Fix bug when clipping triangle strips

This commit is contained in:
Luke Benstead 2018-07-15 19:48:56 +01:00
parent 81b52e7a18
commit cdef5972f5
10 changed files with 136 additions and 10 deletions

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@ -228,7 +228,6 @@ void clipTriangleStrip(AlignedVector* vertices, AlignedVector* outBuffer) {
ClipVertex output[4];
/* FIXME: Interpolate other values (colors etc.) */
clipLineToNearZ(v2->xyz, v3->xyz, CLIP_DISTANCE, output[2].xyz, &t1);
clipLineToNearZ(v1->xyz, v3->xyz, CLIP_DISTANCE, output[3].xyz, &t2);
@ -261,7 +260,6 @@ void clipTriangleStrip(AlignedVector* vertices, AlignedVector* outBuffer) {
ClipVertex output[4];
/* FIXME: Interpolate other values (colors etc.) */
clipLineToNearZ(v1->xyz, v2->xyz, CLIP_DISTANCE, output[0].xyz, &t1);
clipLineToNearZ(v1->xyz, v3->xyz, CLIP_DISTANCE, output[2].xyz, &t2);
@ -294,26 +292,25 @@ void clipTriangleStrip(AlignedVector* vertices, AlignedVector* outBuffer) {
ClipVertex output[4];
/* FIXME: Interpolate other values (colors etc.) */
clipLineToNearZ(v1->xyz, v2->xyz, CLIP_DISTANCE, output[1].xyz, &t1);
clipLineToNearZ(v3->xyz, v2->xyz, CLIP_DISTANCE, output[2].xyz, &t2);
clipLineToNearZ(v3->xyz, v2->xyz, CLIP_DISTANCE, output[3].xyz, &t2);
interpolateFloat(v1->w, v2->w, t1, &output[1].w);
interpolateFloat(v3->w, v2->w, t2, &output[2].w);
interpolateFloat(v3->w, v2->w, t2, &output[3].w);
output[0] = *v1;
output[3] = *v3;
output[2] = *v3;
/* Interpolate normals */
interpolateVec3(v1->nxyz, v2->nxyz, t1, output[1].nxyz);
interpolateVec3(v3->nxyz, v2->nxyz, t2, output[2].nxyz);
interpolateVec3(v3->nxyz, v2->nxyz, t2, output[3].nxyz);
/* Interpolate texcoords */
interpolateVec2(v1->uv, v2->uv, t1, output[1].uv);
interpolateVec2(v3->uv, v2->uv, t2, output[2].uv);
interpolateVec2(v3->uv, v2->uv, t2, output[3].uv);
interpolateColour((uint32_t*) &v1->argb, (uint32_t*) &v2->argb, t1, (uint32_t*) &output[1].argb);
interpolateColour((uint32_t*) &v3->argb, (uint32_t*) &v2->argb, t2, (uint32_t*) &output[2].argb);
interpolateColour((uint32_t*) &v3->argb, (uint32_t*) &v2->argb, t2, (uint32_t*) &output[3].argb);
output[0].flags = VERTEX_CMD;
output[1].flags = VERTEX_CMD;

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@ -392,7 +392,7 @@ static void divide(AlignedVector* vertices) {
ClipVertex* vertex = (ClipVertex*) vertices->data;
GLsizei i;
for(i = 0; i < vertices->size; ++i, ++vertex) {
for(i = 0; i < vertices->size; ++i, ++vertex) {
vertex->xyz[2] = 1.0f / vertex->w;
vertex->xyz[0] *= vertex->xyz[2];
vertex->xyz[1] *= vertex->xyz[2];

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@ -15,3 +15,4 @@ all:
$(KOS_MAKE) -C lerabot01 all
$(KOS_MAKE) -C zclip all
$(KOS_MAKE) -C zclip_triangle all
$(KOS_MAKE) -C zclip_trianglestrip all

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@ -0,0 +1,29 @@
TARGET = zclip_trianglestrip.elf
OBJS = main.o
all: rm-elf $(TARGET)
include $(KOS_BASE)/Makefile.rules
clean:
-rm -f $(TARGET) $(OBJS) romdisk.*
rm-elf:
-rm -f $(TARGET) romdisk.*
$(TARGET): $(OBJS) romdisk.o
$(KOS_CC) $(KOS_CFLAGS) $(KOS_LDFLAGS) -o $(TARGET) $(KOS_START) \
$(OBJS) romdisk.o $(OBJEXTRA) -lm -lkosutils $(KOS_LIBS)
romdisk.img:
$(KOS_GENROMFS) -f romdisk.img -d romdisk -v
romdisk.o: romdisk.img
$(KOS_BASE)/utils/bin2o/bin2o romdisk.img romdisk romdisk.o
run: $(TARGET)
$(KOS_LOADER) $(TARGET)
dist:
rm -f $(OBJS) romdisk.o romdisk.img
$(KOS_STRIP) $(TARGET)

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@ -0,0 +1,99 @@
#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include "gl.h"
#include "glu.h"
#include "glkos.h"
/* A general OpenGL initialization function. Sets all of the initial parameters. */
void InitGL(int Width, int Height) // We call this right after our OpenGL window is created.
{
glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // This Will Clear The Background Color To Black
glClearDepth(1.0); // Enables Clearing Of The Depth Buffer
glDepthFunc(GL_LEQUAL); // The Type Of Depth Test To Do
glEnable(GL_DEPTH_TEST); // Enables Depth Testing
glShadeModel(GL_SMOOTH); // Enables Smooth Color Shading
glEnable(GL_TEXTURE_2D);
glMatrixMode(GL_PROJECTION);
glLoadIdentity(); // Reset The Projection Matrix
gluPerspective(45.0f,(GLfloat)Width/(GLfloat)Height,0.1f,100.0f); // Calculate The Aspect Ratio Of The Window
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
/* The function called when our window is resized (which shouldn't happen, because we're fullscreen) */
void ReSizeGLScene(int Width, int Height)
{
if (Height == 0) // Prevent A Divide By Zero If The Window Is Too Small
Height = 1;
glViewport(0, 0, Width, Height); // Reset The Current Viewport And Perspective Transformation
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0f,(GLfloat)Width/(GLfloat)Height,0.1f,100.0f);
glMatrixMode(GL_MODELVIEW);
}
/* The main drawing function. */
void DrawGLScene()
{
static GLfloat movement = 0.0f;
static GLboolean increasing = GL_TRUE;
if(movement > 10.0) {
increasing = GL_FALSE;
} else if(movement < -10.0f) {
increasing = GL_TRUE;
}
if(increasing) {
movement += 0.05f;
} else {
movement -= 0.05f;
}
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
glLoadIdentity(); // Reset The View
glPushMatrix();
glTranslatef(0.0f, -1.0f, movement);
glBegin(GL_TRIANGLE_STRIP);
glColor3f(1.0f, 1.0f, 0.0f);
glVertex3f(-2.5f, 0.0f, -5.0f);
glColor3f(1.0f, 0.0f, 0.0f);
glVertex3f(-2.5f, 0.0f, 5.0f);
glColor3f(0.0f, 1.0f, 0.0f);
glVertex3f(2.5f, 0.0f, -5.0f);
glColor3f(0.0f, 0.0f, 1.0f);
glVertex3f(2.5f, 0.0f, 5.0f);
glEnd();
glPopMatrix();
// swap buffers to display, since we're double buffered.
glKosSwapBuffers();
}
int main(int argc, char **argv)
{
glKosInit();
InitGL(640, 480);
ReSizeGLScene(640, 480);
while(1) {
DrawGLScene();
}
return 0;
}

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