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authorStapleButter <thetotalworm@gmail.com>2017-04-21 22:40:15 +0200
committerStapleButter <thetotalworm@gmail.com>2017-04-21 22:40:15 +0200
commiteb656857d9be9c7acf6d1152724518b73aa0fee7 (patch)
tree12cba7b51592cae707ac9ebdb12d90d6f9ef15c4 /src
parent796e60828c4fe40e4710a6fd7ebf1d419481f58b (diff)
optimize the 3D renderer somewhat
Diffstat (limited to 'src')
-rw-r--r--src/GPU3D.cpp47
-rw-r--r--src/GPU3D.h6
-rw-r--r--src/GPU3D_Soft.cpp581
3 files changed, 410 insertions, 224 deletions
diff --git a/src/GPU3D.cpp b/src/GPU3D.cpp
index 378565a..e564684 100644
--- a/src/GPU3D.cpp
+++ b/src/GPU3D.cpp
@@ -717,9 +717,8 @@ void SubmitPolygon()
poly->FacingView = facingview;
u32 texfmt = (TexParam >> 26) & 0x7;
- u32 blendmode = (CurPolygonAttr >> 4) & 0x3;
u32 polyalpha = (CurPolygonAttr >> 16) & 0x1F;
- poly->Translucent = ((texfmt == 1 || texfmt == 6) && (blendmode != 1)) || (polyalpha > 0 && polyalpha < 31);
+ poly->Translucent = ((texfmt == 1 || texfmt == 6) && !(CurPolygonAttr & 0x10)) || (polyalpha > 0 && polyalpha < 31);
if (LastStripPolygon && clipstart > 0)
{
@@ -764,24 +763,29 @@ void SubmitPolygon()
}
else
{
+ // W is normalized, such that all the polygon's W values fit within 16 bits
+ // the viewport transform for X and Y uses the original W values, but
+ // 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;
+ //if (FlushAttributes & 0x2) posZ = w;
+ //else posZ = (((s64)vtx->Position[2] * 0x800000) / w) + 0x7FFEFF;
}
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;
+ //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[2] = posZ;
+ //vtx->FinalPosition[3] = w;
vtx->FinalColor[0] = vtx->Color[0] >> 12;
if (vtx->FinalColor[0]) vtx->FinalColor[0] = ((vtx->FinalColor[0] << 4) + 0xF);
@@ -792,9 +796,12 @@ void SubmitPolygon()
}
// determine bounds of the polygon
+ // also determine the W shift and normalize W
+
u32 vtop = 0, vbot = 0;
s32 ytop = 192, ybot = 0;
s32 xtop = 256, xbot = 0;
+ u32 wshift = 0;
for (int i = 0; i < nverts; i++)
{
@@ -812,11 +819,35 @@ void SubmitPolygon()
ybot = vtx->FinalPosition[1];
vbot = i;
}
+
+ u32 w = (u32)vtx->Position[3];
+ while ((w >> wshift) & 0xFFFF0000)
+ wshift += 4;
}
poly->VTop = vtop; poly->VBottom = vbot;
poly->YTop = ytop; poly->YBottom = ybot;
poly->XTop = xtop; poly->XBottom = xbot;
+ poly->WShift = wshift;
+
+ for (int i = 0; i < nverts; i++)
+ {
+ Vertex* vtx = poly->Vertices[i];
+ s32 w = vtx->Position[3] >> wshift;
+
+ s32 z;
+ if (FlushAttributes & 0x2)
+ z = w << wshift;
+ else
+ z = (((s64)vtx->Position[2] * 0x800000) / (w << wshift)) + 0x7FFEFF;
+
+ // checkme
+ if (z < 0) z = 0;
+ else if (z > 0xFFFFFF) z = 0xFFFFFF;
+
+ poly->FinalZ[i] = z;
+ poly->FinalW[i] = w;
+ }
if (PolygonMode >= 2)
LastStripPolygon = poly;
diff --git a/src/GPU3D.h b/src/GPU3D.h
index 0b07442..e0b6f74 100644
--- a/src/GPU3D.h
+++ b/src/GPU3D.h
@@ -33,7 +33,7 @@ typedef struct
// final vertex attributes.
// allows them to be reused in polygon strips.
- s32 FinalPosition[4];
+ s32 FinalPosition[2];
s32 FinalColor[3];
} Vertex;
@@ -43,6 +43,10 @@ typedef struct
Vertex* Vertices[10];
u32 NumVertices;
+ s32 FinalZ[10];
+ s32 FinalW[10];
+ u8 WShift;
+
u32 Attr;
u32 TexParam;
u32 TexPalette;
diff --git a/src/GPU3D_Soft.cpp b/src/GPU3D_Soft.cpp
index c71c5a5..f129350 100644
--- a/src/GPU3D_Soft.cpp
+++ b/src/GPU3D_Soft.cpp
@@ -53,6 +53,243 @@ void Reset()
}
+// Notes on the interpolator:
+//
+// This is a theory on how the DS hardware interpolates values. It matches hardware output
+// in the tests I did, but the hardware may be doing it differently. You never know.
+//
+// Assuming you want to perspective-correctly interpolate a variable named A across two points
+// in a typical rasterizer, you would calculate A/W and 1/W at each point, interpolate linearly,
+// then divide A/W by 1/W to recover the correct A value.
+//
+// The DS GPU approximates interpolation by calculating a perspective-correct interpolation
+// between 0 and 1, then using the result as a factor to linearly interpolate the actual
+// vertex attributes. The factor has 9 bits of precision when interpolating along Y and
+// 8 bits along X.
+//
+// There's a special path for when the two W values are equal: it directly does linear
+// interpolation, avoiding precision loss from the aforementioned approximation.
+// Which is desirable when using the GPU to draw 2D graphics.
+
+class Interpolator
+{
+public:
+ Interpolator() {}
+ Interpolator(s32 x0, s32 x1, s32 w0, s32 w1, int shift)
+ {
+ Setup(x0, x1, w0, w1, shift);
+ }
+
+ void Setup(s32 x0, s32 x1, s32 w0, s32 w1, int shift)
+ {
+ this->x0 = x0;
+ this->x1 = x1;
+ this->xdiff = x1 - x0;
+ this->shift = shift;
+
+ this->w0factor = (s64)w0 * xdiff;
+ this->w1factor = (s64)w1 * xdiff;
+ this->wdiff = w1 - w0;
+ }
+
+ void SetX(s32 x)
+ {
+ x -= x0;
+ this->x = x;
+ if (xdiff != 0 && wdiff != 0)
+ {
+ s64 num = ((s64)x << (shift + 40)) / w1factor;
+ s64 denw0 = ((s64)(xdiff-x) << 40) / w0factor;
+ s64 denw1 = num >> shift;
+
+ s64 denom = denw0 + denw1;
+ if (denom == 0)
+ yfactor = 0;
+ else
+ {
+ yfactor = (s32)(num / denom);
+ }
+ }
+ }
+
+ s32 Interpolate(s32 y0, s32 y1)
+ {
+ if (xdiff == 0) return y0;
+
+ if (wdiff != 0)
+ return y0 + (((y1 - y0) * yfactor) >> shift);
+ else
+ return y0 + (((y1 - y0) * x) / xdiff);
+ }
+
+ s32 InterpolateZ(s32 y0, s32 y1)
+ {
+ if (xdiff == 0) return y0;
+
+ if (wdiff != 0)
+ return y0 + (((s64)(y1 - y0) * yfactor) >> shift);
+ else
+ return y0 + (((s64)(y1 - y0) * x) / xdiff);
+ }
+
+private:
+ s32 x0, x1, xdiff, x;
+ s64 w0factor, w1factor;
+ s32 wdiff;
+ int shift;
+
+ s32 yfactor;
+};
+
+
+class Slope
+{
+public:
+ Slope() {}
+
+ s32 SetupDummy(s32 x0, int side)
+ {
+ if (side)
+ {
+ dx = -0x10000;
+ x0--;
+ }
+ else
+ {
+ dx = 0;
+ }
+
+ this->x0 = x0;
+ this->xmin = x0;
+ this->xmax = x0;
+
+ Increment = 0;
+ XMajor = false;
+
+ Interp.Setup(0, 0, 0, 0, 9);
+ Interp.SetX(0);
+
+ return x0;
+ }
+
+ s32 Setup(s32 x0, s32 x1, s32 y0, s32 y1, s32 w0, s32 w1, int side)
+ {
+ this->x0 = x0;
+ this->y = y0;
+
+ if (x1 > x0)
+ {
+ this->xmin = x0;
+ this->xmax = x1-1;
+ }
+ else if (x1 < x0)
+ {
+ this->xmin = x1;
+ this->xmax = x0-1;
+ }
+ else
+ {
+ this->xmin = x0;
+ if (side) this->xmin--;
+ this->xmax = this->xmin;
+ }
+
+ if (y0 == y1)
+ Increment = 0;
+ else
+ Increment = ((x1 - x0) << 16) / (y1 - y0);
+
+ if (Increment < 0)
+ {
+ Increment = -Increment;
+ Negative = true;
+ }
+ else
+ Negative = false;
+
+ XMajor = (Increment > 0x10000);
+
+ if (side)
+ {
+ // right
+
+ if (XMajor) dx = Negative ? (0x8000 + 0x10000) : (Increment - 0x8000);
+ else if (Increment != 0) dx = Negative ? 0x10000 : 0;
+ else dx = -0x10000;
+ }
+ else
+ {
+ // left
+
+ if (XMajor) dx = Negative ? ((Increment - 0x8000) + 0x10000) : 0x8000;
+ else if (Increment != 0) dx = Negative ? 0x10000 : 0;
+ else dx = 0;
+ }
+
+ if (XMajor)
+ {
+ if (side) Interp.Setup(x0-1, x1-1, w0, w1, 9); // checkme
+ else Interp.Setup(x0, x1, w0, w1, 9);
+ }
+ else Interp.Setup(y0, y1, w0, w1, 9);
+
+ s32 x = XVal();
+ if (XMajor) Interp.SetX(x);
+ else Interp.SetX(y);
+ return x;
+ }
+
+ s32 Step()
+ {
+ dx += Increment;
+ y++;
+
+ s32 x = XVal();
+ if (XMajor) Interp.SetX(x);
+ else Interp.SetX(y);
+ return x;
+ }
+
+ s32 XVal()
+ {
+ s32 ret;
+ if (Negative) ret = x0 - (dx >> 16);
+ else ret = x0 + (dx >> 16);
+
+ if (ret < xmin) ret = xmin;
+ else if (ret > xmax) ret = xmax;
+ return ret;
+ }
+
+ s32 EdgeLimit(int side)
+ {
+ s32 ret;
+ if (side)
+ {
+ if (Negative) ret = x0 - ((dx+Increment) >> 16);
+ else ret = x0 + ((dx-Increment) >> 16);
+ }
+ else
+ {
+ if (Negative) ret = x0 - ((dx-Increment) >> 16);
+ else ret = x0 + ((dx+Increment) >> 16);
+ }
+
+ return ret;
+ }
+
+ s32 Increment;
+ bool Negative;
+ bool XMajor;
+ Interpolator Interp;
+
+private:
+ s32 x0, xmin, xmax;
+ s32 dx;
+ s32 y;
+};
+
+
void TextureLookup(u32 texparam, u32 texpal, s16 s, s16 t, u16* color, u8* alpha)
{
u32 vramaddr = (texparam & 0xFFFF) << 3;
@@ -65,6 +302,7 @@ void TextureLookup(u32 texparam, u32 texpal, s16 s, s16 t, u16* color, u8* alpha
// texture wrapping
// TODO: optimize this somehow
+ // testing shows that it's hardly worth optimizing, actually
if (texparam & (1<<16))
{
@@ -323,7 +561,7 @@ u32 RenderPixel(Polygon* polygon, u8 vr, u8 vg, u8 vb, s16 s, s16 t)
tg = (tcolor >> 4) & 0x3E; if (tg) tg++;
tb = (tcolor >> 9) & 0x3E; if (tb) tb++;
- if (blendmode == 1)
+ if (blendmode & 0x1)
{
// decal
@@ -350,7 +588,6 @@ u32 RenderPixel(Polygon* polygon, u8 vr, u8 vg, u8 vb, s16 s, s16 t)
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;
@@ -409,8 +646,26 @@ void RenderPolygon(Polygon* polygon)
int lcur = vtop, rcur = vtop;
int lnext, rnext;
- s32 dxl, dxr;
- s32 lslope, rslope;
+ 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;
+ }
+
+
+ /*s32 dxl, dxr;
+ s32 lslope, rslope;*/
+ Slope slopeL, slopeR;
+ s32 xL, xR;
bool l_xmajor, r_xmajor;
if (ybot == ytop)
@@ -433,50 +688,51 @@ void RenderPolygon(Polygon* polygon)
lcur = vtop; lnext = vtop;
rcur = vbot; rnext = vbot;
- lslope = 0; l_xmajor = false;
- rslope = 0; r_xmajor = false;
+ xL = slopeL.SetupDummy(polygon->Vertices[lcur]->FinalPosition[0], 0);
+ xR = slopeR.SetupDummy(polygon->Vertices[rcur]->FinalPosition[0], 1);
}
else
{
- //while (polygon->Vertices[lnext]->FinalPosition[1] )
- if (polygon->FacingView)
+ while (ytop >= polygon->Vertices[lnext]->FinalPosition[1] && lcur != vbot)
{
- 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;
- }
+ lcur = lnext;
- 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->FacingView)
+ {
+ lnext = lcur + 1;
+ if (lnext >= nverts) lnext = 0;
+ }
+ else
+ {
+ lnext = lcur - 1;
+ if (lnext < 0) lnext = nverts - 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]);
+ xL = slopeL.Setup(polygon->Vertices[lcur]->FinalPosition[0], polygon->Vertices[lnext]->FinalPosition[0],
+ polygon->Vertices[lcur]->FinalPosition[1], polygon->Vertices[lnext]->FinalPosition[1],
+ polygon->FinalW[lcur], polygon->FinalW[lnext], 0);
- l_xmajor = (lslope < -0x1000) || (lslope > 0x1000);
- r_xmajor = (rslope < -0x1000) || (rslope > 0x1000);
- }
+ while (ytop >= polygon->Vertices[rnext]->FinalPosition[1] && rcur != vbot)
+ {
+ rcur = rnext;
- if (l_xmajor) dxl = (lslope > 0) ? 0x800 : (-lslope-0x800)+0x1000;
- else if (lslope) dxl = (lslope > 0) ? 0 : 0x1000;
- else dxl = 0;
+ if (polygon->FacingView)
+ {
+ rnext = rcur - 1;
+ if (rnext < 0) rnext = nverts - 1;
+ }
+ else
+ {
+ rnext = rcur + 1;
+ if (rnext >= nverts) rnext = 0;
+ }
+ }
- if (r_xmajor) dxr = (rslope > 0) ? rslope-0x800 : 0x800+0x1000;
- else if (rslope) dxr = (rslope > 0) ? 0 : 0x1000;
- else dxr = 0x1000;
+ xR = slopeR.Setup(polygon->Vertices[rcur]->FinalPosition[0], polygon->Vertices[rnext]->FinalPosition[0],
+ polygon->Vertices[rcur]->FinalPosition[1], polygon->Vertices[rnext]->FinalPosition[1],
+ polygon->FinalW[rcur], polygon->FinalW[rnext], 1);
+ }
if (ybot > 192) ybot = 192;
for (s32 y = ytop; y < ybot; y++)
@@ -501,17 +757,9 @@ void RenderPolygon(Polygon* polygon)
}
}
- 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;
+ xL = slopeL.Setup(polygon->Vertices[lcur]->FinalPosition[0], polygon->Vertices[lnext]->FinalPosition[0],
+ polygon->Vertices[lcur]->FinalPosition[1], polygon->Vertices[lnext]->FinalPosition[1],
+ polygon->FinalW[lcur], polygon->FinalW[lnext], 0);
}
if (y >= polygon->Vertices[rnext]->FinalPosition[1] && rcur != vbot)
@@ -532,71 +780,25 @@ void RenderPolygon(Polygon* polygon)
}
}
- 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;
+ xR = slopeR.Setup(polygon->Vertices[rcur]->FinalPosition[0], polygon->Vertices[rnext]->FinalPosition[0],
+ polygon->Vertices[rcur]->FinalPosition[1], polygon->Vertices[rnext]->FinalPosition[1],
+ polygon->FinalW[rcur], polygon->FinalW[rnext], 1);
}
}
Vertex *vlcur, *vlnext, *vrcur, *vrnext;
s32 xstart, xend;
- s32 xstart_int, xend_int;
- s32 slope_start, slope_end;
+ Slope* slope_start;
+ Slope* 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];
+ xstart = xL;
+ xend = xR;
- 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;
- }
+ s32 wl = slopeL.Interp.Interpolate(polygon->FinalW[lcur], polygon->FinalW[lnext]);
+ s32 wr = slopeR.Interp.Interpolate(polygon->FinalW[rcur], polygon->FinalW[rnext]);
+
+ s32 zl = slopeL.Interp.InterpolateZ(polygon->FinalZ[lcur], polygon->FinalZ[lnext]);
+ s32 zr = slopeR.Interp.InterpolateZ(polygon->FinalZ[rcur], polygon->FinalZ[rnext]);
// if the left and right edges are swapped, render backwards.
// note: we 'forget' to swap the xmajor flags, on purpose
@@ -608,10 +810,13 @@ void RenderPolygon(Polygon* polygon)
vrcur = polygon->Vertices[lcur];
vrnext = polygon->Vertices[lnext];
- slope_start = rslope;
- slope_end = lslope;
+ slope_start = &slopeR;
+ slope_end = &slopeL;
- s32 tmp = xstart; xstart = xend; xend = tmp;
+ s32 tmp;
+ tmp = xstart; xstart = xend; xend = tmp;
+ tmp = wl; wl = wr; wr = tmp;
+ tmp = zl; zl = zr; zr = tmp;
}
else
{
@@ -620,101 +825,67 @@ void RenderPolygon(Polygon* polygon)
vrcur = polygon->Vertices[rcur];
vrnext = polygon->Vertices[rnext];
- slope_start = lslope;
- slope_end = rslope;
+ slope_start = &slopeL;
+ slope_end = &slopeR;
}
// 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 rl = slope_start->Interp.Interpolate(vlcur->FinalColor[0], vlnext->FinalColor[0]);
+ s32 gl = slope_start->Interp.Interpolate(vlcur->FinalColor[1], vlnext->FinalColor[1]);
+ s32 bl = slope_start->Interp.Interpolate(vlcur->FinalColor[2], vlnext->FinalColor[2]);
- s32 sl = ((lfactor1 * vlcur->TexCoords[0]) + (lfactor2 * vlnext->TexCoords[0])) / ldenom;
- s32 tl = ((lfactor1 * vlcur->TexCoords[1]) + (lfactor2 * vlnext->TexCoords[1])) / ldenom;
+ s32 sl = slope_start->Interp.Interpolate(vlcur->TexCoords[0], vlnext->TexCoords[0]);
+ s32 tl = slope_start->Interp.Interpolate(vlcur->TexCoords[1], vlnext->TexCoords[1]);
- 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 rr = slope_end->Interp.Interpolate(vrcur->FinalColor[0], vrnext->FinalColor[0]);
+ s32 gr = slope_end->Interp.Interpolate(vrcur->FinalColor[1], vrnext->FinalColor[1]);
+ s32 br = slope_end->Interp.Interpolate(vrcur->FinalColor[2], vrnext->FinalColor[2]);
- s32 sr = ((rfactor1 * vrcur->TexCoords[0]) + (rfactor2 * vrnext->TexCoords[0])) / rdenom;
- s32 tr = ((rfactor1 * vrcur->TexCoords[1]) + (rfactor2 * vrnext->TexCoords[1])) / rdenom;
+ s32 sr = slope_end->Interp.Interpolate(vrcur->TexCoords[0], vrnext->TexCoords[0]);
+ s32 tr = slope_end->Interp.Interpolate(vrcur->TexCoords[1], vrnext->TexCoords[1]);
// calculate edges
+ //
+ // 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)
+
s32 l_edgeend, r_edgestart;
+ bool l_filledge, r_filledge;
- if (l_xmajor)
+ if (slopeL.XMajor)
{
- if (slope_start > 0) l_edgeend = vlcur->FinalPosition[0] + ((dxl + slope_start) >> 12);
- else l_edgeend = vlcur->FinalPosition[0] - ((dxl - slope_start) >> 12);
-
+ l_edgeend = slope_start->EdgeLimit(0);
if (l_edgeend == xstart) l_edgeend++;
+
+ l_filledge = slope_start->Negative;
}
else
+ {
l_edgeend = xstart + 1;
- if (r_xmajor)
+ l_filledge = true;
+ }
+
+ if (slopeR.XMajor)
{
- if (slope_end > 0) r_edgestart = vrcur->FinalPosition[0] + ((dxr + slope_end) >> 12);
- else r_edgestart = vrcur->FinalPosition[0] - ((dxr - slope_end) >> 12);
+ r_edgestart = slope_end->EdgeLimit(1);
+ if (r_edgestart == xend) r_edgestart--;
- if (r_edgestart == xend_int) r_edgestart--;
+ r_filledge = !slope_end->Negative;
}
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)
+ r_filledge = slope_end->Increment==0;
+ }
+
+ Interpolator interpX(xstart, xend+1, wl, wr, 8);
for (s32 x = xstart; x <= xend; x++)
{
@@ -731,28 +902,20 @@ void RenderPolygon(Polygon* polygon)
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;
- }
+ interpX.SetX(x);
u32 pixeladdr = (y*256) + x;
- s32 z = ((factor1 * zl) + (factor2 * zr)) / denom;
+ s32 z = interpX.InterpolateZ(zl, zr);
if (!fnDepthTest(DepthBuffer[pixeladdr], z))
continue;
- u32 vr = ((factor1 * rl) + (factor2 * rr)) / denom;
- u32 vg = ((factor1 * gl) + (factor2 * gr)) / denom;
- u32 vb = ((factor1 * bl) + (factor2 * br)) / denom;
+ u32 vr = interpX.Interpolate(rl, rr);
+ u32 vg = interpX.Interpolate(gl, gr);
+ u32 vb = interpX.Interpolate(bl, br);
- s16 s = ((factor1 * sl) + (factor2 * sr)) / denom;
- s16 t = ((factor1 * tl) + (factor2 * tr)) / denom;
+ s16 s = interpX.Interpolate(sl, sr);
+ s16 t = interpX.Interpolate(tl, tr);
u32 color = RenderPixel(polygon, vr>>3, vg>>3, vb>>3, s, t);
u32 attr = 0;
@@ -781,11 +944,11 @@ void RenderPolygon(Polygon* polygon)
{
// edge fill rules for opaque pixels
// TODO, eventually: antialiasing
- if (!wireframe)// && !(edge & 0x4))
+ if (!wireframe)
{
- if ((edge & 0x1) && slope_start > 0x1000)
+ if ((edge & 0x1) && !l_filledge)
continue;
- if ((edge & 0x2) && (slope_end != 0 && slope_end <= 0x1000))
+ if ((edge & 0x2) && !r_filledge)
continue;
}
@@ -824,19 +987,9 @@ void RenderPolygon(Polygon* polygon)
AttrBuffer[pixeladdr] = attr;
}
- if (lslope > 0) dxl += lslope;
- else dxl -= lslope;
- if (rslope > 0) dxr += rslope;
- else dxr -= rslope;
+ xL = slopeL.Step();
+ xR = slopeR.Step();
}
-
- /*for (int i = 0; i < polygon->NumVertices; i++)
- {
- Vertex* vtx = polygon->Vertices[i];
- u32 addr = vtx->FinalPosition[0] + (vtx->FinalPosition[1]*256);
- if (addr < 256*192)
- ColorBuffer[addr] = 0x1F3F003F;
- }*/
}
void RenderFrame(Vertex* vertices, Polygon* polygons, int npolys)
@@ -863,7 +1016,6 @@ void RenderFrame(Vertex* vertices, Polygon* polygons, int npolys)
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;
@@ -885,7 +1037,6 @@ void RenderFrame(Vertex* vertices, Polygon* polygons, int npolys)
u32 color = r | (g << 8) | (b << 16) | (a << 24);
u32 z = ((RenderClearAttr2 & 0x7FFF) * 0x200) + 0x1FF;
- if (z >= 0x10000 && z < 0xFFFFFF) z++;
polyid |= ((RenderClearAttr1 & 0x8000) >> 7);