/* Copyright 2016-2017 StapleButter This file is part of melonDS. melonDS is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. melonDS is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with melonDS. If not, see http://www.gnu.org/licenses/. */ #include #include #include "NDS.h" #include "GPU.h" namespace GPU3D { namespace SoftRenderer { u8 ColorBuffer[256*192 * 4]; u32 DepthBuffer[256*192]; bool Init() { return true; } void DeInit() { // } void Reset() { memset(ColorBuffer, 0, 256*192 * 4); memset(DepthBuffer, 0, 256*192 * 4); } void TextureLookup(u32 texparam, u32 texpal, s16 s, s16 t, u8* r, u8* g, u8* b) { u32 vramaddr = (texparam & 0xFFFF) << 3; u32 width = 8 << ((texparam >> 20) & 0x7); u32 height = 8 << ((texparam >> 23) & 0x7); s >>= 4; t >>= 4; // TODO: wraparound modes s &= width-1; t &= height-1; switch ((texparam >> 26) & 0x7) { case 3: // 16-color { vramaddr += (((t * width) + s) >> 1); u8 pixel = GPU::ReadVRAM_Texture(vramaddr); if (s & 0x1) pixel >>= 4; else pixel &= 0xF; texpal <<= 4; u16 color = GPU::ReadVRAM_TexPal(texpal + (pixel<<1)); *r = (color << 1) & 0x3E; if (*r) *r++; *g = (color >> 4) & 0x3E; if (*g) *g++; *b = (color >> 9) & 0x3E; if (*b) *b++; } break; case 4: // 256-color { vramaddr += ((t * width) + s); u8 pixel = GPU::ReadVRAM_Texture(vramaddr); texpal <<= 4; u16 color = GPU::ReadVRAM_TexPal(texpal + (pixel<<1)); *r = (color << 1) & 0x3E; if (*r) *r++; *g = (color >> 4) & 0x3E; if (*g) *g++; *b = (color >> 9) & 0x3E; if (*b) *b++; } break; case 5: // compressed { vramaddr += ((t & 0x3FC) * (width>>2)) + (s & 0x3FC); vramaddr += (t & 0x3); u32 slot1addr = 0x20000 + ((vramaddr & 0x1FFFC) >> 1); if (vramaddr >= 0x40000) slot1addr += 0x10000; u8 val = GPU::ReadVRAM_Texture(vramaddr); val >>= (2 * (s & 0x3)); u16 palinfo = GPU::ReadVRAM_Texture(slot1addr); u32 paloffset = (palinfo & 0x3FFF) << 2; texpal <<= 4; u16 color; switch (val & 0x3) { case 0: color = GPU::ReadVRAM_TexPal(texpal + paloffset); break; case 1: color = GPU::ReadVRAM_TexPal(texpal + paloffset + 2); break; case 2: if ((palinfo >> 14) == 1) { u16 color0 = GPU::ReadVRAM_TexPal(texpal + paloffset); u16 color1 = GPU::ReadVRAM_TexPal(texpal + paloffset + 2); u32 r0 = color0 & 0x001F; u32 g0 = color0 & 0x03E0; u32 b0 = color0 & 0x7C00; u32 r1 = color1 & 0x001F; u32 g1 = color1 & 0x03E0; u32 b1 = color1 & 0x7C00; u32 r = (r0 + r1) >> 1; u32 g = ((g0 + g1) >> 1) & 0x03E0; u32 b = ((b0 + b1) >> 1) & 0x7C00; color = r | g | b; } else if ((palinfo >> 14) == 3) { u16 color0 = GPU::ReadVRAM_TexPal(texpal + paloffset); u16 color1 = GPU::ReadVRAM_TexPal(texpal + paloffset + 2); u32 r0 = color0 & 0x001F; u32 g0 = color0 & 0x03E0; u32 b0 = color0 & 0x7C00; u32 r1 = color1 & 0x001F; u32 g1 = color1 & 0x03E0; u32 b1 = color1 & 0x7C00; u32 r = (r0*5 + r1*3) >> 3; u32 g = ((g0*5 + g1*3) >> 3) & 0x03E0; u32 b = ((b0*5 + b1*3) >> 3) & 0x7C00; color = r | g | b; } else color = GPU::ReadVRAM_TexPal(texpal + paloffset + 4); break; case 3: if ((palinfo >> 14) == 2) color = GPU::ReadVRAM_TexPal(texpal + paloffset + 6); else if ((palinfo >> 14) == 3) { u16 color0 = GPU::ReadVRAM_TexPal(texpal + paloffset); u16 color1 = GPU::ReadVRAM_TexPal(texpal + paloffset + 2); u32 r0 = color0 & 0x001F; u32 g0 = color0 & 0x03E0; u32 b0 = color0 & 0x7C00; u32 r1 = color1 & 0x001F; u32 g1 = color1 & 0x03E0; u32 b1 = color1 & 0x7C00; u32 r = (r0*3 + r1*5) >> 3; u32 g = ((g0*3 + g1*5) >> 3) & 0x03E0; u32 b = ((b0*3 + b1*5) >> 3) & 0x7C00; color = r | g | b; } else color = 0; // TODO transparent! break; } *r = (color << 1) & 0x3E; if (*r) *r++; *g = (color >> 4) & 0x3E; if (*g) *g++; *b = (color >> 9) & 0x3E; if (*b) *b++; } break; default: *r = (s)&0x3F; *g = 0; *b = (t)&0x3F; break; } } void RenderPixel(Polygon* polygon, s32 x, s32 y, s32 z, u8 vr, u8 vg, u8 vb, s16 s, s16 t) { u32 attr = polygon->Attr; u32* depth = &DepthBuffer[(256*y) + x]; bool passdepth = false; if (attr & (1<<14)) { s32 diff = *depth - z; if ((u32)(diff + 0x200) <= 0x400) passdepth = true; } else if (z < *depth) passdepth = true; if (!passdepth) return; u8 r, g, b; if (((polygon->TexParam >> 26) & 0x7) != 0) { // TODO: also take DISP3DCNT into account u8 tr, tg, tb; TextureLookup(polygon->TexParam, polygon->TexPalette, s, t, &tr, &tg, &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;*/ r = tr; g = tg; b = tb; } else { r = vr; g = vg; b = vb; } u8* pixel = &ColorBuffer[((256*y) + x) * 4]; pixel[0] = r; pixel[1] = g; pixel[2] = b; pixel[3] = 31; // TODO: alpha // TODO: optional update for translucent pixels if (z > 0xFFFFFF) z = 0xFFFFFF; *depth = z; } void RenderPolygon(Polygon* polygon) { int nverts = polygon->NumVertices; bool isline = false; int vtop = 0, vbot = 0; s32 ytop = 192, ybot = 0; s32 xtop = 256, xbot = 0; // process the vertices, transform to screen coordinates // find the topmost and bottommost vertices of the polygon for (int i = 0; i < nverts; i++) { Vertex* vtx = polygon->Vertices[i]; if (!vtx->ViewportTransformDone) { s32 posX, posY, posZ, posW; s32 w = vtx->Position[3]; if (w == 0) { posX = 0; posY = 0; posZ = 0; posW = 0x1000; } else { posX = ((s64)vtx->Position[0] << 12) / w; posY = ((s64)vtx->Position[1] << 12) / w; // TODO: W-buffering posZ = (((s64)vtx->Position[2] * 0x800000) / w) + 0x7FFCFF; posW = w; } s32 scrX = (((posX + 0x1000) * Viewport[2]) >> 13) + Viewport[0]; s32 scrY = ((0x180000 - ((posY + 0x1000) * Viewport[3])) >> 13) + Viewport[1]; if (scrX < 0) scrX = 0; else if (scrX > 256) scrX = 256; if (scrY < 0) scrY = 0; else if (scrY > 192) scrY = 192; if (posZ < 0) posZ = 0; else if (posZ > 0xFFFFFF) posZ = 0xFFFFFF; vtx->FinalPosition[0] = scrX; vtx->FinalPosition[1] = scrY; vtx->FinalPosition[2] = posZ; vtx->FinalPosition[3] = posW; vtx->FinalColor[0] = vtx->Color[0] >> 12; if (vtx->FinalColor[0]) vtx->FinalColor[0] = ((vtx->FinalColor[0] << 4) + 0xF); vtx->FinalColor[1] = vtx->Color[1] >> 12; if (vtx->FinalColor[1]) vtx->FinalColor[1] = ((vtx->FinalColor[1] << 4) + 0xF); vtx->FinalColor[2] = vtx->Color[2] >> 12; if (vtx->FinalColor[2]) vtx->FinalColor[2] = ((vtx->FinalColor[2] << 4) + 0xF); vtx->ViewportTransformDone = true; } if (vtx->FinalPosition[1] < ytop || (vtx->FinalPosition[1] == ytop && vtx->FinalPosition[0] < xtop)) { xtop = vtx->FinalPosition[0]; ytop = vtx->FinalPosition[1]; vtop = i; } if (vtx->FinalPosition[1] > ybot || (vtx->FinalPosition[1] == ybot && vtx->FinalPosition[0] > xbot)) { xbot = vtx->FinalPosition[0]; ybot = vtx->FinalPosition[1]; vbot = i; } //printf("v%d: %d,%d\n", i, vtx->FinalPosition[0], vtx->FinalPosition[1]); } // draw, line per line int lcur = vtop, rcur = vtop; int lnext, rnext; if (ybot == ytop) { ybot++; isline = true; vtop = 0; vbot = 0; xtop = 256; xbot = 0; int i; i = 1; if (polygon->Vertices[i]->FinalPosition[0] < polygon->Vertices[vtop]->FinalPosition[0]) vtop = i; if (polygon->Vertices[i]->FinalPosition[0] > polygon->Vertices[vbot]->FinalPosition[0]) vbot = i; i = nverts - 1; if (polygon->Vertices[i]->FinalPosition[0] < polygon->Vertices[vtop]->FinalPosition[0]) vtop = i; if (polygon->Vertices[i]->FinalPosition[0] > polygon->Vertices[vbot]->FinalPosition[0]) vbot = i; lcur = vtop; lnext = vtop; rcur = vbot; rnext = vbot; } else { 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; } } for (s32 y = ytop; y < ybot; y++) { if (y > 191) break; if (!isline) { while (y >= polygon->Vertices[lnext]->FinalPosition[1] && lcur != vbot) { lcur = lnext; if (polygon->FacingView) { lnext = lcur + 1; if (lnext >= nverts) lnext = 0; } else { lnext = lcur - 1; if (lnext < 0) lnext = nverts - 1; } } while (y >= polygon->Vertices[rnext]->FinalPosition[1] && rcur != vbot) { rcur = rnext; if (polygon->FacingView) { rnext = rcur - 1; if (rnext < 0) rnext = nverts - 1; } else { rnext = rcur + 1; if (rnext >= nverts) rnext = 0; } } } Vertex* vlcur = polygon->Vertices[lcur]; Vertex* vlnext = polygon->Vertices[lnext]; Vertex* vrcur = polygon->Vertices[rcur]; Vertex* vrnext = polygon->Vertices[rnext]; s32 lfactor, rfactor; // TODO: work out the actual division bias there. 0x400 was found to make things look good. // but actually, it isn't right. so what's going on there? // seems vertical slopes are interpolated starting from the bottom and not the top. maybe. // also seems lfactor/rfactor are rounded if (vlnext->FinalPosition[1] == vlcur->FinalPosition[1]) lfactor = 0; else lfactor = (((y+1 - vlcur->FinalPosition[1]) << 12) + 0x00) / (vlnext->FinalPosition[1] - vlcur->FinalPosition[1]); if (vrnext->FinalPosition[1] == vrcur->FinalPosition[1]) rfactor = 0; else rfactor = (((y+1 - vrcur->FinalPosition[1]) << 12) + 0x00) / (vrnext->FinalPosition[1] - vrcur->FinalPosition[1]); s32 xl = vlcur->FinalPosition[0] + ((((vlnext->FinalPosition[0] - vlcur->FinalPosition[0]) * lfactor) + 0x800) >> 12); s32 xr = vrcur->FinalPosition[0] + ((((vrnext->FinalPosition[0] - vrcur->FinalPosition[0]) * rfactor) + 0x800) >> 12); //printf("y:%d xl:%d xr:%d %08X\n", y, xl, xr, rfactor); // y: 48 143 if (xl > xr) // TODO: handle it in a more elegant way { Vertex* vtmp; s32 tmp; vtmp = vlcur; vlcur = vrcur; vrcur = vtmp; vtmp = vlnext; vlnext = vrnext; vrnext = vtmp; tmp = lfactor; lfactor = rfactor; rfactor = tmp; tmp = xl; xl = xr; xr = tmp; } if (xl<0 || xr>256) { printf("!! BAD X %d %d\n", xl, xr); continue; // hax } s32 zl = vlcur->FinalPosition[2] + (((s64)(vlnext->FinalPosition[2] - vlcur->FinalPosition[2]) * lfactor) >> 12); s32 zr = vrcur->FinalPosition[2] + (((s64)(vrnext->FinalPosition[2] - vrcur->FinalPosition[2]) * rfactor) >> 12); s32 wl = vlcur->FinalPosition[3] + (((s64)(vlnext->FinalPosition[3] - vlcur->FinalPosition[3]) * lfactor) >> 12); s32 wr = vrcur->FinalPosition[3] + (((s64)(vrnext->FinalPosition[3] - vrcur->FinalPosition[3]) * rfactor) >> 12); s64 perspfactorl1 = ((s64)(0x1000 - lfactor) * vlnext->FinalPosition[3]) >> 12; s64 perspfactorl2 = ((s64)lfactor * vlcur->FinalPosition[3]) >> 12; s64 perspfactorr1 = ((s64)(0x1000 - rfactor) * vrnext->FinalPosition[3]) >> 12; s64 perspfactorr2 = ((s64)rfactor * vrcur->FinalPosition[3]) >> 12; if (perspfactorl1 + perspfactorl2 == 0) { perspfactorl1 = 0x1000; perspfactorl2 = 0; } if (perspfactorr1 + perspfactorr2 == 0) { perspfactorr1 = 0x1000; perspfactorr2 = 0; } s32 rl = ((perspfactorl1 * vlcur->FinalColor[0]) + (perspfactorl2 * vlnext->FinalColor[0])) / (perspfactorl1 + perspfactorl2); s32 gl = ((perspfactorl1 * vlcur->FinalColor[1]) + (perspfactorl2 * vlnext->FinalColor[1])) / (perspfactorl1 + perspfactorl2); s32 bl = ((perspfactorl1 * vlcur->FinalColor[2]) + (perspfactorl2 * vlnext->FinalColor[2])) / (perspfactorl1 + perspfactorl2); s32 sl = ((perspfactorl1 * vlcur->TexCoords[0]) + (perspfactorl2 * vlnext->TexCoords[0])) / (perspfactorl1 + perspfactorl2); s32 tl = ((perspfactorl1 * vlcur->TexCoords[1]) + (perspfactorl2 * vlnext->TexCoords[1])) / (perspfactorl1 + perspfactorl2); s32 rr = ((perspfactorr1 * vrcur->FinalColor[0]) + (perspfactorr2 * vrnext->FinalColor[0])) / (perspfactorr1 + perspfactorr2); s32 gr = ((perspfactorr1 * vrcur->FinalColor[1]) + (perspfactorr2 * vrnext->FinalColor[1])) / (perspfactorr1 + perspfactorr2); s32 br = ((perspfactorr1 * vrcur->FinalColor[2]) + (perspfactorr2 * vrnext->FinalColor[2])) / (perspfactorr1 + perspfactorr2); s32 sr = ((perspfactorr1 * vrcur->TexCoords[0]) + (perspfactorr2 * vrnext->TexCoords[0])) / (perspfactorr1 + perspfactorr2); s32 tr = ((perspfactorr1 * vrcur->TexCoords[1]) + (perspfactorr2 * vrnext->TexCoords[1])) / (perspfactorr1 + perspfactorr2); if (xr == xl) xr++; s32 xdiv = 0x1000 / (xr - xl); //printf("y%d: %d->%d %08X %08X\n", y, xl, xr, lfactor, rfactor); for (s32 x = xl; x < xr; x++) { //s32 xfactor = ((x - xl) << 12) / (xr - xl); s32 xfactor = (x - xl) * xdiv; s32 z = zl + (((s64)(zr - zl) * xfactor) >> 12); //z = wl + (((s64)(wr - wl) * xfactor) >> 12); //z -= 0x1FF; //if (z < 0) z = 0; s32 perspfactor1 = ((s64)(0x1000 - xfactor) * wr) >> 12; s32 perspfactor2 = ((s64)xfactor * wl) >> 12; if (perspfactor1 + perspfactor2 == 0) { perspfactor1 = 0x1000; perspfactor2 = 0; } //z = 0x1000000 / (perspfactor1 + perspfactor2); // possible optimization: only do color interpolation if the depth test passes u32 vr = ((perspfactor1 * rl) + (perspfactor2 * rr)) / (perspfactor1 + perspfactor2); u32 vg = ((perspfactor1 * gl) + (perspfactor2 * gr)) / (perspfactor1 + perspfactor2); u32 vb = ((perspfactor1 * bl) + (perspfactor2 * br)) / (perspfactor1 + perspfactor2); s16 s = ((perspfactor1 * (s64)sl) + (perspfactor2 * (s64)sr)) / (perspfactor1 + perspfactor2); s16 t = ((perspfactor1 * (s64)tl) + (perspfactor2 * (s64)tr)) / (perspfactor1 + perspfactor2); //printf("y=%d x=%d: s=%04X t=%04X\n", y, x, s, t); RenderPixel(polygon, x, y, z, vr>>3, vg>>3, vb>>3, s, t); } } // DEBUG CODE /*for (int i = 0; i < nverts; i++) { s32 x = scrcoords[i][0]; s32 y = scrcoords[i][1]; u8* pixel = &ColorBuffer[((256*y) + x) * 4]; pixel[0] = 63; pixel[1] = 63; pixel[2] = 63; pixel[3] = 31; }*/ } void RenderFrame(Vertex* vertices, Polygon* polygons, int npolys) { // TODO: render translucent polygons last // TODO proper clear color/depth support! for (int i = 0; i < 256*192; i++) { ((u32*)ColorBuffer)[i] = 0x00000000; DepthBuffer[i] = 0xFFFFFF; } 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); */ //printf("polygon %d\n", i); //if (!polygons[i].Vertices[0]->Clipped) continue; //printf("polygon %d\n", i); RenderPolygon(&polygons[i]); } } u8* GetLine(int line) { return &ColorBuffer[line * 256 * 4]; } } }