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-rw-r--r--GPU3D_Soft.cpp119
1 files changed, 91 insertions, 28 deletions
diff --git a/GPU3D_Soft.cpp b/GPU3D_Soft.cpp
index 4155751..d47975d 100644
--- a/GPU3D_Soft.cpp
+++ b/GPU3D_Soft.cpp
@@ -50,9 +50,9 @@ void RenderPolygon(Polygon* polygon)
{
int nverts = polygon->NumVertices;
- int vtop, vbot;
+ int vtop = 0, vbot = 0;
s32 ytop = 191, ybot = 0;
- s32 scrcoords[10][3];
+ s32 scrcoords[10][4];
// find the topmost and bottommost vertices of the polygon
@@ -60,14 +60,36 @@ void RenderPolygon(Polygon* polygon)
{
Vertex* vtx = polygon->Vertices[i];
- s32 scrX = (((vtx->Position[0] + 0x1000) * Viewport[2]) >> 13) + Viewport[0];
- s32 scrY = (((vtx->Position[1] + 0x1000) * Viewport[3]) >> 13) + Viewport[1];
+ s32 w_inv;
+ if (vtx->Position[3] == 0)
+ {
+ w_inv = 0x1000; // checkme
+ printf("!! W=0\n");
+ }
+ else
+ w_inv = 0x1000000 / vtx->Position[3];
+
+ if (vtx->Position[3] < 0) printf("!!! W=%d\n", vtx->Position[3]);
+
+ s32 posX = (vtx->Position[0] * w_inv) >> 12;
+ s32 posY = (vtx->Position[1] * w_inv) >> 12;
+ s32 posZ = (vtx->Position[2] * w_inv) >> 12;
+ //s32 posX = vtx->Position[0];
+ //s32 posY = vtx->Position[1];
+
+ 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;
if (scrX > 255) scrX = 255;
if (scrY > 191) scrY = 191;
+ if (scrZ > 0xFFF) scrZ = 0xFFF;
+ if (scrX < 0) { printf("!! bad X %d\n", scrX); scrX = 0;}
+ if (scrY < 0) { printf("!! bad Y %d\n", scrY); scrY = 0;}
scrcoords[i][0] = scrX;
scrcoords[i][1] = 191 - scrY;
- scrcoords[i][2] = 0; // TODO: Z
+ scrcoords[i][2] = scrZ;
+ scrcoords[i][3] = vtx->Position[3];
if (scrcoords[i][1] < ytop)
{
@@ -79,6 +101,8 @@ void RenderPolygon(Polygon* polygon)
ybot = scrcoords[i][1];
vbot = i;
}
+ //if (vtx->Color[0]==63 && vtx->Color[1]==0 && vtx->Color[2]==0)
+ //printf("v%d: %d,%d W=%d\n", i, scrX, 191-scrY, vtx->Position[3]);
}
// draw, line per line
@@ -103,28 +127,33 @@ void RenderPolygon(Polygon* polygon)
for (s32 y = ytop; y <= ybot; y++)
{
- if (y == scrcoords[lnext][1] && y < ybot)
- {
- lcur++;
- if (lcur >= nverts) lcur = 0;
-
- lnext = lcur + 1;
- if (lnext >= nverts) lnext = 0;
-
- //lstep = ((scrcoords[lnext][0] - scrcoords[lcur][0]) << 12) / (scrcoords[lnext][1] - scrcoords[lcur][1]);
- //xmin = scrcoords[lcur][0] << 12;
- }
-
- if (y == scrcoords[rnext][1] && y < ybot)
+ if (y < ybot)
{
- rcur--;
- if (rcur < 0) rcur = nverts - 1;
-
- rnext = rcur - 1;
- if (rnext < 0) rnext = nverts - 1;
-
- //rstep = ((scrcoords[rnext][0] - scrcoords[rcur][0]) << 12) / (scrcoords[rnext][1] - scrcoords[rcur][1]);
- //xmax = scrcoords[rcur][0] << 12;
+ while (y == scrcoords[lnext][1])
+ {
+ lcur++;
+ if (lcur >= nverts) lcur = 0;
+
+ lnext = lcur + 1;
+ if (lnext >= nverts) lnext = 0;
+
+ //lstep = ((scrcoords[lnext][0] - scrcoords[lcur][0]) << 12) / (scrcoords[lnext][1] - scrcoords[lcur][1]);
+ //xmin = scrcoords[lcur][0] << 12;
+ if (lcur == vbot) break;
+ }
+
+ while (y == scrcoords[rnext][1])
+ {
+ rcur--;
+ if (rcur < 0) rcur = nverts - 1;
+
+ rnext = rcur - 1;
+ if (rnext < 0) rnext = nverts - 1;
+
+ //rstep = ((scrcoords[rnext][0] - scrcoords[rcur][0]) << 12) / (scrcoords[rnext][1] - scrcoords[rcur][1]);
+ //xmax = scrcoords[rcur][0] << 12;
+ if (rcur == vbot) break;
+ }
}
Vertex* vlcur = polygon->Vertices[lcur];
@@ -147,6 +176,12 @@ void RenderPolygon(Polygon* polygon)
s32 xl = scrcoords[lcur][0] + (((scrcoords[lnext][0] - scrcoords[lcur][0]) * lfactor) >> 12);
s32 xr = scrcoords[rcur][0] + (((scrcoords[rnext][0] - scrcoords[rcur][0]) * rfactor) >> 12);
+ //if (vlcur->Color[0]==0 && vlcur->Color[1]==63 && vlcur->Color[2]==0)
+ // printf("y:%d xleft:%d xright:%d %d,%d %d,%d\n", y, xl, xr, lcur, rcur, vtop, vbot);
+
+ //s32 zl = scrcoords[lcur][3] + (((scrcoords[lnext][3] - scrcoords[lcur][3]) * lfactor) >> 12);
+ //s32 zr = scrcoords[rcur][3] + (((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);
u8 bl = vlcur->Color[2] + (((vlnext->Color[2] - vlcur->Color[2]) * lfactor) >> 12);
@@ -165,11 +200,31 @@ void RenderPolygon(Polygon* polygon)
{
s32 xfactor = (x - xl) * xdiv;
+ //s32 z = (zl << 12) + ((zr - zl) * xfactor);
+ //z = zl + (((zr - zl) * xfactor) >> 12);
+
+ //s32 z_inv = ((z>>12)==0) ? 0x1000 : 0x1000000 / (z >> 12);
+ //xfactor = (xfactor * z_inv) >> 12;
+ //xfactor = (xfactor << 12) / z;
+
+ // TODO: get rid of this shit
+ if (x<0 || x>255 || y<0 || y>191)
+ {
+ //printf("BAD COORDS!! %d %d\n", x, y);
+ 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;
+ pixel[3] = 31; // TODO: alpha
+
+ // Z debug
+ /*u8 zerp = (z * 63) / 0xFFFFFF;
+ pixel[0] = zerp;
+ pixel[1] = zerp;
+ pixel[2] = zerp;*/
}
}
}
@@ -180,11 +235,19 @@ void RenderFrame(Vertex* vertices, Polygon* polygons, int npolys)
for (int i = 0; i < 256*192; i++)
{
- ((u32*)ColorBuffer)[i] = 0x1F000000;
+ ((u32*)ColorBuffer)[i] = 0x00000000;
}
for (int i = 0; i < npolys; i++)
{
+ /*printf("polygon %d: %d %d %d\n", i, polygons[i].Vertices[0]->Color[0], polygons[i].Vertices[0]->Color[1], polygons[i].Vertices[0]->Color[2]);
+ for (int j = 0; j < polygons[i].NumVertices; j++)
+ printf(" %d: %f %f %f\n",
+ j,
+ polygons[i].Vertices[j]->Position[0]/4096.0f,
+ polygons[i].Vertices[j]->Position[1]/4096.0f,
+ polygons[i].Vertices[j]->Position[2]/4096.0f);
+*/
RenderPolygon(&polygons[i]);
}
}