Make the first clip test pass
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parent
34741420bc
commit
5b9a0502b5
136
GL/flush.c
136
GL/flush.c
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@ -11,6 +11,8 @@
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#include "flush.h"
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#define CLIP_DEBUG 1
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#define TA_SQ_ADDR (unsigned int *)(void *) \
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(0xe0000000 | (((unsigned long)0x10000000) & 0x03ffffe0))
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@ -20,10 +22,85 @@ static PolyList TR_LIST;
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static const int STRIDE = sizeof(Vertex) / sizeof(GLuint);
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#define CLIP_TO_PLANE(vert1, vert2) \
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do { \
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float t = _glClipLineToNearZ((vert1), (vert2), out); \
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interpolateVec2((vert1)->uv, (vert2)->uv, t, out->uv); \
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interpolateVec3((vert1)->nxyz, (vert2)->nxyz, t, out->nxyz); \
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interpolateVec2((vert1)->st, (vert2)->st, t, out->st); \
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interpolateColour((vert1)->bgra, (vert2)->bgra, t, out->bgra); \
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} while(0); \
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GL_FORCE_INLINE float _glClipLineToNearZ(const Vertex* v1, const Vertex* v2, Vertex* vout) {
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const float d0 = v1->w;
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const float d1 = v2->w;
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assert(isVisible(v1) ^ isVisible(v2));
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#if 0
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/* FIXME: Disabled until determined necessary */
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/* We need to shift 't' a little, to avoid the possibility that a
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* rounding error leaves the new vertex behind the near plane. We shift
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* according to the direction we're clipping across the plane */
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const float epsilon = (d0 < d1) ? 0.000001 : -0.000001;
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#else
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const float epsilon = 0;
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#endif
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float t = MATH_Fast_Divide(d0, (d0 - d1))+ epsilon;
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vout->xyz[0] = MATH_fmac(v2->xyz[0] - v1->xyz[0], t, v1->xyz[0]);
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vout->xyz[1] = MATH_fmac(v2->xyz[1] - v1->xyz[1], t, v1->xyz[1]);
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vout->xyz[2] = MATH_fmac(v2->xyz[2] - v1->xyz[2], t, v1->xyz[2]);
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vout->w = MATH_fmac(v2->w - v1->w, t, v1->w);
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#if CLIP_DEBUG
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printf(
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"(%f, %f, %f, %f) -> %f -> (%f, %f, %f, %f) = (%f, %f, %f, %f)\n",
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v1->xyz[0], v1->xyz[1], v1->xyz[2], v1->w, t,
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v2->xyz[0], v2->xyz[1], v2->xyz[2], v2->w,
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vout->xyz[0], vout->xyz[1], vout->xyz[2], vout->w
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);
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#endif
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return t;
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}
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GL_FORCE_INLINE void interpolateFloat(const float v1, const float v2, const float t, float* out) {
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*out = MATH_fmac(v2 - v1,t, v1);
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}
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GL_FORCE_INLINE void interpolateVec2(const float* v1, const float* v2, const float t, float* out) {
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interpolateFloat(v1[0], v2[0], t, &out[0]);
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interpolateFloat(v1[1], v2[1], t, &out[1]);
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}
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GL_FORCE_INLINE void interpolateVec3(const float* v1, const float* v2, const float t, float* out) {
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interpolateFloat(v1[0], v2[0], t, &out[0]);
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interpolateFloat(v1[1], v2[1], t, &out[1]);
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interpolateFloat(v1[2], v2[2], t, &out[2]);
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}
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GL_FORCE_INLINE void interpolateVec4(const float* v1, const float* v2, const float t, float* out) {
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interpolateFloat(v1[0], v2[0], t, &out[0]);
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interpolateFloat(v1[1], v2[1], t, &out[1]);
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interpolateFloat(v1[2], v2[2], t, &out[2]);
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interpolateFloat(v1[3], v2[3], t, &out[3]);
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}
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GL_FORCE_INLINE void interpolateColour(const uint8_t* v1, const uint8_t* v2, const float t, uint8_t* out) {
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out[0] = v1[0] + (uint32_t) (((float) (v2[0] - v1[0])) * t);
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out[1] = v1[1] + (uint32_t) (((float) (v2[1] - v1[1])) * t);
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out[2] = v1[2] + (uint32_t) (((float) (v2[2] - v1[2])) * t);
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out[3] = v1[3] + (uint32_t) (((float) (v2[3] - v1[3])) * t);
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}
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static Vertex* interpolate_vertex(const Vertex* v0, const Vertex* v1, Vertex* out) {
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/* If v0 is in front of the near plane, and v1 is behind the near plane, this
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* generates a vertex *on* the near plane */
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CLIP_TO_PLANE(v0, v1);
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return out;
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}
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@ -31,6 +108,7 @@ GL_FORCE_INLINE ListIterator* header_reset(ListIterator* it, Vertex* header) {
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it->it = header;
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it->visibility = 0;
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it->triangle_count = 0;
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it->stack_idx = -1;
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return it;
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}
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@ -40,11 +118,19 @@ GL_FORCE_INLINE Vertex* current_postinc(ListIterator* it) {
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}
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it->remaining--;
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return it->current++;
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Vertex* current = it->current;
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it->current++;
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return current;
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}
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GL_FORCE_INLINE Vertex* push_stack(ListIterator* it) {
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return &it->stack[it->stack_idx++];
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#if CLIP_DEBUG
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printf("Using stack: %d\n", it->stack_idx + 1);
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#endif
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assert(it->stack_idx + 1 < MAX_STACK);
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return &it->stack[++it->stack_idx];
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}
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GL_FORCE_INLINE GLboolean shift(ListIterator* it, Vertex* new_vertex) {
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@ -67,6 +153,21 @@ GL_FORCE_INLINE GLboolean shift(ListIterator* it, Vertex* new_vertex) {
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}
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ListIterator* _glIteratorNext(ListIterator* it) {
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/* None remaining in the list, and the stack is empty */
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if(!it->remaining && it->stack_idx == -1) {
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return NULL;
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}
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/* Return any vertices we generated */
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if(it->stack_idx > -1) {
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#if CLIP_DEBUG
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printf("Yielding stack: %d\n", it->stack_idx);
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#endif
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it->it = &it->stack[it->stack_idx--];
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return it;
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}
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if(!isVertex(it->current)) {
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return header_reset(it, current_postinc(it));
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} else {
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@ -80,6 +181,7 @@ ListIterator* _glIteratorNext(ListIterator* it) {
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/* We reached the end so just
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* return the oldest until they're gone */
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it->it = it->triangle[0];
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printf("Bailing early!\n");
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return (it->it) ? it : NULL;
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}
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}
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@ -92,18 +194,34 @@ ListIterator* _glIteratorNext(ListIterator* it) {
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it->it = it->triangle[0];
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return it;
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break;
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case B100:
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case B100: {
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/* First visible only */
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it->triangle[1] = interpolate_vertex(it->triangle[0], it->triangle[1], push_stack(it));
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it->triangle[2] = interpolate_vertex(it->triangle[0], it->triangle[2], push_stack(it));
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Vertex* gen2 = push_stack(it);
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Vertex* gen1 = push_stack(it);
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/* Make sure we transfer the flags.. we don't
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* want to disrupt the strip */
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gen1->flags = it->triangle[1]->flags;
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gen2->flags = it->triangle[2]->flags;
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interpolate_vertex(it->triangle[0], it->triangle[1], gen1);
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interpolate_vertex(it->triangle[0], it->triangle[2], gen2);
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it->visibility = B111; /* All visible now, yay! */
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assert(isVisible(it->triangle[1]));
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assert(isVisible(it->triangle[2]));
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assert(isVisible(gen1));
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assert(isVisible(gen2));
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assert(isVertex(gen1));
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assert(isVertex(gen2));
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it->it = it->triangle[0];
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/* We're returning v0, and we've pushed
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* v1 and v2 to the stack, so next time
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* around we'll need to consume and shift
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* the next vertex from the source list */
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it->triangle_count--;
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return it;
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break;
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} break;
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}
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}
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12
GL/flush.h
12
GL/flush.h
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@ -28,22 +28,25 @@ typedef struct {
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Vertex* it;
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/* < 8. Bitmask of the last 3 vertices */
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uint8_t visibility;
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uint8_t triangle_count;
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Vertex* triangle[3];
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/* Stack of temporary vertices */
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Vertex stack[MAX_STACK];
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int8_t stack_idx;
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uint8_t visibility;
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uint8_t triangle_count;
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uint8_t padding;
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} ListIterator;
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inline ListIterator* _glIteratorBegin(void* src, int n) {
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ListIterator* it = (ListIterator*) malloc(sizeof(ListIterator));
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it->remaining = n;
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it->current = (Vertex*) src;
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it->remaining = n - 1;
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it->it = (Vertex*) src;
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it->current = it->it + 1;
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it->stack_idx = -1;
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it->triangle_count = 0;
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it->visibility = 0;
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it->triangle[0] = it->triangle[1] = it->triangle[2] = NULL;
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return (n) ? it : NULL;
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}
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@ -56,6 +59,7 @@ GL_FORCE_INLINE GLboolean isVertex(const Vertex* vertex) {
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GL_FORCE_INLINE GLboolean isVisible(const Vertex* vertex) {
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if(!vertex) return GL_FALSE;
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printf("Z: %f, W: %f\n", vertex->xyz[2], vertex->w);
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return vertex->w >= 0 && vertex->xyz[2] >= -vertex->w;
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}
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@ -297,7 +297,6 @@ typedef enum {
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#define G8IDX 1
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#define B8IDX 0
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float _glClipLineToNearZ(const Vertex* v1, const Vertex* v2, Vertex* vout);
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void _glClipTriangleStrip(SubmissionTarget* target, uint8_t fladeShade);
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PolyList *_glActivePolyList();
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@ -2,32 +2,52 @@
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#include "../utils/test.h"
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#include "../GL/flush.h"
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#include "../containers/aligned_vector.h"
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namespace {
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struct VertexBuilder {
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VertexBuilder() {
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aligned_vector_init(&list_, sizeof(Vertex));
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}
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~VertexBuilder() {
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aligned_vector_clear(&list_);
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}
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VertexBuilder& add_header() {
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Vertex v;
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v.flags = 100; // I dunno what this bit of memory would be
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list_.push_back(std::move(v));
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aligned_vector_push_back(&list_, &v, 1);
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return *this;
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}
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VertexBuilder& add(float x, float y, float z, float w) {
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Vertex v;
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v.flags = PVR_CMD_VERTEX;
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v.xyz[0] = x;
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v.xyz[1] = y;
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v.xyz[2] = z;
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v.w = w;
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aligned_vector_push_back(&list_, &v, 1);
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return *this;
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}
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std::vector<Vertex> done() {
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return list_;
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VertexBuilder& add_last(float x, float y, float z, float w) {
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add(x, y, z, w);
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Vertex* back = (Vertex*) aligned_vector_back(&list_);
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back->flags = PVR_CMD_VERTEX_EOL;
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return *this;
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}
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std::pair<Vertex*, int> done() {
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return std::make_pair((Vertex*) aligned_vector_at(&list_, 0), list_.size);
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}
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private:
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std::vector<Vertex> list_;
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AlignedVector list_;
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};
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class NearZClippingTests : public gldc::test::GLdcTestCase {
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@ -39,31 +59,34 @@ public:
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VertexBuilder builder;
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std::vector<Vertex> list = builder.
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auto list = builder.
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add_header().
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add(1, 1, 2, 1).
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add(1, 0, 2, -1).
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add(0, 1, 2, -1).done();
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add_last(0, 1, 2, -1).done();
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ListIterator* it = _glIteratorBegin(&list[0], list.size());
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Vertex* v0 = it->current;
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ListIterator* it = _glIteratorBegin(list.first, list.second);
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Vertex* v0 = it->it;
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assert_is_not_null(v0);
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assert_false(isVertex(v0)); // Should be a header
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it = _glIteratorNext(it);
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assert_is_not_null(it);
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Vertex* v1 = it->current;
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Vertex* v1 = it->it;
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assert_is_not_null(v1);
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assert_true(isVertex(v1));
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it = _glIteratorNext(it);
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assert_is_not_null(it);
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Vertex* v2 = it->current;
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Vertex* v2 = it->it;
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assert_is_not_null(v2);
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assert_true(isVertex(v2));
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it = _glIteratorNext(it);
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assert_is_not_null(it);
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Vertex* v3 = it->current;
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Vertex* v3 = it->it;
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assert_is_not_null(v3);
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assert_true(isVertex(v3));
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it = _glIteratorNext(it);
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assert_is_null(it);
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