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https://github.com/Lime3DS/Lime3DS.git
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179 lines
6.8 KiB
C++
179 lines
6.8 KiB
C++
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// Copyright 2014 Citra Emulator Project
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// Licensed under GPLv2
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// Refer to the license.txt file included.
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#include <vector>
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#include "clipper.h"
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#include "pica.h"
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#include "vertex_shader.h"
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namespace Pica {
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namespace Clipper {
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struct ClippingEdge {
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public:
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enum Type {
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POS_X = 0,
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NEG_X = 1,
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POS_Y = 2,
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NEG_Y = 3,
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POS_Z = 4,
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NEG_Z = 5,
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};
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ClippingEdge(Type type, float24 position) : type(type), pos(position) {}
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bool IsInside(const OutputVertex& vertex) const {
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switch (type) {
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case POS_X: return vertex.pos.x <= pos * vertex.pos.w;
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case NEG_X: return vertex.pos.x >= pos * vertex.pos.w;
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case POS_Y: return vertex.pos.y <= pos * vertex.pos.w;
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case NEG_Y: return vertex.pos.y >= pos * vertex.pos.w;
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// TODO: Check z compares ... should be 0..1 instead?
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case POS_Z: return vertex.pos.z <= pos * vertex.pos.w;
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default:
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case NEG_Z: return vertex.pos.z >= pos * vertex.pos.w;
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}
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}
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bool IsOutSide(const OutputVertex& vertex) const {
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return !IsInside(vertex);
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}
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OutputVertex GetIntersection(const OutputVertex& v0, const OutputVertex& v1) const {
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auto dotpr = [this](const OutputVertex& vtx) {
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switch (type) {
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case POS_X: return vtx.pos.x - vtx.pos.w;
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case NEG_X: return -vtx.pos.x - vtx.pos.w;
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case POS_Y: return vtx.pos.y - vtx.pos.w;
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case NEG_Y: return -vtx.pos.y - vtx.pos.w;
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// TODO: Verify z clipping
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case POS_Z: return vtx.pos.z - vtx.pos.w;
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default:
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case NEG_Z: return -vtx.pos.w;
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}
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};
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float24 dp = dotpr(v0);
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float24 dp_prev = dotpr(v1);
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float24 factor = dp_prev / (dp_prev - dp);
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return OutputVertex::Lerp(factor, v0, v1);
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}
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private:
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Type type;
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float24 pos;
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};
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static void InitScreenCoordinates(OutputVertex& vtx)
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{
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struct {
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float24 halfsize_x;
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float24 offset_x;
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float24 halfsize_y;
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float24 offset_y;
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float24 zscale;
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float24 offset_z;
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} viewport;
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viewport.halfsize_x = float24::FromRawFloat24(registers.viewport_size_x);
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viewport.halfsize_y = float24::FromRawFloat24(registers.viewport_size_y);
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viewport.offset_x = float24::FromFloat32(registers.viewport_corner.x);
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viewport.offset_y = float24::FromFloat32(registers.viewport_corner.y);
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viewport.zscale = float24::FromRawFloat24(registers.viewport_depth_range);
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viewport.offset_z = float24::FromRawFloat24(registers.viewport_depth_far_plane);
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// TODO: Not sure why the viewport width needs to be divided by 2 but the viewport height does not
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vtx.screenpos[0] = (vtx.pos.x / vtx.pos.w + float24::FromFloat32(1.0)) * viewport.halfsize_x / float24::FromFloat32(2.0) + viewport.offset_x;
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vtx.screenpos[1] = (vtx.pos.y / vtx.pos.w + float24::FromFloat32(1.0)) * viewport.halfsize_y + viewport.offset_y;
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vtx.screenpos[2] = viewport.offset_z - vtx.pos.z / vtx.pos.w * viewport.zscale;
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}
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void ProcessTriangle(OutputVertex &v0, OutputVertex &v1, OutputVertex &v2) {
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// TODO (neobrain):
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// The list of output vertices has some fixed maximum size,
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// however I haven't taken the time to figure out what it is exactly.
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// For now, we hence just assume a maximal size of 1000 vertices.
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const size_t max_vertices = 1000;
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std::vector<OutputVertex> buffer_vertices;
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std::vector<OutputVertex*> output_list{ &v0, &v1, &v2 };
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// Make sure to reserve space for all vertices.
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// Without this, buffer reallocation would invalidate references.
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buffer_vertices.reserve(max_vertices);
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// Simple implementation of the Sutherland-Hodgman clipping algorithm.
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// TODO: Make this less inefficient (currently lots of useless buffering overhead happens here)
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for (auto edge : { ClippingEdge(ClippingEdge::POS_X, float24::FromFloat32(+1.0)),
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ClippingEdge(ClippingEdge::NEG_X, float24::FromFloat32(-1.0)),
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ClippingEdge(ClippingEdge::POS_Y, float24::FromFloat32(+1.0)),
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ClippingEdge(ClippingEdge::NEG_Y, float24::FromFloat32(-1.0)),
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ClippingEdge(ClippingEdge::POS_Z, float24::FromFloat32(+1.0)),
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ClippingEdge(ClippingEdge::NEG_Z, float24::FromFloat32(-1.0)) }) {
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const std::vector<OutputVertex*> input_list = output_list;
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output_list.clear();
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const OutputVertex* reference_vertex = input_list.back();
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for (const auto& vertex : input_list) {
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// NOTE: This algorithm changes vertex order in some cases!
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if (edge.IsInside(*vertex)) {
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if (edge.IsOutSide(*reference_vertex)) {
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buffer_vertices.push_back(edge.GetIntersection(*vertex, *reference_vertex));
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output_list.push_back(&(buffer_vertices.back()));
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}
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output_list.push_back(vertex);
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} else if (edge.IsInside(*reference_vertex)) {
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buffer_vertices.push_back(edge.GetIntersection(*vertex, *reference_vertex));
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output_list.push_back(&(buffer_vertices.back()));
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}
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reference_vertex = vertex;
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}
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// Need to have at least a full triangle to continue...
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if (output_list.size() < 3)
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return;
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}
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InitScreenCoordinates(*(output_list[0]));
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InitScreenCoordinates(*(output_list[1]));
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for (int i = 0; i < output_list.size() - 2; i ++) {
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OutputVertex& vtx0 = *(output_list[0]);
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OutputVertex& vtx1 = *(output_list[i+1]);
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OutputVertex& vtx2 = *(output_list[i+2]);
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InitScreenCoordinates(vtx2);
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DEBUG_LOG(GPU,
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"Triangle %d/%d (%d buffer vertices) at position (%.3f, %.3f, %.3f, %.3f), "
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"(%.3f, %.3f, %.3f, %.3f), (%.3f, %.3f, %.3f, %.3f) and "
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"screen position (%.2f, %.2f, %.2f), (%.2f, %.2f, %.2f), (%.2f, %.2f, %.2f)",
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i,output_list.size(), buffer_vertices.size(),
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vtx0.pos.x.ToFloat32(), vtx0.pos.y.ToFloat32(), vtx0.pos.z.ToFloat32(), vtx0.pos.w.ToFloat32(),output_list.size(),
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vtx1.pos.x.ToFloat32(), vtx1.pos.y.ToFloat32(), vtx1.pos.z.ToFloat32(), vtx1.pos.w.ToFloat32(),
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vtx2.pos.x.ToFloat32(), vtx2.pos.y.ToFloat32(), vtx2.pos.z.ToFloat32(), vtx2.pos.w.ToFloat32(),
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vtx0.screenpos.x.ToFloat32(), vtx0.screenpos.y.ToFloat32(), vtx0.screenpos.z.ToFloat32(),
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vtx1.screenpos.x.ToFloat32(), vtx1.screenpos.y.ToFloat32(), vtx1.screenpos.z.ToFloat32(),
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vtx2.screenpos.x.ToFloat32(), vtx2.screenpos.y.ToFloat32(), vtx2.screenpos.z.ToFloat32());
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// TODO: Send triangle to rasterizer
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}
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}
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} // namespace
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} // namespace
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