mirror of
https://github.com/holub/mame
synced 2025-04-25 09:50:04 +03:00
Introduce standard Z-buffer depth sorting to namcos23.
(polyplay branch)
This commit is contained in:
parent
31b86bd828
commit
31a1c1c221
@ -1291,17 +1291,19 @@ struct namcos23_render_data
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class namcos23_state;
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class namcos23_renderer : public poly_manager<float, namcos23_render_data, 4, POLY_MAX_ENTRIES>
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class namcos23_renderer : public poly_manager<float, namcos23_render_data, 5, POLY_MAX_ENTRIES>
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{
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public:
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namcos23_renderer(namcos23_state &state);
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void render_flush(bitmap_rgb32& bitmap);
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void render_scanline(INT32 scanline, const extent_t& extent, const namcos23_render_data& object, int threadid);
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namcos23_renderer(namcos23_state &state);
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void render_flush(bitmap_rgb32& bitmap);
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void render_scanline(INT32 scanline, const extent_t& extent, const namcos23_render_data& object, int threadid);
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float* zBuffer() { return m_zBuffer; }
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private:
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namcos23_state& m_state;
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bitmap_rgb32 m_bitmap;
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namcos23_state& m_state;
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bitmap_rgb32 m_bitmap;
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float* m_zBuffer;
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};
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typedef namcos23_renderer::vertex_t poly_vertex;
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@ -1309,7 +1311,6 @@ typedef namcos23_renderer::vertex_t poly_vertex;
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struct namcos23_poly_entry
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{
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namcos23_render_data rd;
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float zkey;
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int front;
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int vertex_count;
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poly_vertex pv[16];
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@ -1361,13 +1362,12 @@ struct c404_t
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struct render_t
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{
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namcos23_renderer *polymgr;
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namcos23_renderer *polymgr;
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int cur;
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int poly_count;
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int count[2];
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namcos23_render_entry entries[2][RENDER_MAX_ENTRIES];
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namcos23_poly_entry polys[POLY_MAX_ENTRIES];
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namcos23_poly_entry *poly_order[POLY_MAX_ENTRIES];
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};
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class namcos23_state : public driver_device
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@ -1584,10 +1584,13 @@ UINT16 namcos23_state::nthword(const UINT32 *pSource, int offs)
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***************************************************************************/
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namcos23_renderer::namcos23_renderer(namcos23_state &state)
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: poly_manager<float, namcos23_render_data, 4, POLY_MAX_ENTRIES>(state.machine()),
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m_state(state),
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m_bitmap(state.m_screen->width(), state.m_screen->height())
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{}
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: poly_manager<float, namcos23_render_data, 5, POLY_MAX_ENTRIES>(state.machine()),
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m_state(state),
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m_bitmap(state.m_screen->width(), state.m_screen->height())
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{
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const INT32 bufferSize = state.m_screen->visible_area().width() * state.m_screen->visible_area().height();
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m_zBuffer = auto_alloc_array(state.machine(), float, bufferSize);
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}
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// 3D hardware, to throw at least in part in video/namcos23.c
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@ -1883,27 +1886,38 @@ void namcos23_renderer::render_scanline(INT32 scanline, const extent_t& extent,
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{
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const namcos23_render_data& rd = object;
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float w = extent.param[0].start;
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float u = extent.param[1].start;
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float v = extent.param[2].start;
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float l = extent.param[3].start;
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float dw = extent.param[0].dpdx;
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float du = extent.param[1].dpdx;
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float dv = extent.param[2].dpdx;
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float dl = extent.param[3].dpdx;
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float zz = extent.param[0].start;
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float w = extent.param[1].start;
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float u = extent.param[2].start;
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float v = extent.param[3].start;
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float l = extent.param[4].start;
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float dz = extent.param[0].dpdx;
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float dw = extent.param[1].dpdx;
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float du = extent.param[2].dpdx;
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float dv = extent.param[3].dpdx;
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float dl = extent.param[4].dpdx;
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UINT32 *img = &m_bitmap.pix32(scanline, extent.startx);
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float* zBuffer = &m_zBuffer[(scanline * m_state.m_screen->visible_area().width()) + extent.startx];
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for(int x = extent.startx; x < extent.stopx; x++) {
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float z = w ? 1/w : 0;
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UINT32 pcol = rd.texture_lookup(*rd.machine, rd.pens, u*z, v*z);
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float ll = l*z;
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*img = (light(pcol >> 16, ll) << 16) | (light(pcol >> 8, ll) << 8) | light(pcol, ll);
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if (zz < *zBuffer)
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{
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float z = w ? 1/w : 0;
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UINT32 pcol = rd.texture_lookup(*rd.machine, rd.pens, u*z, v*z);
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float ll = l*z;
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*img = (light(pcol >> 16, ll) << 16) | (light(pcol >> 8, ll) << 8) | light(pcol, ll);
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*zBuffer = zz;
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}
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zz += dz;
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w += dw;
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u += du;
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v += dv;
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l += dl;
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img++;
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zBuffer++;
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}
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}
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@ -1928,9 +1942,9 @@ void namcos23_state::render_project(poly_vertex &pv)
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// 640/(3.125/3.75) = 768
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// 480/(2.34375/3.75) = 768
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pv.x = 320 + 768 * pv.x;
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pv.y = 240 - 768 * pv.y;
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pv.p[0] = 1.0f / pv.p[0];
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pv.x = 320 + 768 * pv.x;
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pv.y = 240 - 768 * pv.y;
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pv.p[1] = 1.0f / pv.p[1];
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}
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static UINT32 render_texture_lookup_nocache_point(running_machine &machine, const pen_t *pens, float x, float y)
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@ -2033,72 +2047,71 @@ void namcos23_state::render_one_model(const namcos23_render_entry *re)
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namcos23_poly_entry *p = render.polys + render.poly_count;
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// Should be unnecessary now that frustum clipping happens, but this still culls polys behind the camera
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p->vertex_count = render.polymgr->zclip_if_less(ne, pv, p->pv, 4, 0.001f);
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// Project if you don't clip on the near plane
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// Should be unnecessary now that frustum clipping happens, but this still culls polys behind the camera
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p->vertex_count = render.polymgr->zclip_if_less(ne, pv, p->pv, 5, 0.001f);
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// Project if you don't clip on the near plane
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if(p->vertex_count >= 3) {
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// Project the eye points
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frustum_clip_vertex<float, 3> clipVerts[10];
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for(int i=0; i<p->vertex_count; i++) {
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// A basic perspective transform
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const float Z = p->pv[i].p[0];
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const float projX = p->pv[i].x / Z;
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const float projY = p->pv[i].y / Z;
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const float near = 0.001f;
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const float far = 1000.0f;
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const float m22 = -(far / (far-near));
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const float m23 = -((far * near) / (far - near));
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const float projZ = -(Z * m22) + m23;
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const float projW = Z;
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// Construct a frustum clipping vert from the NDCoords
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clipVerts[i].x = projX;
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clipVerts[i].y = projY;
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clipVerts[i].z = projZ;
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clipVerts[i].w = projW;
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clipVerts[i].p[0] = p->pv[i].p[1];
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clipVerts[i].p[1] = p->pv[i].p[2];
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clipVerts[i].p[2] = p->pv[i].p[3];
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}
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// Project the eye points
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frustum_clip_vertex<float, 3> clipVerts[10];
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for(int i=0; i<p->vertex_count; i++) {
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// A basic perspective transform
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const float Z = p->pv[i].p[0];
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const float projX = p->pv[i].x / Z;
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const float projY = p->pv[i].y / Z;
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const float near = 0.001f;
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const float far = 1000.0f;
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const float m22 = -(far / (far-near));
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const float m23 = -((far * near) / (far - near));
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const float projZ = -(Z * m22) + m23;
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// Construct a frustum clipping vert from the NDCoords
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clipVerts[i].x = projX;
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clipVerts[i].y = projY;
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clipVerts[i].z = projZ;
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clipVerts[i].w = p->pv[i].p[0];
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clipVerts[i].p[0] = p->pv[i].p[1];
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clipVerts[i].p[1] = p->pv[i].p[2];
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clipVerts[i].p[2] = p->pv[i].p[3];
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}
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// Clip against all edges of the view frustum
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int num_vertices = frustum_clip_all<float, 3>(clipVerts, p->vertex_count, clipVerts);
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if (num_vertices != 0)
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{
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// Push the results back into the main vertices
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for (int i=0; i < num_vertices; i++)
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{
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p->pv[i].x = clipVerts[i].x;
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p->pv[i].y = clipVerts[i].y;
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p->pv[i].p[0] = clipVerts[i].w;
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p->pv[i].p[1] = clipVerts[i].p[0];
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p->pv[i].p[2] = clipVerts[i].p[1];
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p->pv[i].p[3] = clipVerts[i].p[2];
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}
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p->vertex_count = num_vertices;
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// This is our poor-man's projection matrix
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for(int i=0; i<p->vertex_count; i++)
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{
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render_project(p->pv[i]);
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float w = p->pv[i].p[0];
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p->pv[i].p[1] *= w;
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p->pv[i].p[2] *= w;
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p->pv[i].p[3] *= w;
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}
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// Compute an odd sorta'-Z thing that can situate the polygon wherever you want in Z-depth
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p->zkey = 0.5f*(minz+maxz);
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p->front = !(h & 0x00000001);
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p->rd.machine = &machine();
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p->rd.texture_lookup = render_texture_lookup_nocache_point;
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p->rd.pens = m_palette->pens() + (color << 8);
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render.poly_count++;
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}
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// Clip against all edges of the view frustum
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int num_vertices = frustum_clip_all<float, 3>(clipVerts, p->vertex_count, clipVerts);
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if (num_vertices != 0)
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{
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// Push the results back into the main vertices
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for (int i=0; i < num_vertices; i++)
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{
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p->pv[i].x = clipVerts[i].x;
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p->pv[i].y = clipVerts[i].y;
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p->pv[i].p[0] = clipVerts[i].z;
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p->pv[i].p[1] = clipVerts[i].w;
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p->pv[i].p[2] = clipVerts[i].p[0];
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p->pv[i].p[3] = clipVerts[i].p[1];
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p->pv[i].p[4] = clipVerts[i].p[2];
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}
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p->vertex_count = num_vertices;
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// This is our poor-man's projection matrix
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for(int i=0; i<p->vertex_count; i++)
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{
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render_project(p->pv[i]);
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const float w = p->pv[i].p[1];
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p->pv[i].p[2] *= w;
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p->pv[i].p[3] *= w;
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p->pv[i].p[4] *= w;
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}
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// Compute an odd sorta'-Z thing that can situate the polygon wherever you want in Z-depth
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p->front = !(h & 0x00000001);
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p->rd.machine = &machine();
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p->rd.texture_lookup = render_texture_lookup_nocache_point;
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p->rd.pens = m_palette->pens() + (color << 8);
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render.poly_count++;
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}
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}
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if(type & 0x000010000)
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@ -2106,17 +2119,6 @@ void namcos23_state::render_one_model(const namcos23_render_entry *re)
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}
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}
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static int render_poly_compare(const void *i1, const void *i2)
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{
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const namcos23_poly_entry *p1 = *(const namcos23_poly_entry **)i1;
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const namcos23_poly_entry *p2 = *(const namcos23_poly_entry **)i2;
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if(p1->front != p2->front)
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return p1->front ? 1 : -1;
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return p1->zkey < p2->zkey ? 1 : p1->zkey > p2->zkey ? -1 : 0;
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}
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void namcos23_renderer::render_flush(bitmap_rgb32& bitmap)
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{
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render_t &render = m_state.m_render;
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@ -2124,31 +2126,33 @@ void namcos23_renderer::render_flush(bitmap_rgb32& bitmap)
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if(!render.poly_count)
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return;
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for(int i=0; i<render.poly_count; i++)
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render.poly_order[i] = &render.polys[i];
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qsort(render.poly_order, render.poly_count, sizeof(namcos23_poly_entry *), render_poly_compare);
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const static rectangle scissor(0, 639, 0, 479);
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for(int i=0; i<render.poly_count; i++) {
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const namcos23_poly_entry *p = render.poly_order[i];
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namcos23_render_data& extra = render.polymgr->object_data_alloc();
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extra = p->rd;
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// We should probably split the polygons into triangles ourselves to insure everything is being rendered properly
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if (p->vertex_count == 3)
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render_triangle(scissor, render_delegate(FUNC(namcos23_renderer::render_scanline), this), 4, p->pv[0], p->pv[1], p->pv[2]);
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else if (p->vertex_count == 4)
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render_polygon<4>(scissor, render_delegate(FUNC(namcos23_renderer::render_scanline), this), 4, p->pv);
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else if (p->vertex_count == 5)
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render_polygon<5>(scissor, render_delegate(FUNC(namcos23_renderer::render_scanline), this), 4, p->pv);
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else if (p->vertex_count == 6)
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render_polygon<6>(scissor, render_delegate(FUNC(namcos23_renderer::render_scanline), this), 4, p->pv);
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const namcos23_poly_entry *p = &render.polys[i];
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namcos23_render_data& extra = render.polymgr->object_data_alloc();
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extra = p->rd;
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// We should probably split the polygons into triangles ourselves to insure everything is being rendered properly
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if (p->vertex_count == 3)
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render_triangle(scissor, render_delegate(FUNC(namcos23_renderer::render_scanline), this), 5, p->pv[0], p->pv[1], p->pv[2]);
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else if (p->vertex_count == 4)
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render_polygon<4>(scissor, render_delegate(FUNC(namcos23_renderer::render_scanline), this), 5, p->pv);
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else if (p->vertex_count == 5)
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render_polygon<5>(scissor, render_delegate(FUNC(namcos23_renderer::render_scanline), this), 5, p->pv);
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else if (p->vertex_count == 6)
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render_polygon<6>(scissor, render_delegate(FUNC(namcos23_renderer::render_scanline), this), 5, p->pv);
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}
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render.poly_count = 0;
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copybitmap(bitmap, m_bitmap, 0, 0, 0, 0, scissor);
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copybitmap(bitmap, m_bitmap, 0, 0, 0, 0, scissor);
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// Reset the buffers
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for (int i = 0; i < (m_state.m_screen->visible_area().width())*(m_state.m_screen->visible_area().height()); i++)
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{
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m_zBuffer[i] = 1000.0f; // TODO: set to far clipping plane value
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}
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}
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void namcos23_state::render_run(bitmap_rgb32 &bitmap)
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@ -2169,7 +2173,7 @@ void namcos23_state::render_run(bitmap_rgb32 &bitmap)
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re++;
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}
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render.polymgr->render_flush(bitmap);
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render.polymgr->wait();
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render.polymgr->wait();
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}
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@ -2241,7 +2245,7 @@ VIDEO_START_MEMBER(namcos23_state,s23)
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m_bgtilemap = &machine().tilemap().create(m_gfxdecode, tilemap_get_info_delegate(FUNC(namcos23_state::TextTilemapGetInfo),this), TILEMAP_SCAN_ROWS, 16, 16, 64, 64);
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m_bgtilemap->set_transparent_pen(0xf);
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m_bgtilemap->set_scrolldx(860, 860);
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m_render.polymgr = auto_alloc(machine(), namcos23_renderer(*this));
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m_render.polymgr = auto_alloc(machine(), namcos23_renderer(*this));
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}
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