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authorStapleButter <thetotalworm@gmail.com>2017-02-14 03:29:02 +0100
committerStapleButter <thetotalworm@gmail.com>2017-02-14 03:29:02 +0100
commitc5b7ec2168a1d9a06c87fdfc4ef7c8b92d4c2dcf (patch)
treef09988345630c6de9db1e161c57a0f909d23f48e
parent68fb77b2047ace4ac3f2d39b39cff70832d4460a (diff)
attempt at depth buffer
-rw-r--r--GPU3D_Soft.cpp64
-rw-r--r--melonDS.depend4
2 files changed, 55 insertions, 13 deletions
diff --git a/GPU3D_Soft.cpp b/GPU3D_Soft.cpp
index abca24a..7a901dd 100644
--- a/GPU3D_Soft.cpp
+++ b/GPU3D_Soft.cpp
@@ -28,6 +28,7 @@ namespace SoftRenderer
{
u8 ColorBuffer[256*192 * 4];
+u32 DepthBuffer[256*192];
bool Init()
@@ -43,9 +44,37 @@ 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;
@@ -83,17 +112,19 @@ void RenderPolygon(Polygon* polygon)
s32 scrX = (((posX + 0x1000) * Viewport[2]) >> 13) + Viewport[0];
s32 scrY = (((posY + 0x1000) * Viewport[3]) >> 13) + Viewport[1];
- s32 scrZ = (vtx->Position[2] + 0x1000) >> 1;
+ s32 scrZ = (((s64)(posZ + 0x1000) * 0xFFFFFF) >> 13);
+ s32 scrW = (((s64)(w + 0x1000) * 0xFFFFFF) >> 13);
if (scrX > 255) scrX = 255;
if (scrY > 191) scrY = 191;
- if (scrZ > 0xFFF) scrZ = 0xFFF;
+ if (scrZ > 0xFFFFFF) scrZ = 0xFFFFFF;
if (scrX < 0) { printf("!! bad X %d\n", scrX); scrX = 0;}
if (scrY < 0) { printf("!! bad Y %d\n", scrY); scrY = 0;}
+ if (scrZ < 0) { printf("!! bad Z %d %d\n", scrZ, vtx->Position[2]); scrZ = 0;}
scrcoords[i][0] = scrX;
scrcoords[i][1] = 191 - scrY;
scrcoords[i][2] = scrZ;
- scrcoords[i][3] = vtx->Position[3];
+ scrcoords[i][3] = scrW;
if (scrcoords[i][1] < ytop)
{
@@ -213,8 +244,11 @@ void RenderPolygon(Polygon* polygon)
scrcoords[lcur][0], scrcoords[lnext][0],
scrcoords[rcur][0], scrcoords[rnext][0]);*/
- //s32 zl = scrcoords[lcur][2] + (((scrcoords[lnext][2] - scrcoords[lcur][2]) * lfactor) >> 12);
- //s32 zr = scrcoords[rcur][2] + (((scrcoords[rnext][2] - scrcoords[rcur][2]) * rfactor) >> 12);
+ s32 zl = scrcoords[lcur][2] + (((s64)(scrcoords[lnext][2] - scrcoords[lcur][2]) * lfactor) >> 12);
+ s32 zr = scrcoords[rcur][2] + (((s64)(scrcoords[rnext][2] - scrcoords[rcur][2]) * rfactor) >> 12);
+
+ //s32 wl = scrcoords[lcur][3] + (((s64)(scrcoords[lnext][3] - scrcoords[lcur][3]) * lfactor) >> 12);
+ //s32 wr = scrcoords[rcur][3] + (((s64)(scrcoords[rnext][3] - scrcoords[rcur][3]) * rfactor) >> 12);
u8 rl = vlcur->Color[0] + (((vlnext->Color[0] - vlcur->Color[0]) * lfactor) >> 12);
u8 gl = vlcur->Color[1] + (((vlnext->Color[1] - vlcur->Color[1]) * lfactor) >> 12);
@@ -234,8 +268,14 @@ void RenderPolygon(Polygon* polygon)
{
s32 xfactor = (x - xl) * xdiv;
+ s32 z = zl + (((s64)(zr - zl) * xfactor) >> 12);
+
//s32 z = (((zr - zl) * xfactor) >> 12);
//if (zr!=zl) z = (z << 12) / (zr - zl);
+ //s32 w = wl + (((s64)(wr - wl) * xfactor) >> 12);
+ //w >>= 12;
+ //if (w!=0) xfactor = ((s64)xfactor * 0xFFFFFF) / w;
+ //xfactor = (xfactor * w) >> 12;
//s32 z_inv = ((z>>12)==0) ? 0x1000 : 0x1000000 / (z >> 12);
//xfactor = (xfactor * z_inv) >> 12;
@@ -248,14 +288,14 @@ void RenderPolygon(Polygon* polygon)
x = 0; y = 0;
}
- u8* pixel = &ColorBuffer[((256*y) + x) * 4];
- pixel[0] = rl + (((rr - rl) * xfactor) >> 12);
- pixel[1] = gl + (((gr - gl) * xfactor) >> 12);
- pixel[2] = bl + (((br - bl) * xfactor) >> 12);
- pixel[3] = 31; // TODO: alpha
+ // possible optimization: only do color interpolation if the depth test passes
+ u8 vr = rl + (((rr - rl) * xfactor) >> 12);
+ u8 vg = gl + (((gr - gl) * xfactor) >> 12);
+ u8 vb = bl + (((br - bl) * xfactor) >> 12);
+ RenderPixel(polygon->Attr, x, y, z, vr, vg, vb);
// Z debug
- /*u8 zerp = (z * 63) / 0xFFFFFF;
+ /*u8 zerp = (w * 63) / 0xFFFFFF;
pixel[0] = zerp;
pixel[1] = zerp;
pixel[2] = zerp;*/
@@ -280,9 +320,11 @@ 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++)
diff --git a/melonDS.depend b/melonDS.depend
index 35030a5..db3140c 100644
--- a/melonDS.depend
+++ b/melonDS.depend
@@ -10,7 +10,7 @@
1481161027 c:\documents\sources\melonds\types.h
-1487033652 source:c:\documents\sources\melonds\nds.cpp
+1487039174 source:c:\documents\sources\melonds\nds.cpp
<stdio.h>
<string.h>
"NDS.h"
@@ -155,7 +155,7 @@
"GPU.h"
"FIFO.h"
-1487035597 source:c:\documents\sources\melonds\gpu3d_soft.cpp
+1487039203 source:c:\documents\sources\melonds\gpu3d_soft.cpp
<stdio.h>
<string.h>
"NDS.h"