swrasterizer: add missing tc0_w and fragment lighting attribute processing

merge-requests/60/head
wwylele 2017-05-20 23:17:12 +07:00
parent 152a012373
commit 36526c63ef
2 changed files with 8 additions and 5 deletions

@ -69,13 +69,14 @@ static void InitScreenCoordinates(Vertex& vtx) {
viewport.offset_y = float24::FromFloat32(static_cast<float>(regs.rasterizer.viewport_corner.y)); viewport.offset_y = float24::FromFloat32(static_cast<float>(regs.rasterizer.viewport_corner.y));
float24 inv_w = float24::FromFloat32(1.f) / vtx.pos.w; float24 inv_w = float24::FromFloat32(1.f) / vtx.pos.w;
vtx.color *= inv_w; vtx.pos.w = inv_w;
vtx.view *= inv_w;
vtx.quat *= inv_w; vtx.quat *= inv_w;
vtx.color *= inv_w;
vtx.tc0 *= inv_w; vtx.tc0 *= inv_w;
vtx.tc1 *= inv_w; vtx.tc1 *= inv_w;
vtx.tc0_w *= inv_w;
vtx.view *= inv_w;
vtx.tc2 *= inv_w; vtx.tc2 *= inv_w;
vtx.pos.w = inv_w;
vtx.screenpos[0] = vtx.screenpos[0] =
(vtx.pos.x * inv_w + float24::FromFloat32(1.0)) * viewport.halfsize_x + viewport.offset_x; (vtx.pos.x * inv_w + float24::FromFloat32(1.0)) * viewport.halfsize_x + viewport.offset_x;

@ -23,13 +23,15 @@ struct Vertex : Shader::OutputVertex {
pos = pos * factor + vtx.pos * (float24::FromFloat32(1) - factor); pos = pos * factor + vtx.pos * (float24::FromFloat32(1) - factor);
// TODO: Should perform perspective correct interpolation here... // TODO: Should perform perspective correct interpolation here...
quat = quat * factor + vtx.quat * (float24::FromFloat32(1) - factor);
color = color * factor + vtx.color * (float24::FromFloat32(1) - factor);
tc0 = tc0 * factor + vtx.tc0 * (float24::FromFloat32(1) - factor); tc0 = tc0 * factor + vtx.tc0 * (float24::FromFloat32(1) - factor);
tc1 = tc1 * factor + vtx.tc1 * (float24::FromFloat32(1) - factor); tc1 = tc1 * factor + vtx.tc1 * (float24::FromFloat32(1) - factor);
tc0_w = tc0_w * factor + vtx.tc0_w * (float24::FromFloat32(1) - factor);
view = view * factor + vtx.view * (float24::FromFloat32(1) - factor);
tc2 = tc2 * factor + vtx.tc2 * (float24::FromFloat32(1) - factor); tc2 = tc2 * factor + vtx.tc2 * (float24::FromFloat32(1) - factor);
screenpos = screenpos * factor + vtx.screenpos * (float24::FromFloat32(1) - factor); screenpos = screenpos * factor + vtx.screenpos * (float24::FromFloat32(1) - factor);
color = color * factor + vtx.color * (float24::FromFloat32(1) - factor);
} }
// Linear interpolation // Linear interpolation