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Merge pull request #2884 from wwylele/clip
gl_rasterizer: add clipping plane z<=0 defined in PICA
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commit
f84c965dec
@ -28,6 +28,9 @@ MICROPROFILE_DEFINE(OpenGL_Blits, "OpenGL", "Blits", MP_RGB(100, 100, 255));
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MICROPROFILE_DEFINE(OpenGL_CacheManagement, "OpenGL", "Cache Mgmt", MP_RGB(100, 255, 100));
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MICROPROFILE_DEFINE(OpenGL_CacheManagement, "OpenGL", "Cache Mgmt", MP_RGB(100, 255, 100));
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RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) {
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RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) {
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// Clipping plane 0 is always enabled for PICA fixed clip plane z <= 0
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state.clip_distance[0] = true;
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// Create sampler objects
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// Create sampler objects
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for (size_t i = 0; i < texture_samplers.size(); ++i) {
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for (size_t i = 0; i < texture_samplers.size(); ++i) {
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texture_samplers[i].Create();
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texture_samplers[i].Create();
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@ -1112,7 +1112,10 @@ vec4 secondary_fragment_color = vec4(0.0);
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"gl_FragCoord.y < scissor_y2)) discard;\n";
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"gl_FragCoord.y < scissor_y2)) discard;\n";
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}
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}
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out += "float z_over_w = 1.0 - gl_FragCoord.z * 2.0;\n";
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// After perspective divide, OpenGL transform z_over_w from [-1, 1] to [near, far]. Here we use
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// default near = 0 and far = 1, and undo the transformation to get the original z_over_w, then
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// do our own transformation according to PICA specification.
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out += "float z_over_w = 2.0 * gl_FragCoord.z - 1.0;\n";
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out += "float depth = z_over_w * depth_scale + depth_offset;\n";
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out += "float depth = z_over_w * depth_scale + depth_offset;\n";
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if (state.depthmap_enable == RasterizerRegs::DepthBuffering::WBuffering) {
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if (state.depthmap_enable == RasterizerRegs::DepthBuffering::WBuffering) {
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out += "depth /= gl_FragCoord.w;\n";
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out += "depth /= gl_FragCoord.w;\n";
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@ -1195,7 +1198,9 @@ void main() {
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texcoord0_w = vert_texcoord0_w;
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texcoord0_w = vert_texcoord0_w;
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normquat = vert_normquat;
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normquat = vert_normquat;
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view = vert_view;
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view = vert_view;
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gl_Position = vec4(vert_position.x, vert_position.y, -vert_position.z, vert_position.w);
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gl_Position = vert_position;
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gl_ClipDistance[0] = -vert_position.z; // fixed PICA clipping plane z <= 0
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// TODO (wwylele): calculate gl_ClipDistance[1] from user-defined clipping plane
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}
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}
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)";
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)";
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@ -68,6 +68,8 @@ OpenGLState::OpenGLState() {
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draw.vertex_buffer = 0;
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draw.vertex_buffer = 0;
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draw.uniform_buffer = 0;
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draw.uniform_buffer = 0;
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draw.shader_program = 0;
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draw.shader_program = 0;
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clip_distance = {};
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}
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}
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void OpenGLState::Apply() const {
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void OpenGLState::Apply() const {
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@ -261,6 +263,17 @@ void OpenGLState::Apply() const {
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glUseProgram(draw.shader_program);
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glUseProgram(draw.shader_program);
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}
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}
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// Clip distance
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for (size_t i = 0; i < clip_distance.size(); ++i) {
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if (clip_distance[i] != cur_state.clip_distance[i]) {
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if (clip_distance[i]) {
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glEnable(GL_CLIP_DISTANCE0 + i);
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} else {
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glDisable(GL_CLIP_DISTANCE0 + i);
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}
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}
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}
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cur_state = *this;
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cur_state = *this;
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}
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}
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@ -4,6 +4,7 @@
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#pragma once
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#pragma once
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#include <array>
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#include <glad/glad.h>
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#include <glad/glad.h>
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namespace TextureUnits {
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namespace TextureUnits {
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@ -123,6 +124,8 @@ public:
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GLuint shader_program; // GL_CURRENT_PROGRAM
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GLuint shader_program; // GL_CURRENT_PROGRAM
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} draw;
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} draw;
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std::array<bool, 2> clip_distance; // GL_CLIP_DISTANCE
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OpenGLState();
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OpenGLState();
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/// Get the currently active OpenGL state
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/// Get the currently active OpenGL state
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@ -125,10 +125,6 @@ void ProcessTriangle(const OutputVertex& v0, const OutputVertex& v1, const Outpu
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{Math::MakeVec(f0, f0, f0, -f1), Math::Vec4<float24>(f0, f0, f0, EPSILON)}, // w = EPSILON
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{Math::MakeVec(f0, f0, f0, -f1), Math::Vec4<float24>(f0, f0, f0, EPSILON)}, // w = EPSILON
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}};
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}};
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// TODO: If one vertex lies outside one of the depth clipping planes, some platforms (e.g. Wii)
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// drop the whole primitive instead of clipping the primitive properly. We should test if
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// this happens on the 3DS, too.
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// Simple implementation of the Sutherland-Hodgman clipping algorithm.
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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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// TODO: Make this less inefficient (currently lots of useless buffering overhead happens here)
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for (auto edge : clipping_edges) {
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for (auto edge : clipping_edges) {
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@ -19,10 +19,9 @@ struct Vertex : Shader::OutputVertex {
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// Linear interpolation
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// Linear interpolation
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// factor: 0=this, 1=vtx
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// factor: 0=this, 1=vtx
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// Note: This function cannot be called after perspective divide
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void Lerp(float24 factor, const Vertex& vtx) {
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void Lerp(float24 factor, const Vertex& vtx) {
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pos = pos * factor + vtx.pos * (float24::FromFloat32(1) - factor);
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pos = pos * factor + vtx.pos * (float24::FromFloat32(1) - factor);
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// TODO: Should perform perspective correct interpolation here...
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quat = quat * factor + vtx.quat * (float24::FromFloat32(1) - factor);
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quat = quat * factor + vtx.quat * (float24::FromFloat32(1) - factor);
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color = color * factor + vtx.color * (float24::FromFloat32(1) - factor);
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color = color * factor + vtx.color * (float24::FromFloat32(1) - factor);
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tc0 = tc0 * factor + vtx.tc0 * (float24::FromFloat32(1) - factor);
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tc0 = tc0 * factor + vtx.tc0 * (float24::FromFloat32(1) - factor);
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@ -30,12 +29,11 @@ struct Vertex : Shader::OutputVertex {
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tc0_w = tc0_w * factor + vtx.tc0_w * (float24::FromFloat32(1) - factor);
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tc0_w = tc0_w * factor + vtx.tc0_w * (float24::FromFloat32(1) - factor);
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view = view * factor + vtx.view * (float24::FromFloat32(1) - factor);
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view = view * factor + vtx.view * (float24::FromFloat32(1) - factor);
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tc2 = tc2 * factor + vtx.tc2 * (float24::FromFloat32(1) - factor);
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tc2 = tc2 * factor + vtx.tc2 * (float24::FromFloat32(1) - factor);
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screenpos = screenpos * factor + vtx.screenpos * (float24::FromFloat32(1) - factor);
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}
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}
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// Linear interpolation
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// Linear interpolation
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// factor: 0=v0, 1=v1
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// factor: 0=v0, 1=v1
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// Note: This function cannot be called after perspective divide
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static Vertex Lerp(float24 factor, const Vertex& v0, const Vertex& v1) {
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static Vertex Lerp(float24 factor, const Vertex& v0, const Vertex& v1) {
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Vertex ret = v0;
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Vertex ret = v0;
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ret.Lerp(factor, v1);
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ret.Lerp(factor, v1);
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