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fix Z-buffering. not really clean, and not perfectly accurate.
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Arisotura committed Apr 28, 2017
1 parent 2273bd2 commit da31af9
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Showing 3 changed files with 10 additions and 9 deletions.
2 changes: 1 addition & 1 deletion src/GPU3D.cpp
Expand Up @@ -839,6 +839,7 @@ void SubmitPolygon()
poly->YTop = ytop; poly->YBottom = ybot;
poly->XTop = xtop; poly->XBottom = xbot;
poly->WShift = wshift;
poly->WBuffer = (FlushAttributes & 0x2);

for (int i = 0; i < nverts; i++)
{
Expand All @@ -849,7 +850,6 @@ void SubmitPolygon()
if (FlushAttributes & 0x2)
z = w << wshift;
else
//z = vtx->Position[2]+0x7FFFFF;//((vtx->Position[2] + (w<<wshift)) * 0x1000) / (w<<(wshift+1));
z = (((s64)vtx->Position[2] * 0x800000) / (w << wshift)) + 0x7FFEFF;

// checkme
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1 change: 1 addition & 0 deletions src/GPU3D.h
Expand Up @@ -46,6 +46,7 @@ typedef struct
s32 FinalZ[10];
s32 FinalW[10];
u8 WShift;
bool WBuffer;

u32 Attr;
u32 TexParam;
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16 changes: 8 additions & 8 deletions src/GPU3D_Soft.cpp
Expand Up @@ -129,14 +129,14 @@ class Interpolator
return y0 + (((y1 - y0) * x) / xdiff);
}

s32 InterpolateZ(s32 y0, s32 y1)
s32 InterpolateZ(s32 z0, s32 z1, bool wbuffer)
{
if (xdiff == 0) return y0;
if (xdiff == 0) return z0;

if (wdiff != 0)
return y0 + (((s64)(y1 - y0) * yfactor) >> shift);
if ((wdiff != 0) && wbuffer)
return z0 + (((s64)(z1 - z0) * yfactor) >> shift);
else
return y0 + (((s64)(y1 - y0) * x) / xdiff);
return z0 + (((s64)(z1 - z0) * x) / xdiff);
}

private:
Expand Down Expand Up @@ -806,8 +806,8 @@ void RenderPolygon(Polygon* polygon)
s32 wl = slopeL.Interp.Interpolate(polygon->FinalW[lcur], polygon->FinalW[lnext]);
s32 wr = slopeR.Interp.Interpolate(polygon->FinalW[rcur], polygon->FinalW[rnext]);

s32 zl = slopeL.Interp.InterpolateZ(polygon->FinalZ[lcur], polygon->FinalZ[lnext]);
s32 zr = slopeR.Interp.InterpolateZ(polygon->FinalZ[rcur], polygon->FinalZ[rnext]);
s32 zl = slopeL.Interp.InterpolateZ(polygon->FinalZ[lcur], polygon->FinalZ[lnext], polygon->WBuffer);
s32 zr = slopeR.Interp.InterpolateZ(polygon->FinalZ[rcur], polygon->FinalZ[rnext], polygon->WBuffer);

// if the left and right edges are swapped, render backwards.
// note: we 'forget' to swap the xmajor flags, on purpose
Expand Down Expand Up @@ -928,7 +928,7 @@ void RenderPolygon(Polygon* polygon)

interpX.SetX(x);

s32 z = interpX.InterpolateZ(zl, zr);
s32 z = interpX.InterpolateZ(zl, zr, polygon->WBuffer);

if (polygon->IsShadowMask)
{
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