Make the first clip test pass

This commit is contained in:
Luke Benstead 2020-10-27 21:33:32 +00:00
parent 34741420bc
commit 5b9a0502b5
4 changed files with 169 additions and 25 deletions

View File

@ -11,6 +11,8 @@
#include "flush.h"
#define CLIP_DEBUG 1
#define TA_SQ_ADDR (unsigned int *)(void *) \
(0xe0000000 | (((unsigned long)0x10000000) & 0x03ffffe0))
@ -20,10 +22,85 @@ static PolyList TR_LIST;
static const int STRIDE = sizeof(Vertex) / sizeof(GLuint);
#define CLIP_TO_PLANE(vert1, vert2) \
do { \
float t = _glClipLineToNearZ((vert1), (vert2), out); \
interpolateVec2((vert1)->uv, (vert2)->uv, t, out->uv); \
interpolateVec3((vert1)->nxyz, (vert2)->nxyz, t, out->nxyz); \
interpolateVec2((vert1)->st, (vert2)->st, t, out->st); \
interpolateColour((vert1)->bgra, (vert2)->bgra, t, out->bgra); \
} while(0); \
GL_FORCE_INLINE float _glClipLineToNearZ(const Vertex* v1, const Vertex* v2, Vertex* vout) {
const float d0 = v1->w;
const float d1 = v2->w;
assert(isVisible(v1) ^ isVisible(v2));
#if 0
/* FIXME: Disabled until determined necessary */
/* We need to shift 't' a little, to avoid the possibility that a
* rounding error leaves the new vertex behind the near plane. We shift
* according to the direction we're clipping across the plane */
const float epsilon = (d0 < d1) ? 0.000001 : -0.000001;
#else
const float epsilon = 0;
#endif
float t = MATH_Fast_Divide(d0, (d0 - d1))+ epsilon;
vout->xyz[0] = MATH_fmac(v2->xyz[0] - v1->xyz[0], t, v1->xyz[0]);
vout->xyz[1] = MATH_fmac(v2->xyz[1] - v1->xyz[1], t, v1->xyz[1]);
vout->xyz[2] = MATH_fmac(v2->xyz[2] - v1->xyz[2], t, v1->xyz[2]);
vout->w = MATH_fmac(v2->w - v1->w, t, v1->w);
#if CLIP_DEBUG
printf(
"(%f, %f, %f, %f) -> %f -> (%f, %f, %f, %f) = (%f, %f, %f, %f)\n",
v1->xyz[0], v1->xyz[1], v1->xyz[2], v1->w, t,
v2->xyz[0], v2->xyz[1], v2->xyz[2], v2->w,
vout->xyz[0], vout->xyz[1], vout->xyz[2], vout->w
);
#endif
return t;
}
GL_FORCE_INLINE void interpolateFloat(const float v1, const float v2, const float t, float* out) {
*out = MATH_fmac(v2 - v1,t, v1);
}
GL_FORCE_INLINE void interpolateVec2(const float* v1, const float* v2, const float t, float* out) {
interpolateFloat(v1[0], v2[0], t, &out[0]);
interpolateFloat(v1[1], v2[1], t, &out[1]);
}
GL_FORCE_INLINE void interpolateVec3(const float* v1, const float* v2, const float t, float* out) {
interpolateFloat(v1[0], v2[0], t, &out[0]);
interpolateFloat(v1[1], v2[1], t, &out[1]);
interpolateFloat(v1[2], v2[2], t, &out[2]);
}
GL_FORCE_INLINE void interpolateVec4(const float* v1, const float* v2, const float t, float* out) {
interpolateFloat(v1[0], v2[0], t, &out[0]);
interpolateFloat(v1[1], v2[1], t, &out[1]);
interpolateFloat(v1[2], v2[2], t, &out[2]);
interpolateFloat(v1[3], v2[3], t, &out[3]);
}
GL_FORCE_INLINE void interpolateColour(const uint8_t* v1, const uint8_t* v2, const float t, uint8_t* out) {
out[0] = v1[0] + (uint32_t) (((float) (v2[0] - v1[0])) * t);
out[1] = v1[1] + (uint32_t) (((float) (v2[1] - v1[1])) * t);
out[2] = v1[2] + (uint32_t) (((float) (v2[2] - v1[2])) * t);
out[3] = v1[3] + (uint32_t) (((float) (v2[3] - v1[3])) * t);
}
static Vertex* interpolate_vertex(const Vertex* v0, const Vertex* v1, Vertex* out) {
/* If v0 is in front of the near plane, and v1 is behind the near plane, this
* generates a vertex *on* the near plane */
CLIP_TO_PLANE(v0, v1);
return out;
}
@ -31,6 +108,7 @@ GL_FORCE_INLINE ListIterator* header_reset(ListIterator* it, Vertex* header) {
it->it = header;
it->visibility = 0;
it->triangle_count = 0;
it->stack_idx = -1;
return it;
}
@ -40,11 +118,19 @@ GL_FORCE_INLINE Vertex* current_postinc(ListIterator* it) {
}
it->remaining--;
return it->current++;
Vertex* current = it->current;
it->current++;
return current;
}
GL_FORCE_INLINE Vertex* push_stack(ListIterator* it) {
return &it->stack[it->stack_idx++];
#if CLIP_DEBUG
printf("Using stack: %d\n", it->stack_idx + 1);
#endif
assert(it->stack_idx + 1 < MAX_STACK);
return &it->stack[++it->stack_idx];
}
GL_FORCE_INLINE GLboolean shift(ListIterator* it, Vertex* new_vertex) {
@ -67,6 +153,21 @@ GL_FORCE_INLINE GLboolean shift(ListIterator* it, Vertex* new_vertex) {
}
ListIterator* _glIteratorNext(ListIterator* it) {
/* None remaining in the list, and the stack is empty */
if(!it->remaining && it->stack_idx == -1) {
return NULL;
}
/* Return any vertices we generated */
if(it->stack_idx > -1) {
#if CLIP_DEBUG
printf("Yielding stack: %d\n", it->stack_idx);
#endif
it->it = &it->stack[it->stack_idx--];
return it;
}
if(!isVertex(it->current)) {
return header_reset(it, current_postinc(it));
} else {
@ -80,6 +181,7 @@ ListIterator* _glIteratorNext(ListIterator* it) {
/* We reached the end so just
* return the oldest until they're gone */
it->it = it->triangle[0];
printf("Bailing early!\n");
return (it->it) ? it : NULL;
}
}
@ -92,18 +194,34 @@ ListIterator* _glIteratorNext(ListIterator* it) {
it->it = it->triangle[0];
return it;
break;
case B100:
case B100: {
/* First visible only */
it->triangle[1] = interpolate_vertex(it->triangle[0], it->triangle[1], push_stack(it));
it->triangle[2] = interpolate_vertex(it->triangle[0], it->triangle[2], push_stack(it));
Vertex* gen2 = push_stack(it);
Vertex* gen1 = push_stack(it);
/* Make sure we transfer the flags.. we don't
* want to disrupt the strip */
gen1->flags = it->triangle[1]->flags;
gen2->flags = it->triangle[2]->flags;
interpolate_vertex(it->triangle[0], it->triangle[1], gen1);
interpolate_vertex(it->triangle[0], it->triangle[2], gen2);
it->visibility = B111; /* All visible now, yay! */
assert(isVisible(it->triangle[1]));
assert(isVisible(it->triangle[2]));
assert(isVisible(gen1));
assert(isVisible(gen2));
assert(isVertex(gen1));
assert(isVertex(gen2));
it->it = it->triangle[0];
/* We're returning v0, and we've pushed
* v1 and v2 to the stack, so next time
* around we'll need to consume and shift
* the next vertex from the source list */
it->triangle_count--;
return it;
break;
} break;
}
}

View File

@ -28,22 +28,25 @@ typedef struct {
Vertex* it;
/* < 8. Bitmask of the last 3 vertices */
uint8_t visibility;
uint8_t triangle_count;
Vertex* triangle[3];
/* Stack of temporary vertices */
Vertex stack[MAX_STACK];
int8_t stack_idx;
uint8_t visibility;
uint8_t triangle_count;
uint8_t padding;
} ListIterator;
inline ListIterator* _glIteratorBegin(void* src, int n) {
ListIterator* it = (ListIterator*) malloc(sizeof(ListIterator));
it->remaining = n;
it->current = (Vertex*) src;
it->remaining = n - 1;
it->it = (Vertex*) src;
it->current = it->it + 1;
it->stack_idx = -1;
it->triangle_count = 0;
it->visibility = 0;
it->triangle[0] = it->triangle[1] = it->triangle[2] = NULL;
return (n) ? it : NULL;
}
@ -56,6 +59,7 @@ GL_FORCE_INLINE GLboolean isVertex(const Vertex* vertex) {
GL_FORCE_INLINE GLboolean isVisible(const Vertex* vertex) {
if(!vertex) return GL_FALSE;
printf("Z: %f, W: %f\n", vertex->xyz[2], vertex->w);
return vertex->w >= 0 && vertex->xyz[2] >= -vertex->w;
}

View File

@ -297,7 +297,6 @@ typedef enum {
#define G8IDX 1
#define B8IDX 0
float _glClipLineToNearZ(const Vertex* v1, const Vertex* v2, Vertex* vout);
void _glClipTriangleStrip(SubmissionTarget* target, uint8_t fladeShade);
PolyList *_glActivePolyList();

View File

@ -2,32 +2,52 @@
#include "../utils/test.h"
#include "../GL/flush.h"
#include "../containers/aligned_vector.h"
namespace {
struct VertexBuilder {
VertexBuilder() {
aligned_vector_init(&list_, sizeof(Vertex));
}
~VertexBuilder() {
aligned_vector_clear(&list_);
}
VertexBuilder& add_header() {
Vertex v;
v.flags = 100; // I dunno what this bit of memory would be
list_.push_back(std::move(v));
aligned_vector_push_back(&list_, &v, 1);
return *this;
}
VertexBuilder& add(float x, float y, float z, float w) {
Vertex v;
v.flags = PVR_CMD_VERTEX;
v.xyz[0] = x;
v.xyz[1] = y;
v.xyz[2] = z;
v.w = w;
aligned_vector_push_back(&list_, &v, 1);
return *this;
}
std::vector<Vertex> done() {
return list_;
VertexBuilder& add_last(float x, float y, float z, float w) {
add(x, y, z, w);
Vertex* back = (Vertex*) aligned_vector_back(&list_);
back->flags = PVR_CMD_VERTEX_EOL;
return *this;
}
std::pair<Vertex*, int> done() {
return std::make_pair((Vertex*) aligned_vector_at(&list_, 0), list_.size);
}
private:
std::vector<Vertex> list_;
AlignedVector list_;
};
class NearZClippingTests : public gldc::test::GLdcTestCase {
@ -39,31 +59,34 @@ public:
VertexBuilder builder;
std::vector<Vertex> list = builder.
auto list = builder.
add_header().
add(1, 1, 2, 1).
add(1, 0, 2, -1).
add(0, 1, 2, -1).done();
add_last(0, 1, 2, -1).done();
ListIterator* it = _glIteratorBegin(&list[0], list.size());
Vertex* v0 = it->current;
ListIterator* it = _glIteratorBegin(list.first, list.second);
Vertex* v0 = it->it;
assert_is_not_null(v0);
assert_false(isVertex(v0)); // Should be a header
it = _glIteratorNext(it);
assert_is_not_null(it);
Vertex* v1 = it->current;
Vertex* v1 = it->it;
assert_is_not_null(v1);
assert_true(isVertex(v1));
it = _glIteratorNext(it);
assert_is_not_null(it);
Vertex* v2 = it->current;
Vertex* v2 = it->it;
assert_is_not_null(v2);
assert_true(isVertex(v2));
it = _glIteratorNext(it);
assert_is_not_null(it);
Vertex* v3 = it->current;
Vertex* v3 = it->it;
assert_is_not_null(v3);
assert_true(isVertex(v3));
it = _glIteratorNext(it);
assert_is_null(it);