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https://github.com/dolphin-emu/dolphin.git
synced 2025-04-27 14:58:32 +00:00
Some video SW clean up and bug fixes. Did a hacky fix for bad light data. Add fog rendering. Add some offsets to make rasterized pixel locations and texture coordinates more accurate.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5361 8ced0084-cf51-0410-be5f-012b33b47a6e
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bfe6e92c15
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14 changed files with 179 additions and 78 deletions
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@ -49,6 +49,11 @@ Slope WSlope;
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Slope ColorSlopes[2][4];
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Slope TexSlopes[8][3];
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s32 vertex0X;
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s32 vertex0Y;
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float vertexOffsetX;
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float vertexOffsetY;
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s32 scissorLeft = 0;
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s32 scissorTop = 0;
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s32 scissorRight = 0;
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@ -108,7 +113,10 @@ inline void Draw(s32 x, s32 y, s32 xi, s32 yi)
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{
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INCSTAT(stats.thisFrame.rasterizedPixels);
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float zFloat = 1.0f + ZSlope.GetValue(x, y);
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float dx = vertexOffsetX + (float)(x - vertex0X);
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float dy = vertexOffsetY + (float)(y - vertex0Y);
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float zFloat = 1.0f + ZSlope.GetValue(dx, dy);
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if (zFloat < 0.0f || zFloat > 1.0f)
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return;
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@ -133,7 +141,7 @@ inline void Draw(s32 x, s32 y, s32 xi, s32 yi)
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for (unsigned int i = 0; i < bpmem.genMode.numcolchans; i++)
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{
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for(int comp = 0; comp < 4; comp++)
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tev.Color[i][comp] = (u8)ColorSlopes[i][comp].GetValue(x, y);
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tev.Color[i][comp] = (u8)ColorSlopes[i][comp].GetValue(dx, dy);
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}
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// tex coords
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@ -159,9 +167,21 @@ inline void Draw(s32 x, s32 y, s32 xi, s32 yi)
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tev.Draw();
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}
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void InitSlope(Slope *slope, float f1, float f2, float f3, float DX31, float DX12, float DY12, float DY31, float X1, float Y1)
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void InitTriangle(float X1, float Y1, s32 xi, s32 yi)
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{
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float DF31 = f3 - f1;
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vertex0X = xi;
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vertex0Y = yi;
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// adjust a little less than 0.5
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const float adjust = 0.495f;
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vertexOffsetX = ((float)xi - X1) + adjust;
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vertexOffsetY = ((float)yi - Y1) + adjust;
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}
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void InitSlope(Slope *slope, float f1, float f2, float f3, float DX31, float DX12, float DY12, float DY31)
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{
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float DF31 = f3 - f1;
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float DF21 = f2 - f1;
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float a = DF31 * -DY12 - DF21 * DY31;
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float b = DX31 * DF21 + DX12 * DF31;
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@ -169,8 +189,6 @@ void InitSlope(Slope *slope, float f1, float f2, float f3, float DX31, float DX1
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slope->dfdx = -a / c;
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slope->dfdy = -b / c;
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slope->f0 = f1;
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slope->x0 = X1;
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slope->y0 = Y1;
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}
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inline void CalculateLOD(s32 &lod, bool &linear, u32 texmap, u32 texcoord)
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@ -210,7 +228,7 @@ inline void CalculateLOD(s32 &lod, bool &linear, u32 texmap, u32 texcoord)
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bias >>= 1;
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lod += bias;
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linear = (lod >= 0 && (tm0.min_filter & 4) || lod < 0 && tm0.mag_filter);
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linear = (lod > 0 && (tm0.min_filter & 4) || lod <= 0 && tm0.mag_filter);
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// order of checks matters
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// should be:
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@ -227,10 +245,10 @@ void BuildBlock(s32 blockX, s32 blockY)
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{
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RasterBlockPixel& pixel = rasterBlock.Pixel[xi][yi];
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s32 x = xi + blockX;
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s32 y = yi + blockY;
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float dx = vertexOffsetX + (float)(xi + blockX - vertex0X);
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float dy = vertexOffsetY + (float)(yi + blockY - vertex0Y);
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float invW = 1.0f / WSlope.GetValue(x, y);
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float invW = 1.0f / WSlope.GetValue(dx, dy);
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pixel.InvW = invW;
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// tex coords
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@ -239,14 +257,14 @@ void BuildBlock(s32 blockX, s32 blockY)
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float projection;
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if (xfregs.texMtxInfo[i].projection)
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{
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float q = TexSlopes[i][2].GetValue(x, y) * invW;
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float q = TexSlopes[i][2].GetValue(dx, dy) * invW;
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projection = invW / q;
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}
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else
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projection = invW;
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pixel.Uv[i][0] = TexSlopes[i][0].GetValue(x, y) * projection;
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pixel.Uv[i][1] = TexSlopes[i][1].GetValue(x, y) * projection;
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pixel.Uv[i][0] = TexSlopes[i][0].GetValue(dx, dy) * projection;
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pixel.Uv[i][1] = TexSlopes[i][1].GetValue(dx, dy) * projection;
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}
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}
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}
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@ -288,14 +306,15 @@ void DrawTriangleFrontFace(OutputVertexData *v0, OutputVertexData *v1, OutputVer
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// adapted from http://www.devmaster.net/forums/showthread.php?t=1884
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// 28.4 fixed-pou32 coordinates. rounded to nearest
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const s32 Y1 = iround(16.0f * v0->screenPosition[1]);
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const s32 Y2 = iround(16.0f * v1->screenPosition[1]);
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const s32 Y3 = iround(16.0f * v2->screenPosition[1]);
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// 28.4 fixed-pou32 coordinates. rounded to nearest and adjusted to match hardware output
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// could also take floor and adjust -8
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const s32 Y1 = iround(16.0f * v0->screenPosition[1]) - 9;
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const s32 Y2 = iround(16.0f * v1->screenPosition[1]) - 9;
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const s32 Y3 = iround(16.0f * v2->screenPosition[1]) - 9;
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const s32 X1 = iround(16.0f * v0->screenPosition[0]);
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const s32 X2 = iround(16.0f * v1->screenPosition[0]);
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const s32 X3 = iround(16.0f * v2->screenPosition[0]);
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const s32 X1 = iround(16.0f * v0->screenPosition[0]) - 9;
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const s32 X2 = iround(16.0f * v1->screenPosition[0]) - 9;
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const s32 X3 = iround(16.0f * v2->screenPosition[0]) - 9;
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// Deltas
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const s32 DX12 = X1 - X2;
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@ -331,28 +350,30 @@ void DrawTriangleFrontFace(OutputVertexData *v0, OutputVertexData *v1, OutputVer
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return;
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// Setup slopes
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float fltx1 = v0->screenPosition[0];
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float flty1 = v0->screenPosition[1];
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float fltdx31 = v2->screenPosition[0] - fltx1;
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float fltdx12 = fltx1 - v1->screenPosition[0];
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float fltdy12 = flty1 - v1->screenPosition[1];
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float fltdy31 = v2->screenPosition[1] - flty1;
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float fltx1 = v0->screenPosition.x;
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float flty1 = v0->screenPosition.y;
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float fltdx31 = v2->screenPosition.x - fltx1;
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float fltdx12 = fltx1 - v1->screenPosition.x;
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float fltdy12 = flty1 - v1->screenPosition.y;
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float fltdy31 = v2->screenPosition.y - flty1;
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InitTriangle(fltx1, flty1, (X1 + 0xF) >> 4, (Y1 + 0xF) >> 4);
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float w[3] = { 1.0f / v0->projectedPosition.w, 1.0f / v1->projectedPosition.w, 1.0f / v2->projectedPosition.w };
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InitSlope(&WSlope, w[0], w[1], w[2], fltdx31, fltdx12, fltdy12, fltdy31, fltx1, flty1);
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InitSlope(&WSlope, w[0], w[1], w[2], fltdx31, fltdx12, fltdy12, fltdy31);
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InitSlope(&ZSlope, v0->screenPosition[2], v1->screenPosition[2], v2->screenPosition[2], fltdx31, fltdx12, fltdy12, fltdy31, fltx1, flty1);
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InitSlope(&ZSlope, v0->screenPosition[2], v1->screenPosition[2], v2->screenPosition[2], fltdx31, fltdx12, fltdy12, fltdy31);
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for(unsigned int i = 0; i < bpmem.genMode.numcolchans; i++)
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{
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for(int comp = 0; comp < 4; comp++)
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InitSlope(&ColorSlopes[i][comp], v0->color[i][comp], v1->color[i][comp], v2->color[i][comp], fltdx31, fltdx12, fltdy12, fltdy31, fltx1, flty1);
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InitSlope(&ColorSlopes[i][comp], v0->color[i][comp], v1->color[i][comp], v2->color[i][comp], fltdx31, fltdx12, fltdy12, fltdy31);
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}
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for(unsigned int i = 0; i < bpmem.genMode.numtexgens; i++)
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{
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for(int comp = 0; comp < 3; comp++)
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InitSlope(&TexSlopes[i][comp], v0->texCoords[i][comp] * w[0], v1->texCoords[i][comp] * w[1], v2->texCoords[i][comp] * w[2], fltdx31, fltdx12, fltdy12, fltdy31, fltx1, flty1);
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InitSlope(&TexSlopes[i][comp], v0->texCoords[i][comp] * w[0], v1->texCoords[i][comp] * w[1], v2->texCoords[i][comp] * w[2], fltdx31, fltdx12, fltdy12, fltdy31);
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}
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// Start in corner of 8x8 block
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