diff options
| author | StapleButter <thetotalworm@gmail.com> | 2017-03-07 21:38:47 +0100 | 
|---|---|---|
| committer | StapleButter <thetotalworm@gmail.com> | 2017-03-07 21:38:47 +0100 | 
| commit | c24245c59a20e0ceee0dd457dabec85616697626 (patch) | |
| tree | 70e9065f6957a2d1fae23d8d066023a270af5c5c | |
| parent | 7799b33dfea5bf8c3d816b1ff2f3738cedf2a64e (diff) | |
mostly fix culling
| -rw-r--r-- | GPU2D.cpp | 2 | ||||
| -rw-r--r-- | GPU3D.cpp | 47 | 
2 files changed, 15 insertions, 34 deletions
| @@ -885,7 +885,7 @@ void GPU2D::DrawBG_3D(u32 line, u32* dst)          i = (0x100 - (xoff & 0xFF));          xoff += i;      } -    if ((xoff + iend - 1) & 0x100) +    if ((xoff - i + iend - 1) & 0x100)      {          iend -= (xoff & 0xFF);      } @@ -452,39 +452,20 @@ void SubmitPolygon()      // culling -    // checkme: does it work this way for quads and up? -    /*s32 _x1 = TempVertexBuffer[1].Position[0] - TempVertexBuffer[0].Position[0]; -    s32 _x2 = TempVertexBuffer[2].Position[0] - TempVertexBuffer[0].Position[0]; -    s32 _y1 = TempVertexBuffer[1].Position[1] - TempVertexBuffer[0].Position[1]; -    s32 _y2 = TempVertexBuffer[2].Position[1] - TempVertexBuffer[0].Position[1]; -    s32 _z1 = TempVertexBuffer[1].Position[2] - TempVertexBuffer[0].Position[2]; -    s32 _z2 = TempVertexBuffer[2].Position[2] - TempVertexBuffer[0].Position[2]; -    s32 normalX = (((s64)_y1 * _z2) - ((s64)_z1 * _y2)) >> 12; -    s32 normalY = (((s64)_z1 * _x2) - ((s64)_x1 * _z2)) >> 12; -    s32 normalZ = (((s64)_x1 * _y2) - ((s64)_y1 * _x2)) >> 12;*/ -    /*s32 centerX = ((s64)TempVertexBuffer[0].Position[3] * ClipMatrix[12]) >> 12; -    s32 centerY = ((s64)TempVertexBuffer[0].Position[3] * ClipMatrix[13]) >> 12; -    s32 centerZ = ((s64)TempVertexBuffer[0].Position[3] * ClipMatrix[14]) >> 12;*/ -    /*s64 dot = ((s64)(-TempVertexBuffer[0].Position[0]) * normalX) + -              ((s64)(-TempVertexBuffer[0].Position[1]) * normalY) + -              ((s64)(-TempVertexBuffer[0].Position[2]) * normalZ); // checkme*/ -    // code inspired from Dolphin's software renderer. -    // maybe not 100% right -    s32 _x0 = TempVertexBuffer[0].Position[0]; -    s32 _x1 = TempVertexBuffer[1].Position[0]; -    s32 _x2 = TempVertexBuffer[2].Position[0]; -    s32 _y0 = TempVertexBuffer[0].Position[1]; -    s32 _y1 = TempVertexBuffer[1].Position[1]; -    s32 _y2 = TempVertexBuffer[2].Position[1]; -    s32 _z0 = TempVertexBuffer[0].Position[3]; -    s32 _z1 = TempVertexBuffer[1].Position[3]; -    s32 _z2 = TempVertexBuffer[2].Position[3]; -    s32 normalX = (((s64)_y0 * _z2) - ((s64)_z0 * _y2)) >> 12; -    s32 normalY = (((s64)_z0 * _x2) - ((s64)_x0 * _z2)) >> 12; -    s32 normalZ = (((s64)_x0 * _y2) - ((s64)_y0 * _x2)) >> 12; -    s64 dot = ((s64)_x1 * normalX) + ((s64)_y1 * normalY) + ((s64)_z1 * normalZ); +    Vertex *v0, *v1, *v2; +    s64 normalX, normalY, normalZ; +    s64 dot; + +    v0 = &TempVertexBuffer[0]; +    v1 = &TempVertexBuffer[1]; +    v2 = &TempVertexBuffer[2]; +    normalX = (((s64)v0->Position[1] * v2->Position[3]) - ((s64)v0->Position[3] * v2->Position[1])) >> 12; +    normalY = (((s64)v0->Position[3] * v2->Position[0]) - ((s64)v0->Position[0] * v2->Position[3])) >> 12; +    normalZ = (((s64)v0->Position[0] * v2->Position[1]) - ((s64)v0->Position[1] * v2->Position[0])) >> 12; +    dot = ((s64)(v1->Position[0] >> 0) * normalX) + ((s64)(v1->Position[1] >> 0) * normalY) + ((s64)(v1->Position[3] >> 0) * normalZ); +      bool facingview = (dot < 0); -//printf("Z: %d %d\n", normalZ, -TempVertexBuffer[0].Position[2]); +      if (facingview)      {          if (!(CurPolygonAttr & (1<<7))) @@ -493,7 +474,7 @@ void SubmitPolygon()              return;          }      } -    else +    else if (dot > 0)      {          if (!(CurPolygonAttr & (1<<6)))          { |