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authorScott Mansell <phiren@gmail.com>2015-01-02 23:55:41 +1300
committerScott Mansell <phiren@gmail.com>2015-01-23 03:32:31 +1300
commit418296961cba39e4ae5bc441b3f52bf1459ad2bb (patch)
tree80d8f85fa7e09ca531ebeb85dd1a5aea84dfed66 /Source/Core/VideoCommon/VertexManagerBase.cpp
parent613781c7650d3cbd494a212eacdff10ea5140894 (diff)
Fix various issues with zfreeze implemntation.
Results are still not correct, but things are getting closer. * Don't cull CULLALL primitives so early so they can be used as reference planes. * Convert CalculateZSlope to screenspace coordinates. * Convert Pixelshader to screenspace coordinates (instead of worldspace xy coordinates, which is totally wrong) * Divide depth by 2^24 instead of clamping to 0.0-1.0 as was done before. Progress: * Rouge Squadron 2/3 appear correct in game (videos in rs2 save file selection are missing) * Shadows draw 100% correctly in NHL 2003. * Mario golf menu renders correctly. * NFS: HP2, shadows sometimes render on top of car or below the road. * Mario Tennis, courts and shadows render correctly, but at wrong depth * Blood Omen 2, doesn't work.
Diffstat (limited to 'Source/Core/VideoCommon/VertexManagerBase.cpp')
-rw-r--r--Source/Core/VideoCommon/VertexManagerBase.cpp9
1 files changed, 5 insertions, 4 deletions
diff --git a/Source/Core/VideoCommon/VertexManagerBase.cpp b/Source/Core/VideoCommon/VertexManagerBase.cpp
index 80ea3b5bb9..bcdaf466a4 100644
--- a/Source/Core/VideoCommon/VertexManagerBase.cpp
+++ b/Source/Core/VideoCommon/VertexManagerBase.cpp
@@ -259,11 +259,12 @@ void VertexManager::CalculateZSlope(u32 stride)
VertexShaderManager::TransformToClipSpace(&vtx[i * 3], &out[i * 4]);
- // viewport offset ignored because we only look at coordinate differences.
- out[0 + i * 4] = out[0 + i * 4] / out[3 + i * 4] * xfmem.viewport.wd;
- out[1 + i * 4] = out[1 + i * 4] / out[3 + i * 4] * xfmem.viewport.ht;
+ // Transform to Screenspace
+ out[0 + i * 4] = out[0 + i * 4] / out[3 + i * 4] * xfmem.viewport.wd + (xfmem.viewport.xOrig - 342);
+ out[1 + i * 4] = out[1 + i * 4] / out[3 + i * 4] * xfmem.viewport.ht + (xfmem.viewport.yOrig - 342);
out[2 + i * 4] = out[2 + i * 4] / out[3 + i * 4] * xfmem.viewport.zRange + xfmem.viewport.farZ;
}
+
float dx31 = out[8] - out[0];
float dx12 = out[0] - out[4];
float dy12 = out[1] - out[5];
@@ -277,7 +278,7 @@ void VertexManager::CalculateZSlope(u32 stride)
float slope_dfdx = -a / c;
float slope_dfdy = -b / c;
- float slope_f0 = out[2];
+ float slope_f0 = out[2] - (out[0] * slope_dfdx + out[1] * slope_dfdy);
PixelShaderManager::SetZSlope(slope_dfdx, slope_dfdy, slope_f0);
}