SoftGPU: Reduce fuzziness of 2D textures and fix alpha testing pixels still being drawn opaque

This commit is contained in:
UnknownShadow200 2024-04-22 18:38:43 +10:00
parent d0172cbada
commit 8dcfaca06a

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@ -354,11 +354,13 @@ static void DrawTriangle(Vector4 frag1, Vector4 frag2, Vector4 frag3,
if (frag1.w <= 0 || frag2.w <= 0 || frag3.w <= 0) return;
for (int y = minY; y <= maxY; y++) {
float yy = y + 0.5f;
for (int x = minX; x <= maxX; x++) {
float ic0 = ((y2 - y3) * (x - x3) + (x3 - x2) * (y - y3)) * factor;
float xx = x + 0.5f;
float ic0 = ((y2 - y3) * (xx - x3) + (x3 - x2) * (yy - y3)) * factor;
if (ic0 < 0 || ic0 > 1) continue;
float ic1 = ((y3 - y1) * (x - x3) + (x1 - x3) * (y - y3)) * factor;
float ic1 = ((y3 - y1) * (xx - x3) + (x1 - x3) * (yy - y3)) * factor;
if (ic1 < 0 || ic1 > 1) continue;
float ic2 = 1.0f - ic0 - ic1;
if (ic2 < 0 || ic2 > 1) continue;
@ -368,8 +370,10 @@ static void DrawTriangle(Vector4 frag1, Vector4 frag2, Vector4 frag3,
float z = (ic0 * frag1.z + ic1 * frag2.z + ic2 * frag3.z) * w;
if (depthTest && (z < 0 || z > depthBuffer[index])) continue;
if (depthWrite) depthBuffer[index] = z;
if (!colWrite) continue;
if (!colWrite) {
if (depthWrite) depthBuffer[index] = z;
continue;
}
PackedCol fragColor = color;
if (gfx_format == VERTEX_FORMAT_TEXTURED) {
@ -399,6 +403,7 @@ static void DrawTriangle(Vector4 frag1, Vector4 frag2, Vector4 frag3,
}
if (alphaTest && A < 0x80) continue;
if (depthWrite) depthBuffer[index] = z;
colorBuffer[index] = BitmapCol_Make(R, G, B, 0xFF);
}
}