diff options
author | StapleButter <thetotalworm@gmail.com> | 2017-04-12 20:25:54 +0200 |
---|---|---|
committer | StapleButter <thetotalworm@gmail.com> | 2017-04-12 20:25:54 +0200 |
commit | c62e160b269b3faeec303de8d593929efd66d107 (patch) | |
tree | 1298ce94ec37265206c24b94a7ef033ed6dd2798 /src/GPU3D_Soft.cpp | |
parent | 54eeb38d3df54aef7211442d2355c822f093b56f (diff) |
* decal texture blending
* start implementing toon shading
* temp. revert the DMA fix, causes issues
Diffstat (limited to 'src/GPU3D_Soft.cpp')
-rw-r--r-- | src/GPU3D_Soft.cpp | 61 |
1 files changed, 56 insertions, 5 deletions
diff --git a/src/GPU3D_Soft.cpp b/src/GPU3D_Soft.cpp index dc94130..4f67255 100644 --- a/src/GPU3D_Soft.cpp +++ b/src/GPU3D_Soft.cpp @@ -300,9 +300,19 @@ u32 RenderPixel(Polygon* polygon, s32 x, s32 y, s32 z, u8 vr, u8 vg, u8 vb, s16 u32 attr = polygon->Attr; u8 r, g, b, a; + u32 blendmode = (polygon->Attr >> 4) & 0x3; u32 polyalpha = (polygon->Attr >> 16) & 0x1F; bool wireframe = (polyalpha == 0); + if (blendmode == 2) + { + u16 tooncolor = ToonTable[vr >> 1]; + + vr = (tooncolor << 1) & 0x3E; if (vr) vr++; + vg = (tooncolor >> 4) & 0x3E; if (vg) vg++; + vb = (tooncolor >> 9) & 0x3E; if (vb) vb++; + } + if ((DispCnt & (1<<0)) && (((polygon->TexParam >> 26) & 0x7) != 0)) { u8 tr, tg, tb; @@ -314,11 +324,40 @@ u32 RenderPixel(Polygon* polygon, s32 x, s32 y, s32 z, u8 vr, u8 vg, u8 vb, s16 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; + if (blendmode == 1) + { + // decal + + if (talpha == 0) + { + r = vr; + g = vg; + b = vb; + } + else if (talpha == 31) + { + r = tr; + g = tg; + b = tb; + } + else + { + r = ((tr * talpha) + (vr * (31-talpha))) >> 5; + g = ((tg * talpha) + (vg * (31-talpha))) >> 5; + b = ((tb * talpha) + (vb * (31-talpha))) >> 5; + } + a = polyalpha; + } + else + { + // modulate + // TODO: check that it works the same for shadows + + 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 { @@ -328,6 +367,18 @@ u32 RenderPixel(Polygon* polygon, s32 x, s32 y, s32 z, u8 vr, u8 vg, u8 vb, s16 a = polyalpha; } + /*if ((blendmode == 2) && (DispCnt & (1<<1))) + { + r += vr; + g += vg; + b += vb; + + if (r > 63) r = 63; + if (g > 63) g = 63; + if (b > 63) b = 63; + }*/ + + // checkme: can wireframe polygons use texture alpha? if (wireframe) a = 31; return r | (g << 8) | (b << 16) | (a << 24); |