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86 changes: 66 additions & 20 deletions src/mame/sega/model2rd.ipp
Original file line number Diff line number Diff line change
Expand Up @@ -139,46 +139,92 @@ void MODEL2_FUNC_NAME(int32_t scanline, const extent_t& extent, const m2_poly_ex
float dvoz = extent.param[2].dpdx;
int x;

tex_x_mask = (tex_mirr_x ? (tex_width * 2) : tex_width) - 1;
tex_y_mask = (tex_mirr_y ? (tex_height * 2) : tex_height) - 1;
tex_x_mask = tex_width - 1;
tex_y_mask = tex_height - 1;

colorbase = state->m_palram[(colorbase + 0x1000)] & 0x7fff;

colortable_r += ((colorbase >> 0) & 0x1f) << 8;
colortable_g += ((colorbase >> 5) & 0x1f) << 8;
colortable_b += ((colorbase >> 10) & 0x1f) << 8;

for(x = extent.startx; x < extent.stopx; x++, uoz += duoz, voz += dvoz, ooz += dooz)
for (x = extent.startx; x < extent.stopx; x++, uoz += duoz, voz += dvoz, ooz += dooz)
{
float z = recip_approx(ooz) * 256.0f;
int32_t u = uoz * z;
int32_t v = voz * z;
int tr, tg, tb;
u16 t;
u32 t, tex1, tex2, tex3, tex4, frac1, frac2, frac3, frac4;
#if defined(MODEL2_TRANSLUCENT)
u32 alp, alp1, alp2, alp3, alp4;
#endif
u8 luma;
int u2;
int v2;
int u2, u2n;
int v2, v2n;

#if defined(MODEL2_CHECKER)
if ( ((x^scanline) & 1) == 0 )
if (((x ^ scanline) & 1) == 0)
continue;
#endif
u2 = (u >> 8) & tex_x_mask;
v2 = (v >> 8) & tex_y_mask;

if (tex_mirr_x && u2 >= tex_width)
u2 = (tex_width * 2 - 1) - u2;

if (tex_mirr_y && v2 >= tex_height)
v2 = (tex_height * 2 - 1) - v2;

t = get_texel( tex_x, tex_y, u2, v2, sheet );

u2 = u >> 8;
v2 = v >> 8;

if (tex_mirr_x && ((u2 & tex_width) != 0)) // Only flip if even number of tilings
{
u2 = (u2 ^ tex_x_mask) & tex_x_mask;
u2n = std::max(0, u2 - 1); // Ensure sample is inside texture
}
else
{
u2 &= tex_x_mask;
u2n = std::min(u2 + 1, (int) tex_x_mask); // Ensure sample is inside texture
}
if (tex_mirr_y && ((v2 & tex_height) != 0)) // Only flip if even number of tilings
{
v2 = (v2 ^ tex_y_mask) & tex_y_mask;
v2n = std::max(0, v2 - 1); // Ensure sample is inside texture
}
else
{
v2 &= tex_y_mask;
v2n = std::min(v2 + 1, (int) tex_y_mask); // Ensure sample is inside texture
}

frac1 = u & 0xFF;
frac2 = 0x100 - frac1;
frac3 = v & 0xFF;
frac4 = 0x100 - frac3;
tex1 = get_texel(tex_x, tex_y, u2, v2, sheet);
tex2 = get_texel(tex_x, tex_y, u2n, v2, sheet);
tex3 = get_texel(tex_x, tex_y, u2, v2n, sheet);
tex4 = get_texel(tex_x, tex_y, u2n, v2n, sheet);
#if defined(MODEL2_TRANSLUCENT)
if ( t == 0x0f )
alp1 = (tex1 + 1) >> 4;
alp2 = (tex2 + 1) >> 4;
alp3 = (tex3 + 1) >> 4;
alp4 = (tex4 + 1) >> 4;
alp = alp1 * frac2 * frac4 + alp2 * frac1 * frac4 + alp3 * frac2 * frac3 + alp4 * frac1 * frac3;
if ( alp >= 0x8000 )
continue;
// Anti Alpha Highlighted Edges
tex1 &= alp1 - 1;
tex2 &= alp2 - 1;
tex3 &= alp3 - 1;
tex4 &= alp4 - 1;
u32 maxValidTex = std::max(std::max(std::max(tex1, tex2), tex3), tex4);
if (alp1)
tex1 = maxValidTex;
if (alp2)
tex2 = maxValidTex;
if (alp3)
tex3 = maxValidTex;
if (alp4)
tex4 = maxValidTex;
#endif
luma = (u32)lumaram[lumabase + (t << 3)] * object.luma / 256;
t = tex1 * frac2 * frac4 + tex2 * frac1 * frac4 + tex3 * frac2 * frac3 + tex4 * frac1 * frac3;

// Bilinear combination has 16 bits of precision, and the table needs t to be shifted by 3 on the left
luma = (u32)lumaram[lumabase + (t >> 13)] * object.luma / 256;

// Virtua Striker sets up a luma of 0x40 for national flags on bleachers, fix here.
luma = std::min((int)luma,0x3f);
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