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authorStapleButter <thetotalworm@gmail.com>2017-03-16 23:01:22 +0100
committerStapleButter <thetotalworm@gmail.com>2017-03-16 23:01:22 +0100
commit8a4ed8f41ca54164fdb335343461ab5f9c3bd87f (patch)
tree28ba71576603fef73dfcce5db33e157ec236e6c5 /src/GPU3D_Soft.cpp
parent10ca9b6f7f20f88dfcdfdf680daf1b04cb7f22c5 (diff)
reorganize repo, move shit around
Diffstat (limited to 'src/GPU3D_Soft.cpp')
-rw-r--r--src/GPU3D_Soft.cpp853
1 files changed, 853 insertions, 0 deletions
diff --git a/src/GPU3D_Soft.cpp b/src/GPU3D_Soft.cpp
new file mode 100644
index 0000000..5c9dc8e
--- /dev/null
+++ b/src/GPU3D_Soft.cpp
@@ -0,0 +1,853 @@
+/*
+ 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 "GPU.h"
+
+
+namespace GPU3D
+{
+namespace SoftRenderer
+{
+
+u32 ColorBuffer[256*192];
+u32 DepthBuffer[256*192];
+u32 AttrBuffer[256*192];
+
+// attribute buffer:
+// bit0-5: polygon ID
+// bit8: fog enable
+
+
+bool Init()
+{
+ return true;
+}
+
+void DeInit()
+{
+}
+
+void Reset()
+{
+ memset(ColorBuffer, 0, 256*192 * 4);
+ memset(DepthBuffer, 0, 256*192 * 4);
+ memset(AttrBuffer, 0, 256*192 * 4);
+}
+
+
+void TextureLookup(u32 texparam, u32 texpal, s16 s, s16 t, u16* color, u8* alpha)
+{
+ u32 vramaddr = (texparam & 0xFFFF) << 3;
+
+ u32 width = 8 << ((texparam >> 20) & 0x7);
+ u32 height = 8 << ((texparam >> 23) & 0x7);
+
+ s >>= 4;
+ t >>= 4;
+
+ // texture wrapping
+ // TODO: optimize this somehow
+
+ if (texparam & (1<<16))
+ {
+ if (texparam & (1<<18))
+ {
+ if (s & width) s = (width-1) - (s & (width-1));
+ else s = (s & (width-1));
+ }
+ else
+ s &= width-1;
+ }
+ else
+ {
+ if (s < 0) s = 0;
+ else if (s >= width) s = width-1;
+ }
+
+ if (texparam & (1<<17))
+ {
+ if (texparam & (1<<19))
+ {
+ if (t & height) t = (height-1) - (t & (height-1));
+ else t = (t & (height-1));
+ }
+ else
+ t &= height-1;
+ }
+ else
+ {
+ if (t < 0) t = 0;
+ else if (t >= height) t = height-1;
+ }
+
+ u8 alpha0;
+ if (texparam & (1<<29)) alpha0 = 0;
+ else alpha0 = 31;
+
+ switch ((texparam >> 26) & 0x7)
+ {
+ case 1: // A3I5
+ {
+ vramaddr += ((t * width) + s);
+ u8 pixel = GPU::ReadVRAM_Texture<u8>(vramaddr);
+
+ texpal <<= 4;
+ *color = GPU::ReadVRAM_TexPal<u16>(texpal + ((pixel&0x1F)<<1));
+ *alpha = ((pixel >> 3) & 0x1C) + (pixel >> 6);
+ }
+ break;
+
+ case 2: // 4-color
+ {
+ vramaddr += (((t * width) + s) >> 2);
+ u8 pixel = GPU::ReadVRAM_Texture<u8>(vramaddr);
+ pixel >>= ((s & 0x3) << 1);
+ pixel &= 0x3;
+
+ texpal <<= 3;
+ *color = GPU::ReadVRAM_TexPal<u16>(texpal + (pixel<<1));
+ *alpha = (pixel==0) ? alpha0 : 31;
+ }
+ break;
+
+ case 3: // 16-color
+ {
+ vramaddr += (((t * width) + s) >> 1);
+ u8 pixel = GPU::ReadVRAM_Texture<u8>(vramaddr);
+ if (s & 0x1) pixel >>= 4;
+ else pixel &= 0xF;
+
+ texpal <<= 4;
+ *color = GPU::ReadVRAM_TexPal<u16>(texpal + (pixel<<1));
+ *alpha = (pixel==0) ? alpha0 : 31;
+ }
+ break;
+
+ case 4: // 256-color
+ {
+ vramaddr += ((t * width) + s);
+ u8 pixel = GPU::ReadVRAM_Texture<u8>(vramaddr);
+
+ texpal <<= 4;
+ *color = GPU::ReadVRAM_TexPal<u16>(texpal + (pixel<<1));
+ *alpha = (pixel==0) ? alpha0 : 31;
+ }
+ break;
+
+ case 5: // compressed
+ {
+ vramaddr += ((t & 0x3FC) * (width>>2)) + (s & 0x3FC);
+ vramaddr += (t & 0x3);
+
+ u32 slot1addr = 0x20000 + ((vramaddr & 0x1FFFC) >> 1);
+ if (vramaddr >= 0x40000)
+ slot1addr += 0x10000;
+
+ u8 val = GPU::ReadVRAM_Texture<u8>(vramaddr);
+ val >>= (2 * (s & 0x3));
+
+ u16 palinfo = GPU::ReadVRAM_Texture<u16>(slot1addr);
+ u32 paloffset = (palinfo & 0x3FFF) << 2;
+ texpal <<= 4;
+
+ switch (val & 0x3)
+ {
+ case 0:
+ *color = GPU::ReadVRAM_TexPal<u16>(texpal + paloffset);
+ *alpha = 31;
+ break;
+
+ case 1:
+ *color = GPU::ReadVRAM_TexPal<u16>(texpal + paloffset + 2);
+ *alpha = 31;
+ break;
+
+ case 2:
+ if ((palinfo >> 14) == 1)
+ {
+ u16 color0 = GPU::ReadVRAM_TexPal<u16>(texpal + paloffset);
+ u16 color1 = GPU::ReadVRAM_TexPal<u16>(texpal + paloffset + 2);
+
+ u32 r0 = color0 & 0x001F;
+ u32 g0 = color0 & 0x03E0;
+ u32 b0 = color0 & 0x7C00;
+ u32 r1 = color1 & 0x001F;
+ u32 g1 = color1 & 0x03E0;
+ u32 b1 = color1 & 0x7C00;
+
+ u32 r = (r0 + r1) >> 1;
+ u32 g = ((g0 + g1) >> 1) & 0x03E0;
+ u32 b = ((b0 + b1) >> 1) & 0x7C00;
+
+ *color = r | g | b;
+ }
+ else if ((palinfo >> 14) == 3)
+ {
+ u16 color0 = GPU::ReadVRAM_TexPal<u16>(texpal + paloffset);
+ u16 color1 = GPU::ReadVRAM_TexPal<u16>(texpal + paloffset + 2);
+
+ u32 r0 = color0 & 0x001F;
+ u32 g0 = color0 & 0x03E0;
+ u32 b0 = color0 & 0x7C00;
+ u32 r1 = color1 & 0x001F;
+ u32 g1 = color1 & 0x03E0;
+ u32 b1 = color1 & 0x7C00;
+
+ u32 r = (r0*5 + r1*3) >> 3;
+ u32 g = ((g0*5 + g1*3) >> 3) & 0x03E0;
+ u32 b = ((b0*5 + b1*3) >> 3) & 0x7C00;
+
+ *color = r | g | b;
+ }
+ else
+ *color = GPU::ReadVRAM_TexPal<u16>(texpal + paloffset + 4);
+ *alpha = 31;
+ break;
+
+ case 3:
+ if ((palinfo >> 14) == 2)
+ {
+ *color = GPU::ReadVRAM_TexPal<u16>(texpal + paloffset + 6);
+ *alpha = 31;
+ }
+ else if ((palinfo >> 14) == 3)
+ {
+ u16 color0 = GPU::ReadVRAM_TexPal<u16>(texpal + paloffset);
+ u16 color1 = GPU::ReadVRAM_TexPal<u16>(texpal + paloffset + 2);
+
+ u32 r0 = color0 & 0x001F;
+ u32 g0 = color0 & 0x03E0;
+ u32 b0 = color0 & 0x7C00;
+ u32 r1 = color1 & 0x001F;
+ u32 g1 = color1 & 0x03E0;
+ u32 b1 = color1 & 0x7C00;
+
+ u32 r = (r0*3 + r1*5) >> 3;
+ u32 g = ((g0*3 + g1*5) >> 3) & 0x03E0;
+ u32 b = ((b0*3 + b1*5) >> 3) & 0x7C00;
+
+ *color = r | g | b;
+ *alpha = 31;
+ }
+ else
+ {
+ *color = 0;
+ *alpha = 0;
+ }
+ break;
+ }
+ }
+ break;
+
+ case 6: // A5I3
+ {
+ vramaddr += ((t * width) + s);
+ u8 pixel = GPU::ReadVRAM_Texture<u8>(vramaddr);
+
+ texpal <<= 4;
+ *color = GPU::ReadVRAM_TexPal<u16>(texpal + ((pixel&0x7)<<1));
+ *alpha = (pixel >> 3);
+ }
+ break;
+
+ case 7: // direct color
+ {
+ vramaddr += (((t * width) + s) << 1);
+ *color = GPU::ReadVRAM_Texture<u16>(vramaddr);
+ *alpha = (*color & 0x8000) ? 31 : 0;
+ }
+ break;
+ }
+}
+
+bool DepthTest(Polygon* polygon, s32 x, s32 y, s32 z)
+{
+ u32 oldz = DepthBuffer[(256*y) + x];
+
+ if (polygon->Attr & (1<<14))
+ {
+ s32 diff = oldz - z;
+ if ((u32)(diff + 0x200) <= 0x400)
+ return true;
+ }
+ else
+ if (z < oldz)
+ return true;
+
+ return false;
+}
+
+u32 RenderPixel(Polygon* polygon, s32 x, s32 y, s32 z, u8 vr, u8 vg, u8 vb, s16 s, s16 t)
+{
+ u32 attr = polygon->Attr;
+ u8 r, g, b, a;
+
+ u32 polyalpha = (polygon->Attr >> 16) & 0x1F;
+ bool wireframe = (polyalpha == 0);
+
+ if ((DispCnt & (1<<0)) && (((polygon->TexParam >> 26) & 0x7) != 0))
+ {
+ u8 tr, tg, tb;
+
+ u16 tcolor; u8 talpha;
+ TextureLookup(polygon->TexParam, polygon->TexPalette, s, t, &tcolor, &talpha);
+
+ tr = (tcolor << 1) & 0x3E; if (tr) tr++;
+ tg = (tcolor >> 4) & 0x3E; if (tg) tg++;
+ tb = (tcolor >> 9) & 0x3E; if (tb) tb++;
+
+ // TODO: other blending modes
+ r = ((tr+1) * (vr+1) - 1) >> 6;
+ g = ((tg+1) * (vg+1) - 1) >> 6;
+ b = ((tb+1) * (vb+1) - 1) >> 6;
+ a = ((talpha+1) * (polyalpha+1) - 1) >> 5;
+ }
+ else
+ {
+ r = vr;
+ g = vg;
+ b = vb;
+ a = polyalpha;
+ }
+
+ if (wireframe) a = 31;
+
+ return r | (g << 8) | (b << 16) | (a << 24);
+}
+
+void RenderPolygon(Polygon* polygon)
+{
+ int nverts = polygon->NumVertices;
+ bool isline = false;
+
+ int vtop = polygon->VTop, vbot = polygon->VBottom;
+ s32 ytop = polygon->YTop, ybot = polygon->YBottom;
+ s32 xtop = polygon->XTop, xbot = polygon->XBottom;
+
+ if (ytop > 191) return;
+
+ // draw, line per line
+
+ u32 polyalpha = (polygon->Attr >> 16) & 0x1F;
+ bool wireframe = (polyalpha == 0);
+
+ int lcur = vtop, rcur = vtop;
+ int lnext, rnext;
+
+ s32 dxl, dxr;
+ s32 lslope, rslope;
+ bool l_xmajor, r_xmajor;
+
+ if (ybot == ytop)
+ {
+ ybot++;
+ isline = true;
+
+ vtop = 0; vbot = 0;
+ xtop = 256; xbot = 0;
+ int i;
+
+ i = 1;
+ if (polygon->Vertices[i]->FinalPosition[0] < polygon->Vertices[vtop]->FinalPosition[0]) vtop = i;
+ if (polygon->Vertices[i]->FinalPosition[0] > polygon->Vertices[vbot]->FinalPosition[0]) vbot = i;
+
+ i = nverts - 1;
+ if (polygon->Vertices[i]->FinalPosition[0] < polygon->Vertices[vtop]->FinalPosition[0]) vtop = i;
+ if (polygon->Vertices[i]->FinalPosition[0] > polygon->Vertices[vbot]->FinalPosition[0]) vbot = i;
+
+ lcur = vtop; lnext = vtop;
+ rcur = vbot; rnext = vbot;
+
+ lslope = 0; l_xmajor = false;
+ rslope = 0; r_xmajor = false;
+ }
+ else
+ {
+ //while (polygon->Vertices[lnext]->FinalPosition[1] )
+ if (polygon->FacingView)
+ {
+ lnext = lcur + 1;
+ if (lnext >= nverts) lnext = 0;
+ rnext = rcur - 1;
+ if (rnext < 0) rnext = nverts - 1;
+ }
+ else
+ {
+ lnext = lcur - 1;
+ if (lnext < 0) lnext = nverts - 1;
+ rnext = rcur + 1;
+ if (rnext >= nverts) rnext = 0;
+ }
+
+ if (polygon->Vertices[lnext]->FinalPosition[1] == polygon->Vertices[lcur]->FinalPosition[1])
+ lslope = 0;
+ else
+ lslope = ((polygon->Vertices[lnext]->FinalPosition[0] - polygon->Vertices[lcur]->FinalPosition[0]) << 12) /
+ (polygon->Vertices[lnext]->FinalPosition[1] - polygon->Vertices[lcur]->FinalPosition[1]);
+
+ if (polygon->Vertices[rnext]->FinalPosition[1] == polygon->Vertices[rcur]->FinalPosition[1])
+ rslope = 0;
+ else
+ rslope = ((polygon->Vertices[rnext]->FinalPosition[0] - polygon->Vertices[rcur]->FinalPosition[0]) << 12) /
+ (polygon->Vertices[rnext]->FinalPosition[1] - polygon->Vertices[rcur]->FinalPosition[1]);
+
+ l_xmajor = (lslope < -0x1000) || (lslope > 0x1000);
+ r_xmajor = (rslope < -0x1000) || (rslope > 0x1000);
+ }
+
+ if (l_xmajor) dxl = (lslope > 0) ? 0x800 : (-lslope-0x800)+0x1000;
+ else if (lslope) dxl = (lslope > 0) ? 0 : 0x1000;
+ else dxl = 0;
+
+ if (r_xmajor) dxr = (rslope > 0) ? rslope-0x800 : 0x800+0x1000;
+ else if (rslope) dxr = (rslope > 0) ? 0 : 0x1000;
+ else dxr = 0x1000;
+
+ if (ybot > 192) ybot = 192;
+ for (s32 y = ytop; y < ybot; y++)
+ {
+ if (!isline)
+ {
+ if (y >= polygon->Vertices[lnext]->FinalPosition[1] && lcur != vbot)
+ {
+ while (y >= polygon->Vertices[lnext]->FinalPosition[1] && lcur != vbot)
+ {
+ lcur = lnext;
+
+ if (polygon->FacingView)
+ {
+ lnext = lcur + 1;
+ if (lnext >= nverts) lnext = 0;
+ }
+ else
+ {
+ lnext = lcur - 1;
+ if (lnext < 0) lnext = nverts - 1;
+ }
+ }
+
+ if (polygon->Vertices[lnext]->FinalPosition[1] == polygon->Vertices[lcur]->FinalPosition[1])
+ lslope = 0;
+ else
+ lslope = ((polygon->Vertices[lnext]->FinalPosition[0] - polygon->Vertices[lcur]->FinalPosition[0]) << 12) /
+ (polygon->Vertices[lnext]->FinalPosition[1] - polygon->Vertices[lcur]->FinalPosition[1]);
+
+ l_xmajor = (lslope < -0x1000) || (lslope > 0x1000);
+
+ if (l_xmajor) dxl = (lslope > 0) ? 0x800 : (-lslope-0x800)+0x1000;
+ else if (lslope) dxl = (lslope > 0) ? 0 : 0x1000;
+ else dxl = 0;
+ }
+
+ if (y >= polygon->Vertices[rnext]->FinalPosition[1] && rcur != vbot)
+ {
+ while (y >= polygon->Vertices[rnext]->FinalPosition[1] && rcur != vbot)
+ {
+ rcur = rnext;
+
+ if (polygon->FacingView)
+ {
+ rnext = rcur - 1;
+ if (rnext < 0) rnext = nverts - 1;
+ }
+ else
+ {
+ rnext = rcur + 1;
+ if (rnext >= nverts) rnext = 0;
+ }
+ }
+
+ if (polygon->Vertices[rnext]->FinalPosition[1] == polygon->Vertices[rcur]->FinalPosition[1])
+ rslope = 0;
+ else
+ rslope = ((polygon->Vertices[rnext]->FinalPosition[0] - polygon->Vertices[rcur]->FinalPosition[0]) << 12) /
+ (polygon->Vertices[rnext]->FinalPosition[1] - polygon->Vertices[rcur]->FinalPosition[1]);
+
+ r_xmajor = (rslope < -0x1000) || (rslope > 0x1000);
+
+ if (r_xmajor) dxr = (rslope > 0) ? rslope-0x800 : 0x800+0x1000;
+ else if (rslope) dxr = (rslope > 0) ? 0 : 0x1000;
+ else dxr = 0x1000;
+ }
+ }
+
+ Vertex *vlcur, *vlnext, *vrcur, *vrnext;
+ s32 xstart, xend;
+ s32 xstart_int, xend_int;
+ s32 slope_start, slope_end;
+
+ if (lslope == 0 && rslope == 0 &&
+ polygon->Vertices[lcur]->FinalPosition[0] == polygon->Vertices[rcur]->FinalPosition[0])
+ {
+ xstart = polygon->Vertices[lcur]->FinalPosition[0];
+ xend = xstart;
+ }
+ else
+ {
+ if (lslope > 0)
+ {
+ xstart = polygon->Vertices[lcur]->FinalPosition[0] + (dxl >> 12);
+ if (xstart < polygon->Vertices[lcur]->FinalPosition[0])
+ xstart = polygon->Vertices[lcur]->FinalPosition[0];
+ else if (xstart > polygon->Vertices[lnext]->FinalPosition[0]-1)
+ xstart = polygon->Vertices[lnext]->FinalPosition[0]-1;
+ }
+ else if (lslope < 0)
+ {
+ xstart = polygon->Vertices[lcur]->FinalPosition[0] - (dxl >> 12);
+ if (xstart < polygon->Vertices[lnext]->FinalPosition[0])
+ xstart = polygon->Vertices[lnext]->FinalPosition[0];
+ else if (xstart > polygon->Vertices[lcur]->FinalPosition[0]-1)
+ xstart = polygon->Vertices[lcur]->FinalPosition[0]-1;
+ }
+ else
+ xstart = polygon->Vertices[lcur]->FinalPosition[0];
+
+ if (rslope > 0)
+ {
+ xend = polygon->Vertices[rcur]->FinalPosition[0] + (dxr >> 12);
+ if (xend < polygon->Vertices[rcur]->FinalPosition[0])
+ xend = polygon->Vertices[rcur]->FinalPosition[0];
+ else if (xend > polygon->Vertices[rnext]->FinalPosition[0]-1)
+ xend = polygon->Vertices[rnext]->FinalPosition[0]-1;
+ }
+ else if (rslope < 0)
+ {
+ xend = polygon->Vertices[rcur]->FinalPosition[0] - (dxr >> 12);
+ if (xend < polygon->Vertices[rnext]->FinalPosition[0])
+ xend = polygon->Vertices[rnext]->FinalPosition[0];
+ else if (xend > polygon->Vertices[rcur]->FinalPosition[0]-1)
+ xend = polygon->Vertices[rcur]->FinalPosition[0]-1;
+ }
+ else
+ xend = polygon->Vertices[rcur]->FinalPosition[0] - 1;
+ }
+
+ // if the left and right edges are swapped, render backwards.
+ // note: we 'forget' to swap the xmajor flags, on purpose
+ // the hardware has the same bug
+ if (xstart > xend)
+ {
+ vlcur = polygon->Vertices[rcur];
+ vlnext = polygon->Vertices[rnext];
+ vrcur = polygon->Vertices[lcur];
+ vrnext = polygon->Vertices[lnext];
+
+ slope_start = rslope;
+ slope_end = lslope;
+
+ s32 tmp = xstart; xstart = xend; xend = tmp;
+ }
+ else
+ {
+ vlcur = polygon->Vertices[lcur];
+ vlnext = polygon->Vertices[lnext];
+ vrcur = polygon->Vertices[rcur];
+ vrnext = polygon->Vertices[rnext];
+
+ slope_start = lslope;
+ slope_end = rslope;
+ }
+
+ // interpolate attributes along Y
+ s64 lfactor1, lfactor2;
+ s64 rfactor1, rfactor2;
+
+ if (l_xmajor)
+ {
+ lfactor1 = (vlnext->FinalPosition[0] - xstart) * vlnext->FinalPosition[3];
+ lfactor2 = (xstart - vlcur->FinalPosition[0]) * vlcur->FinalPosition[3];
+ }
+ else
+ {
+ lfactor1 = (vlnext->FinalPosition[1] - y) * vlnext->FinalPosition[3];
+ lfactor2 = (y - vlcur->FinalPosition[1]) * vlcur->FinalPosition[3];
+ }
+
+ s64 ldenom = lfactor1 + lfactor2;
+ if (ldenom == 0)
+ {
+ lfactor1 = 0x1000;
+ lfactor2 = 0;
+ ldenom = 0x1000;
+ }
+
+ if (r_xmajor)
+ {
+ rfactor1 = (vrnext->FinalPosition[0] - xend+1) * vrnext->FinalPosition[3];
+ rfactor2 = (xend+1 - vrcur->FinalPosition[0]) * vrcur->FinalPosition[3];
+ }
+ else
+ {
+ rfactor1 = (vrnext->FinalPosition[1] - y) * vrnext->FinalPosition[3];
+ rfactor2 = (y - vrcur->FinalPosition[1]) * vrcur->FinalPosition[3];
+ }
+
+ s64 rdenom = rfactor1 + rfactor2;
+ if (rdenom == 0)
+ {
+ rfactor1 = 0x1000;
+ rfactor2 = 0;
+ rdenom = 0x1000;
+ }
+
+ s32 zl = ((lfactor1 * vlcur->FinalPosition[2]) + (lfactor2 * vlnext->FinalPosition[2])) / ldenom;
+ s32 zr = ((rfactor1 * vrcur->FinalPosition[2]) + (rfactor2 * vrnext->FinalPosition[2])) / rdenom;
+
+ s32 wl = ((lfactor1 * vlcur->FinalPosition[3]) + (lfactor2 * vlnext->FinalPosition[3])) / ldenom;
+ s32 wr = ((rfactor1 * vrcur->FinalPosition[3]) + (rfactor2 * vrnext->FinalPosition[3])) / rdenom;
+
+ s32 rl = ((lfactor1 * vlcur->FinalColor[0]) + (lfactor2 * vlnext->FinalColor[0])) / ldenom;
+ s32 gl = ((lfactor1 * vlcur->FinalColor[1]) + (lfactor2 * vlnext->FinalColor[1])) / ldenom;
+ s32 bl = ((lfactor1 * vlcur->FinalColor[2]) + (lfactor2 * vlnext->FinalColor[2])) / ldenom;
+
+ s32 sl = ((lfactor1 * vlcur->TexCoords[0]) + (lfactor2 * vlnext->TexCoords[0])) / ldenom;
+ s32 tl = ((lfactor1 * vlcur->TexCoords[1]) + (lfactor2 * vlnext->TexCoords[1])) / ldenom;
+
+ s32 rr = ((rfactor1 * vrcur->FinalColor[0]) + (rfactor2 * vrnext->FinalColor[0])) / rdenom;
+ s32 gr = ((rfactor1 * vrcur->FinalColor[1]) + (rfactor2 * vrnext->FinalColor[1])) / rdenom;
+ s32 br = ((rfactor1 * vrcur->FinalColor[2]) + (rfactor2 * vrnext->FinalColor[2])) / rdenom;
+
+ s32 sr = ((rfactor1 * vrcur->TexCoords[0]) + (rfactor2 * vrnext->TexCoords[0])) / rdenom;
+ s32 tr = ((rfactor1 * vrcur->TexCoords[1]) + (rfactor2 * vrnext->TexCoords[1])) / rdenom;
+
+ // calculate edges
+ s32 l_edgeend, r_edgestart;
+
+ if (l_xmajor)
+ {
+ if (slope_start > 0) l_edgeend = vlcur->FinalPosition[0] + ((dxl + slope_start) >> 12);
+ else l_edgeend = vlcur->FinalPosition[0] - ((dxl - slope_start) >> 12);
+
+ if (l_edgeend == xstart) l_edgeend++;
+ }
+ else
+ l_edgeend = xstart + 1;
+
+ if (r_xmajor)
+ {
+ if (slope_end > 0) r_edgestart = vrcur->FinalPosition[0] + ((dxr + slope_end) >> 12);
+ else r_edgestart = vrcur->FinalPosition[0] - ((dxr - slope_end) >> 12);
+
+ if (r_edgestart == xend_int) r_edgestart--;
+ }
+ else
+ r_edgestart = xend - 1;
+
+ // edge fill rules for opaque pixels:
+ // * right edge is filled if slope > 1
+ // * left edge is filled if slope <= 1
+ // * edges with slope = 0 are always filled
+ // edges are always filled if the pixels are translucent
+ // in wireframe mode, there are special rules for equal Z (TODO)
+
+ for (s32 x = xstart; x <= xend; x++)
+ {
+ if (x < 0) continue;
+ if (x > 255) break;
+
+ int edge = 0;
+ if (y == ytop) edge |= 0x4;
+ else if (y == ybot-1) edge |= 0x8;
+ if (x < l_edgeend) edge |= 0x1;
+ else if (x > r_edgestart) edge |= 0x2;
+
+ // wireframe polygons. really ugly, but works
+ if (wireframe && edge==0) continue;
+
+ s64 factor1 = (xend+1 - x) * wr;
+ s64 factor2 = (x - xstart) * wl;
+ s64 denom = factor1 + factor2;
+ if (denom == 0)
+ {
+ factor1 = 0x1000;
+ factor2 = 0;
+ denom = 0x1000;
+ }
+
+ s32 z = ((factor1 * zl) + (factor2 * zr)) / denom;
+ if (!DepthTest(polygon, x, y, z)) continue;
+
+ u32 vr = ((factor1 * rl) + (factor2 * rr)) / denom;
+ u32 vg = ((factor1 * gl) + (factor2 * gr)) / denom;
+ u32 vb = ((factor1 * bl) + (factor2 * br)) / denom;
+
+ s16 s = ((factor1 * sl) + (factor2 * sr)) / denom;
+ s16 t = ((factor1 * tl) + (factor2 * tr)) / denom;
+
+ u32 color = RenderPixel(polygon, x, y, z, vr>>3, vg>>3, vb>>3, s, t);
+ u32 attr = 0;
+ u32 pixeladdr = (y*256) + x;
+
+ u8 alpha = color >> 24;
+
+ // alpha test
+ if (DispCnt & (1<<2))
+ {
+ if (alpha <= AlphaRef) continue;
+ }
+ else
+ {
+ if (alpha == 0) continue;
+ }
+
+ // alpha blending disable
+ // TODO: check alpha test when blending is disabled
+ if (!(DispCnt & (1<<3)))
+ alpha = 31;
+
+ u32 dstcolor = ColorBuffer[pixeladdr];
+ u32 dstalpha = dstcolor >> 24;
+
+ if (alpha == 31)
+ {
+ // edge fill rules for opaque pixels
+ // TODO, eventually: antialiasing
+ if (!wireframe)
+ {
+ if ((edge & 0x1) && slope_start > 0x1000)
+ continue;
+ if ((edge & 0x2) && (slope_end != 0 && slope_end <= 0x1000))
+ continue;
+ }
+
+ DepthBuffer[pixeladdr] = z;
+ }
+ else if (dstalpha == 0)
+ {
+ // TODO: conditional Z-buffer update
+ DepthBuffer[pixeladdr] = z;
+ }
+ else
+ {
+ u32 srcR = color & 0x3F;
+ u32 srcG = (color >> 8) & 0x3F;
+ u32 srcB = (color >> 16) & 0x3F;
+
+ u32 dstR = dstcolor & 0x3F;
+ u32 dstG = (dstcolor >> 8) & 0x3F;
+ u32 dstB = (dstcolor >> 16) & 0x3F;
+
+ alpha++;
+ dstR = ((srcR * alpha) + (dstR * (32-alpha))) >> 5;
+ dstG = ((srcG * alpha) + (dstG * (32-alpha))) >> 5;
+ dstB = ((srcB * alpha) + (dstB * (32-alpha))) >> 5;
+
+ alpha--;
+ if (alpha > dstalpha) dstalpha = alpha;
+
+ color = dstR | (dstG << 8) | (dstB << 16) | (dstalpha << 24);
+
+ // TODO: conditional Z-buffer update
+ DepthBuffer[pixeladdr] = z;
+ }
+
+ ColorBuffer[pixeladdr] = color;
+ AttrBuffer[pixeladdr] = attr;
+ }
+
+ if (lslope > 0) dxl += lslope;
+ else dxl -= lslope;
+ if (rslope > 0) dxr += rslope;
+ else dxr -= rslope;
+ }
+}
+
+void RenderFrame(Vertex* vertices, Polygon* polygons, int npolys)
+{
+ u32 polyid = (ClearAttr1 >> 24) & 0x3F;
+
+ if (DispCnt & (1<<14))
+ {
+ u8 xoff = (ClearAttr2 >> 16) & 0xFF;
+ u8 yoff = (ClearAttr2 >> 24) & 0xFF;
+
+ for (int y = 0; y < 256*192; y += 256)
+ {
+ for (int x = 0; x < 256; x++)
+ {
+ u16 val2 = GPU::ReadVRAM_Texture<u16>(0x40000 + (yoff << 9) + (xoff << 1));
+ u16 val3 = GPU::ReadVRAM_Texture<u16>(0x60000 + (yoff << 9) + (xoff << 1));
+
+ // TODO: confirm color conversion
+ u32 r = (val2 << 1) & 0x3E; if (r) r++;
+ u32 g = (val2 >> 4) & 0x3E; if (g) g++;
+ u32 b = (val2 >> 9) & 0x3E; if (b) b++;
+ u32 a = (val2 & 0x8000) ? 0x1F000000 : 0;
+ u32 color = r | (g << 8) | (b << 16) | a;
+
+ u32 z = ((val3 & 0x7FFF) * 0x200) + 0x1FF;
+ if (z >= 0x10000 && z < 0xFFFFFF) z++;
+
+ ColorBuffer[y+x] = color;
+ DepthBuffer[y+x] = z;
+ AttrBuffer[y+x] = polyid | ((val3 & 0x8000) >> 7);
+
+ xoff++;
+ }
+
+ yoff++;
+ }
+ }
+ else
+ {
+ // TODO: confirm color conversion
+ u32 r = (ClearAttr1 << 1) & 0x3E; if (r) r++;
+ u32 g = (ClearAttr1 >> 4) & 0x3E; if (g) g++;
+ u32 b = (ClearAttr1 >> 9) & 0x3E; if (b) b++;
+ u32 a = (ClearAttr1 >> 16) & 0x1F;
+ u32 color = r | (g << 8) | (b << 16) | (a << 24);
+
+ u32 z = ((ClearAttr2 & 0x7FFF) * 0x200) + 0x1FF;
+ if (z >= 0x10000 && z < 0xFFFFFF) z++;
+
+ polyid |= ((ClearAttr1 & 0x8000) >> 7);
+
+ for (int i = 0; i < 256*192; i++)
+ {
+ ColorBuffer[i] = color;
+ DepthBuffer[i] = z;
+ AttrBuffer[i] = polyid;
+ }
+ }
+
+ // TODO: Y-sorting of translucent polygons
+
+ for (int i = 0; i < npolys; i++)
+ {
+ if (polygons[i].Translucent) continue;
+ RenderPolygon(&polygons[i]);
+ }
+
+ for (int i = 0; i < npolys; i++)
+ {
+ if (!polygons[i].Translucent) continue;
+ RenderPolygon(&polygons[i]);
+ }
+}
+
+u32* GetLine(int line)
+{
+ return &ColorBuffer[line * 256];
+}
+
+}
+}