diff options
Diffstat (limited to 'GPU3D.cpp')
-rw-r--r-- | GPU3D.cpp | 47 |
1 files changed, 14 insertions, 33 deletions
@@ -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))) { |