Merge branch 'fix-clipping-2020' into 'master'
Fix clipping 2020 See merge request simulant/GLdc!53
This commit is contained in:
commit
ca7eb462fc
174
GL/clip.c
174
GL/clip.c
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@ -2,6 +2,8 @@
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#include <stdio.h>
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#include <assert.h>
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#include <string.h>
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#include <stdbool.h>
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#include <stdlib.h>
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#ifdef _arch_dreamcast
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#include <dc/pvr.h>
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@ -23,21 +25,30 @@ void _glEnableClipping(unsigned char v) {
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ZCLIP_ENABLED = v;
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}
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void inline _glClipLineToNearZ(const Vertex* v1, const Vertex* v2, Vertex* vout, float* t) {
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inline float _glClipLineToNearZ(const Vertex* v1, const Vertex* v2, Vertex* vout) {
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const float d0 = v1->w + v1->xyz[2];
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const float d1 = v2->w + v2->xyz[2];
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*t = d0 / (d0 - d1);
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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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const float vec [] = {
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v2->xyz[0] - v1->xyz[0],
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v2->xyz[1] - v1->xyz[1],
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v2->xyz[2] - v1->xyz[2]
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};
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float t = MATH_Fast_Divide(d0, (d0 - d1)) + epsilon;
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vout->xyz[0] = MATH_fmac(vec[0], (*t), v1->xyz[0]);
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vout->xyz[1] = MATH_fmac(vec[1], (*t), v1->xyz[1]);
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vout->xyz[2] = MATH_fmac(vec[2], (*t), v1->xyz[2]);
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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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/*
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printf(
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"(%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]
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);*/
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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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@ -78,11 +89,7 @@ typedef struct {
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uint8_t visible;
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} Triangle;
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void _glClipTriangle(const Triangle* triangle, const uint8_t visible, SubmissionTarget* target, const uint8_t flatShade) __attribute__((optimize("fast-math")));
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void _glClipTriangle(const Triangle* triangle, const uint8_t visible, SubmissionTarget* target, const uint8_t flatShade) {
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uint8_t i, c = 0;
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uint8_t lastVisible = 255;
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Vertex* last = NULL;
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VertexExtra* veLast = NULL;
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@ -94,90 +101,79 @@ void _glClipTriangle(const Triangle* triangle, const uint8_t visible, Submission
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/* Used when flat shading is enabled */
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uint32_t finalColour = *((uint32_t*) bgra);
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for(i = 0; i < 4; ++i) {
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uint8_t thisIndex = (i == 3) ? 0 : i;
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Vertex tmp;
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VertexExtra veTmp;
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Vertex next;
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VertexExtra veNext;
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uint8_t pushedCount = 0;
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next.flags = VERTEX_CMD;
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#define IS_VISIBLE(x) (visible & (1 << (2 - (x)))) > 0
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uint8_t thisVisible = (visible & (1 << (2 - thisIndex))) > 0;
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if(i > 0) {
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uint8_t lastIndex = (i == 3) ? 2 : thisIndex - 1;
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#define PUSH_VERT(vert, ve) \
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last = aligned_vector_push_back(&target->output->vector, vert, 1); \
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last->flags = VERTEX_CMD; \
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veLast = aligned_vector_push_back(target->extras, ve, 1); \
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++pushedCount;
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if(lastVisible < 255 && lastVisible != thisVisible) {
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const Vertex* v1 = &vertices[lastIndex];
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const Vertex* v2 = &vertices[thisIndex];
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#define CLIP_TO_PLANE(vert1, ve1, vert2, ve2) \
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do { \
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float t = _glClipLineToNearZ((vert1), (vert2), &tmp); \
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interpolateFloat((vert1)->w, (vert2)->w, t, &tmp.w); \
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interpolateVec2((vert1)->uv, (vert2)->uv, t, tmp.uv); \
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interpolateVec3((ve1)->nxyz, (ve2)->nxyz, t, veTmp.nxyz); \
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interpolateVec2((ve1)->st, (ve2)->st, t, veTmp.st); \
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if(flatShade) { \
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interpolateColour((const uint8_t*) &finalColour, (const uint8_t*) &finalColour, t, tmp.bgra); \
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} else { interpolateColour((vert1)->bgra, (vert2)->bgra, t, tmp.bgra); } \
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} while(0); \
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const VertexExtra* ve1 = &extras[lastIndex];
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const VertexExtra* ve2 = &extras[thisIndex];
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float t;
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_glClipLineToNearZ(v1, v2, &next, &t);
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interpolateFloat(v1->w, v2->w, t, &next.w);
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interpolateVec2(v1->uv, v2->uv, t, next.uv);
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interpolateVec3(ve1->nxyz, ve2->nxyz, t, veNext.nxyz);
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interpolateVec2(ve1->st, ve2->st, t, veNext.st);
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if(flatShade) {
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char* next_bgra = (char*) next.bgra;
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*((uint32_t*) next_bgra) = finalColour;
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} else {
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interpolateColour(v1->bgra, v2->bgra, t, next.bgra);
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}
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/* Push back the new vertices to the end of both the ClipVertex and VertexExtra lists */
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last = aligned_vector_push_back(&target->output->vector, &next, 1);
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last->flags = VERTEX_CMD;
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veLast = aligned_vector_push_back(target->extras, &veNext, 1);
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++c;
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}
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}
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if(thisVisible && i != 3) {
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last = aligned_vector_push_back(&target->output->vector, &vertices[thisIndex], 1);
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last->flags = VERTEX_CMD;
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veLast = aligned_vector_push_back(target->extras, &extras[thisIndex], 1);
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++c;
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}
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lastVisible = thisVisible;
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uint8_t v0 = IS_VISIBLE(0);
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uint8_t v1 = IS_VISIBLE(1);
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uint8_t v2 = IS_VISIBLE(2);
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if(v0) {
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PUSH_VERT(&vertices[0], &extras[0]);
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}
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if(last) {
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if(c == 4) {
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/* Convert to two triangles */
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Vertex newVerts[3];
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newVerts[0] = *(last - 3);
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newVerts[1] = *(last - 1);
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newVerts[2] = *(last);
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if(v0 != v1) {
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CLIP_TO_PLANE(&vertices[0], &extras[0], &vertices[1], &extras[1]);
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PUSH_VERT(&tmp, &veTmp);
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}
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VertexExtra newExtras[3];
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newExtras[0] = *(veLast - 3);
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newExtras[1] = *(veLast - 1);
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newExtras[2] = *(veLast);
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if(v1) {
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PUSH_VERT(&vertices[1], &extras[1]);
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}
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(last - 1)->flags = VERTEX_CMD_EOL;
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newVerts[0].flags = VERTEX_CMD;
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newVerts[1].flags = VERTEX_CMD;
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newVerts[2].flags = VERTEX_CMD_EOL;
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if(v1 != v2) {
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CLIP_TO_PLANE(&vertices[1], &extras[1], &vertices[2], &extras[2]);
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PUSH_VERT(&tmp, &veTmp);
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}
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aligned_vector_resize(&target->output->vector, target->output->vector.size - 1);
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aligned_vector_push_back(&target->output->vector, newVerts, 3);
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if(v2) {
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PUSH_VERT(&vertices[2], &extras[2]);
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}
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aligned_vector_resize(target->extras, target->extras->size - 1);
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aligned_vector_push_back(target->extras, newExtras, 3);
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} else {
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last->flags = VERTEX_CMD_EOL;
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}
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if(v2 != v0) {
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CLIP_TO_PLANE(&vertices[2], &extras[2], &vertices[0], &extras[0]);
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PUSH_VERT(&tmp, &veTmp);
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}
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if(pushedCount == 4) {
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Vertex* prev = last - 1;
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VertexExtra* prevVe = veLast - 1;
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tmp = *prev;
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veTmp = *prevVe;
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*prev = *last;
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*prevVe = *veLast;
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*last = tmp;
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*veLast = veTmp;
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prev->flags = VERTEX_CMD;
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last->flags = VERTEX_CMD_EOL;
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} else {
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/* Set the last flag to the end of the new strip */
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last->flags = VERTEX_CMD_EOL;
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}
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}
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* and it's in front of the near plane (Z > -W)
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*/
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uint8_t visible = (
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((v1->w > 0 && v1->xyz[2] >= -v1->w) ? 4 : 0) |
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((v2->w > 0 && v2->xyz[2] >= -v2->w) ? 2 : 0) |
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((v3->w > 0 && v3->xyz[2] >= -v3->w) ? 1 : 0)
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((v1->w >= 0 && v1->xyz[2] >= -v1->w) ? 4 : 0) |
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((v2->w >= 0 && v2->xyz[2] >= -v2->w) ? 2 : 0) |
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((v3->w >= 0 && v3->xyz[2] >= -v3->w) ? 1 : 0)
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);
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switch(visible) {
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12
GL/draw.c
12
GL/draw.c
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@ -1321,10 +1321,10 @@ GL_FORCE_INLINE void submitVertices(GLenum mode, GLsizei first, GLuint count, GL
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uint32_t i = 0;
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fprintf(stderr, "=========\n");
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for(i = offset; i < activeList->vector.size; ++i) {
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ClipVertex* v = aligned_vector_at(&activeList->vector, i);
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for(i = 0; i < target->count; ++i) {
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Vertex* v = aligned_vector_at(&target->output->vector, target->start_offset + i);
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if(v->flags == 0xe0000000 || v->flags == 0xf0000000) {
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fprintf(stderr, "(%f, %f, %f) -> %x\n", v->xyz[0], v->xyz[1], v->xyz[2], v->flags);
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fprintf(stderr, "(%f, %f, %f, %f) -> %x\n", v->xyz[0], v->xyz[1], v->xyz[2], v->w, v->flags);
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} else {
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fprintf(stderr, "%x\n", *((uint32_t*)v));
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}
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@ -1337,10 +1337,10 @@ GL_FORCE_INLINE void submitVertices(GLenum mode, GLsizei first, GLuint count, GL
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#if DEBUG_CLIPPING
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fprintf(stderr, "--------\n");
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for(i = offset; i < activeList->vector.size; ++i) {
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ClipVertex* v = aligned_vector_at(&activeList->vector, i);
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for(i = 0; i < target->count; ++i) {
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Vertex* v = aligned_vector_at(&target->output->vector, target->start_offset + i);
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if(v->flags == 0xe0000000 || v->flags == 0xf0000000) {
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fprintf(stderr, "(%f, %f, %f) -> %x\n", v->xyz[0], v->xyz[1], v->xyz[2], v->flags);
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fprintf(stderr, "(%f, %f, %f, %f) -> %x\n", v->xyz[0], v->xyz[1], v->xyz[2], v->w, v->flags);
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} else {
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fprintf(stderr, "%x\n", *((uint32_t*)v));
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}
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@ -239,7 +239,7 @@ typedef enum {
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struct SubmissionTarget;
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void _glClipLineToNearZ(const Vertex* v1, const Vertex* v2, Vertex* vout, float* t);
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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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@ -44,6 +44,7 @@ void ReSizeGLScene(int Width, int Height)
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/* The main drawing function. */
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void DrawGLScene()
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{
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static GLfloat rotation = 0.0f;
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static GLfloat movement = 0.0f;
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static GLboolean increasing = GL_TRUE;
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@ -59,6 +60,9 @@ void DrawGLScene()
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movement -= 0.05f;
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}
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rotation += 0.5f;
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rotation = (rotation > 360.0f) ? rotation - 360.0f : rotation;
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
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glLoadIdentity(); // Reset The View
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@ -66,6 +70,7 @@ void DrawGLScene()
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glPushMatrix();
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glTranslatef(0.0f, -1.0f, movement);
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glRotatef(rotation, 0.0f, 1.0f, 0.0f);
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glBegin(GL_TRIANGLES);
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glColor3f(1.0f, 0.0f, 0.0f);
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