/* This file is part of reicast. reicast is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 2 of the License, or (at your option) any later version. reicast is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with reicast. If not, see . */ #include "sorter.h" #include // Vulkan and DirectX use the color values of the first vertex for flat shaded triangles. // On Dreamcast the last vertex is the provoking one, so for strips we copy its colors onto the // first vertex, and for the depth-sorted triangle list we rotate each triangle's indices instead // (the sorted list shares vertices between triangles, so copying would corrupt neighbors). void setFirstProvokingVertex(rend_context& rendContext) { auto setProvokingVertex = [&rendContext](const std::vector& list) { for (const PolyParam& pp : list) { if (pp.pcw.Gouraud) continue; for (u32 i = 0; i + 2 < pp.count; i++) { u32 idx = rendContext.idx[pp.first + i]; if (idx == (u32)-1) // primitive restart continue; Vertex& vertex = rendContext.verts[idx]; idx = rendContext.idx[pp.first + i + 1]; if (idx == (u32)-1) { i++; // primitive restart continue; } idx = rendContext.idx[pp.first + i + 2]; if (idx == (u32)-1) { i += 2; // primitive restart continue; } Vertex& lastVertex = rendContext.verts[idx]; memcpy(vertex.col, lastVertex.col, sizeof(vertex.col)); memcpy(vertex.spc, lastVertex.spc, sizeof(vertex.spc)); memcpy(vertex.col1, lastVertex.col1, sizeof(vertex.col1)); memcpy(vertex.spc1, lastVertex.spc1, sizeof(vertex.spc1)); } } }; setProvokingVertex(rendContext.global_param_op); setProvokingVertex(rendContext.global_param_pt); if (rendContext.sortedTriangles.empty()) { setProvokingVertex(rendContext.global_param_tr); } else { // Sorted triangles share vertices (tri0=(P0,P1,P2), tri1=(P2,P1,P3)), and // they're processed in depth order, so copying colors can overwrite a // source before it's read. Each triangle owns its 3 index slots though: // rotate (a,b,c) -> (c,a,b), which keeps the winding and puts the // provoking vertex first. for (const SortedTriangle& tri : rendContext.sortedTriangles) { if (rendContext.global_param_tr[tri.polyIndex].pcw.Gouraud) continue; for (u32 i = 0; i + 2 < tri.count; i += 3) { u32 *idx = &rendContext.idx[tri.first + i]; const u32 last = idx[2]; idx[2] = idx[1]; idx[1] = idx[0]; idx[0] = last; } } } }