aboutsummaryrefslogtreecommitdiff
path: root/src/GPU3D.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'src/GPU3D.cpp')
-rw-r--r--src/GPU3D.cpp47
1 files changed, 39 insertions, 8 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;