFFF) posZ = 0xFFFFFF;
-
- vtx->FinalPosition[0] = posX;
- vtx->FinalPosition[1] = posY;
- //vtx->FinalPosition[2] = posZ;
- //vtx->FinalPosition[3] = w;
+ vtx->FinalPosition[0] = posX & 0x1FF;
+ vtx->FinalPosition[1] = posY & 0xFF;
vtx->FinalColor[0] = vtx->Color[0] >> 12;
if (vtx->FinalColor[0]) vtx->FinalColor[0] = ((vtx->FinalColor[0] << 4) + 0xF);
@@ -1711,10 +1698,12 @@ void ExecuteCommand()
case 0x60: // viewport x1,y1,x2,y2
// note: viewport Y coordinates are upside-down
- Viewport[0] = ExecParams[0] & 0xFF;
- Viewport[1] = 191 - (ExecParams[0] >> 24);
- Viewport[2] = ((ExecParams[0] >> 16) & 0xFF) - Viewport[0] + 1;
- Viewport[3] = (191 - ((ExecParams[0] >> 8) & 0xFF)) - Viewport[1] + 1;
+ Viewport[0] = ExecParams[0] & 0xFF; // x0
+ Viewport[1] = (191 - ((ExecParams[0] >> 8) & 0xFF)) & 0xFF; // y0
+ Viewport[2] = (ExecParams[0] >> 16) & 0xFF; // x1
+ Viewport[3] = (191 - (ExecParams[0] >> 24)) & 0xFF; // y1
+ Viewport[4] = (Viewport[2] - Viewport[0] + 1) & 0x1FF; // width
+ Viewport[5] = (Viewport[1] - Viewport[3] + 1) & 0xFF; // height
break;
case 0x70: // box test
diff --git a/src/GPU3D_Soft.cpp b/src/GPU3D_Soft.cpp
index ab7f517..b12ed8c 100644
--- a/src/GPU3D_Soft.cpp
+++ b/src/GPU3D_Soft.cpp
@@ -1049,10 +1049,12 @@ void RenderPolygonScanline(RendererPolygon* rp, s32 y)
Interpolator interpX(xstart, xend+1, wl, wr, 8);
if (x < 0) x = 0;
+ s32 xlimit;
// part 1: left edge
edge = yedge | 0x1;
- for (; x < xstart+l_edgelen; x++)
+ xlimit = xstart+l_edgelen; if (xlimit > 256) xlimit = 256;
+ for (; x < xlimit; x++)
{
u32 pixeladdr = FirstPixelOffset + (y*ScanlineWidth) + x;
u32 attr = (polygon->Attr & 0x3F008000);
@@ -1180,8 +1182,9 @@ void RenderPolygonScanline(RendererPolygon* rp, s32 y)
// part 2: polygon inside
edge = yedge;
- if (wireframe && !edge) x = xend-r_edgelen+1;
- else for (; x <= xend-r_edgelen; x++)
+ xlimit = xend-r_edgelen+1; if (xlimit > 256) xlimit = 256;
+ if (wireframe && !edge) x = xlimit;
+ else for (; x < xlimit; x++)
{
u32 pixeladdr = FirstPixelOffset + (y*ScanlineWidth) + x;
u32 attr = (polygon->Attr & 0x3F008000);
@@ -1268,11 +1271,10 @@ void RenderPolygonScanline(RendererPolygon* rp, s32 y)
AttrBuffer[pixeladdr] = attr;
}
- if (xend > 255) xend = 255;
-
// part 3: right edge
edge = yedge | 0x2;
- for (; x <= xend; x++)
+ xlimit = xend+1; if (xlimit > 256) xlimit = 256;
+ for (; x < xlimit; x++)
{
u32 pixeladdr = FirstPixelOffset + (y*ScanlineWidth) + x;
u32 attr = (polygon->Attr & 0x3F008000);
@@ -1679,23 +1681,29 @@ void RenderPolygons(bool threaded, Polygon* polygons, int npolys)
// TODO: Y-sorting for translucent polygons
// TODO: all sorting should be done in GPU3D.cpp
+ // polygons with ybottom>192 aren't rendered at all
+
int j = 0;
for (int i = 0; i < npolys; i++)
{
if (polygons[i].Translucent) continue;
+
+ if (polygons[i].YBottom > 192) continue;
SetupPolygon(&PolygonList[j++], &polygons[i]);
}
for (int i = 0; i < npolys; i++)
{
if (!polygons[i].Translucent) continue;
+
+ if (polygons[i].YBottom > 192) continue;
SetupPolygon(&PolygonList[j++], &polygons[i]);
}
- RenderScanline(0, npolys);
+ RenderScanline(0, j);
for (s32 y = 1; y < 192; y++)
{
- RenderScanline(y, npolys);
+ RenderScanline(y, j);
ScanlineFinalPass(y-1);
if (threaded)