More darkstalkers work

This commit is contained in:
Henrik Rydgård committed 2019-10-24 23:24:42 +02:00
1 parent d4563a4a62
commit 7fbfcca2fe
2 files changed
+65 -32

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+16 -26
View File
@@ -49,16 +49,11 @@ static inline int CalcClipMask(const ClipCoords& v)
return mask;
}
#define AddInterpolatedVertex(t, out, in, numVertices) \
{ \
Vertices[numVertices++]->Lerp(t, *Vertices[out], *Vertices[in]); \
}
inline bool DIFFERENT_SIGNS(float x, float y) {
inline bool different_signs(float x, float y) {
return ((x <= 0 && y > 0) || (x > 0 && y <= 0));
}
inline float CLIP_DOTPROD(const VertexData &vert, float A, float B, float C, float D) {
inline float clip_dotprod(const VertexData &vert, float A, float B, float C, float D) {
return (vert.clippos.x * A + vert.clippos.y * B + vert.clippos.z * C + vert.clippos.w * D);
}
@@ -66,24 +61,24 @@ inline float CLIP_DOTPROD(const VertexData &vert, float A, float B, float C, flo
{ \
if (mask & PLANE_BIT) { \
int idxPrev = inlist[0]; \
float dpPrev = CLIP_DOTPROD(*Vertices[idxPrev], A, B, C, D );\
float dpPrev = clip_dotprod(*Vertices[idxPrev], A, B, C, D );\
int outcount = 0; \
\
inlist[n] = inlist[0]; \
for (int j = 1; j <= n; j++) { \
int idx = inlist[j]; \
float dp = CLIP_DOTPROD(*Vertices[idx], A, B, C, D ); \
float dp = clip_dotprod(*Vertices[idx], A, B, C, D ); \
if (dpPrev >= 0) { \
outlist[outcount++] = idxPrev; \
} \
\
if (DIFFERENT_SIGNS(dp, dpPrev)) { \
if (different_signs(dp, dpPrev)) { \
if (dp < 0) { \
float t = dp / (dp - dpPrev); \
AddInterpolatedVertex(t, idx, idxPrev, numVertices); \
Vertices[numVertices++]->Lerp(t, *Vertices[idx], *Vertices[idxPrev]); \
} else { \
float t = dpPrev / (dpPrev - dp); \
AddInterpolatedVertex(t, idxPrev, idx, numVertices); \
Vertices[numVertices++]->Lerp(t, *Vertices[idxPrev], *Vertices[idx]); \
} \
outlist[outcount++] = numVertices - 1; \
} \
@@ -107,24 +102,22 @@ inline float CLIP_DOTPROD(const VertexData &vert, float A, float B, float C, flo
#define CLIP_LINE(PLANE_BIT, A, B, C, D) \
{ \
if (mask & PLANE_BIT) { \
float dp0 = CLIP_DOTPROD(*Vertices[0], A, B, C, D ); \
float dp1 = CLIP_DOTPROD(*Vertices[1], A, B, C, D ); \
int i = 0; \
float dp0 = clip_dotprod(*Vertices[0], A, B, C, D ); \
float dp1 = clip_dotprod(*Vertices[1], A, B, C, D ); \
int numVertices = 0; \
\
if (mask0 & PLANE_BIT) { \
if (dp0 < 0) { \
float t = dp1 / (dp1 - dp0); \
i = 0; \
AddInterpolatedVertex(t, 1, 0, i); \
Vertices[0]->Lerp(t, *Vertices[1], *Vertices[0]); \
} \
} \
dp0 = CLIP_DOTPROD(*Vertices[0], A, B, C, D ); \
dp0 = clip_dotprod(*Vertices[0], A, B, C, D ); \
\
if (mask1 & PLANE_BIT) { \
if (dp1 < 0) { \
float t = dp1 / (dp1- dp0); \
i = 1; \
AddInterpolatedVertex(t, 1, 0, i); \
Vertices[1]->Lerp(t, *Vertices[1], *Vertices[0]); \
} \
} \
} \
@@ -185,17 +178,14 @@ void ProcessRect(const VertexData& v0, const VertexData& v1)
} else {
// through mode handling
// Check for simple case: No depth, alpha != 0 testing only, no blend, texture mapping 1:1 etc.
// Also check for scissor rectangle etc.
// That is, state commonly used in PSX games and ports like Darkstalker.
// In that case we can call DrawPSXSprite.
// Check for 1:1 texture mapping. In that case we can call DrawSprite.
int xdiff = v1.screenpos.x - v0.screenpos.x;
int ydiff = v1.screenpos.y - v0.screenpos.y;
int udiff = (v1.texturecoords.x - v0.texturecoords.x) * 16.0f;
int vdiff = (v1.texturecoords.y - v0.texturecoords.y) * 16.0f;
bool coord_check =
(xdiff == udiff /* || xdiff == -udiff*/) &&
(ydiff == vdiff /* || ydiff == -vdiff*/);
(xdiff == udiff || xdiff == -udiff) &&
(ydiff == vdiff || ydiff == -vdiff);
// TODO: The U/V mirror support is off by one somehow. Predecrement?
/*
+49 -6
View File
@@ -1287,8 +1287,20 @@ void DrawTriangleSlice(
}
}
// Slow but can handle all input.
void SafeScanline(int s, int ds, int t, int x1, int x2, int y, int z, const u8 *texptr, int texbufw, Sampler::Funcs &sampler, Vec4<int> v0_color) {
for (int x = x1; x < x2; x++) {
Vec4<int> prim_color = v0_color;
Vec4<int> tex_color = Vec4<int>::FromRGBA(sampler.nearest(s, t, texptr, texbufw, 0));
prim_color = GetTextureFunctionOutput(prim_color, tex_color);
DrawingCoords pos(x, y, z);
DrawSinglePixel<false>(pos, (u16)z, 1.0f, prim_color);
s += ds;
}
}
void DrawPSXSprite(const VertexData& v0, const VertexData& v1) {
u8 *texptr = nullptr;
const u8 *texptr = nullptr;
GETextureFormat texfmt = gstate.getTextureFormat();
u32 texaddr = gstate.getTextureAddress(0);
@@ -1302,17 +1314,44 @@ void DrawPSXSprite(const VertexData& v0, const VertexData& v1) {
DrawingCoords pos0 = TransformUnit::ScreenToDrawing(v0.screenpos);
DrawingCoords pos1 = TransformUnit::ScreenToDrawing(v1.screenpos);
DrawingCoords scissorTL(gstate.getScissorX1(), gstate.getScissorY1(), 0);
DrawingCoords scissorBR(gstate.getScissorX2(), gstate.getScissorY2(), 0);
int z = pos0.z;
float fog = 1.0f;
if (gstate.isTextureMapEnabled()) {
// 1:1 (but with mirror support) texture mapping!
int s = v0.texturecoords.x;
int t = v0.texturecoords.y;
int s_start = v0.texturecoords.x;
int t_start = v0.texturecoords.y;
int ds = v1.texturecoords.x > v0.texturecoords.x ? 1 : -1;
int dt = v1.texturecoords.y > v0.texturecoords.y ? 1 : -1;
if (ds < 0) {
s_start += ds;
}
if (dt < 0) {
t_start += dt;
}
// First clip the right and bottom sides, since we don't need to adjust the deltas.
if (pos1.x > scissorBR.x) pos1.x = scissorBR.x;
if (pos1.y > scissorBR.y) pos1.y = scissorBR.y;
// Now clip the other sides.
if (pos0.x < scissorTL.x) {
s_start += (scissorTL.x - pos0.x) * ds;
pos0.x = scissorTL.x;
}
if (pos0.y < scissorTL.y) {
t_start += (scissorTL.y - pos0.y) * dt;
pos0.y = scissorTL.y;
}
int t = t_start;
for (int y = pos0.y; y < pos1.y; y++) {
s = v0.texturecoords.x;
int s = s_start;
SafeScanline(s, ds, t, pos0.x, pos1.x, y, z, texptr, texbufw, sampler, v0.color0);
/*
for (int x = pos0.x; x < pos1.x; x++) {
Vec4<int> prim_color = v0.color0;
Vec4<int> tex_color = Vec4<int>::FromRGBA(sampler.nearest(s, t, texptr, texbufw, 0));
@@ -1321,10 +1360,14 @@ void DrawPSXSprite(const VertexData& v0, const VertexData& v1) {
DrawSinglePixel<false>(pos, (u16)z, fog, prim_color);
s += ds;
}
*/
t += dt;
}
}
else {
} else {
if (pos1.x > scissorBR.x) pos1.x = scissorBR.x;
if (pos1.y > scissorBR.y) pos1.y = scissorBR.y;
if (pos0.x < scissorTL.x) pos0.x = scissorTL.x;
if (pos0.y < scissorTL.y) pos0.y = scissorTL.y;
for (int y = pos0.y; y < pos1.y; y++) {
for (int x = pos0.x; x < pos1.x; x++) {
Vec4<int> prim_color = v0.color0;