319 lines
11 KiB
C
319 lines
11 KiB
C
#include <float.h>
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#include <stdio.h>
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#ifdef _arch_dreamcast
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#include <dc/pvr.h>
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#else
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#define PVR_PACK_COLOR(a, r, g, b) {}
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#endif
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#include "profiler.h"
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#include "clip.h"
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#include "../containers/aligned_vector.h"
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static unsigned char ZCLIP_ENABLED = 1;
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unsigned char _glIsClippingEnabled() {
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return ZCLIP_ENABLED;
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}
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void _glEnableClipping(unsigned char v) {
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ZCLIP_ENABLED = v;
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}
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void clipLineToNearZ(const ClipVertex* v1, const ClipVertex* v2, ClipVertex* vout, float* t) __attribute__((optimize("fast-math")));
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void clipLineToNearZ(const ClipVertex* v1, const ClipVertex* v2, ClipVertex* vout, float* t) {
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const float NEAR_PLANE = 0.2; // FIXME: this needs to be read from the projection matrix.. somehow
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*t = (NEAR_PLANE - v1->w) / (v2->w - v1->w);
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float vec [] = {v2->xyz[0] - v1->xyz[0], v2->xyz[1] - v1->xyz[1], v2->xyz[2] - v1->xyz[2]};
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vout->xyz[0] = v1->xyz[0] + (vec[0] * (*t));
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vout->xyz[1] = v1->xyz[1] + (vec[1] * (*t));
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vout->xyz[2] = v1->xyz[2] + (vec[2] * (*t));
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}
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static inline void interpolateFloat(const float v1, const float v2, const float t, float* out) {
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float v = v2 - v1;
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*out = (v * t) + v1;
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}
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static inline void interpolateVec2(const float* v1, const float* v2, const float t, float* out) {
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/* FIXME: SH4 has an asm instruction for this */
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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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static inline void interpolateVec3(const float* v1, const float* v2, const float t, float* out) {
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/* FIXME: SH4 has an asm instruction for this */
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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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static inline void interpolateVec4(const float* v1, const float* v2, const float t, float* out) {
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/* FIXME: SH4 has an asm instruction for this */
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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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static 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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const uint32_t VERTEX_CMD_EOL = 0xf0000000;
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const uint32_t VERTEX_CMD = 0xe0000000;
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void clipTriangle(const ClipVertex* vertices, const uint8_t visible, AlignedVector* output, const uint8_t flatShade) __attribute__((optimize("fast-math")));
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void clipTriangle(const ClipVertex* vertices, const uint8_t visible, AlignedVector* output, 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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ClipVertex* last = NULL;
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/* Used when flat shading is enabled */
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uint32_t finalColour = *((uint32_t*) vertices[2].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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ClipVertex next;
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next.flags = VERTEX_CMD;
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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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if(lastVisible < 255 && lastVisible != thisVisible) {
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const ClipVertex* v1 = &vertices[lastIndex];
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const ClipVertex* v2 = &vertices[thisIndex];
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float t;
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clipLineToNearZ(v1, v2, &next, &t);
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interpolateFloat(v1->w, v2->w, t, &next.w);
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interpolateVec3(v1->nxyz, v2->nxyz, t, next.nxyz);
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interpolateVec2(v1->uv, v2->uv, t, next.uv);
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interpolateVec2(v1->st, v2->st, t, next.st);
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if(flatShade) {
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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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last = aligned_vector_push_back(output, &next, 1);
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last->flags = VERTEX_CMD;
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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(output, &vertices[thisIndex], 1);
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last->flags = VERTEX_CMD;
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++c;
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}
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lastVisible = thisVisible;
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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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ClipVertex 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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(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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aligned_vector_resize(output, output->size - 1);
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aligned_vector_push_back(output, newVerts, 3);
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} else {
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last->flags = VERTEX_CMD_EOL;
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}
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}
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}
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static inline void markDead(ClipVertex* vert) {
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vert->flags = VERTEX_CMD_EOL;
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}
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void clipTriangleStrip2(AlignedVector* vertices, uint32_t offset, uint8_t fladeShade) {
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/* Room for clipping 16 triangles */
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typedef struct {
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ClipVertex vertex[3];
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uint8_t visible;
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} Triangle;
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static Triangle TO_CLIP[256];
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static uint8_t CLIP_COUNT = 0;
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CLIP_COUNT = 0;
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uint32_t i = 0;
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/* Skip the header */
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ClipVertex* header = (ClipVertex*) aligned_vector_at(vertices, offset);
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ClipVertex* vertex = header + 1;
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uint32_t count = vertices->size - offset;
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int32_t triangle = 0;
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/* Start at 3 due to the header */
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for(i = 3; i < count; ++i, ++triangle) {
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vertex = aligned_vector_at(vertices, offset + i);
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uint8_t even = (triangle % 2) == 0;
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ClipVertex* v1 = (even) ? vertex - 2 : vertex - 1;
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ClipVertex* v2 = (even) ? vertex - 1 : vertex - 2;
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ClipVertex* v3 = vertex;
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/* Skip ahead if we don't have a complete triangle yet */
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if(v1->flags != VERTEX_CMD || v2->flags != VERTEX_CMD) {
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triangle = -1;
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continue;
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}
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uint8_t visible = ((v1->w > 0) ? 4 : 0) | ((v2->w > 0) ? 2 : 0) | ((v3->w > 0) ? 1 : 0);
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switch(visible) {
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case 0b111:
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/* All visible? Do nothing */
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continue;
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break;
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case 0b000:
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/*
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It is not possible that this is any trangle except the first
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in a strip. That's because:
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- It's either the first triangle submitted
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- A previous triangle must have been clipped and the strip
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restarted behind the plane
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So, we effectively reboot the strip. We mark the first vertex
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as the end (so it's ignored) then mark the next two as the
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start of a new strip. Then if the next triangle crosses
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back into view, we clip correctly. This will potentially
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result in a bunch of pointlessly submitted vertices.
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FIXME: Skip submitting those verts
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*/
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/* Even though this is always the first in the strip, it can also
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* be the last */
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if(v3->flags == VERTEX_CMD_EOL) {
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/* Wipe out the triangle */
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markDead(v1);
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markDead(v2);
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markDead(v3);
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} else {
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markDead(v1);
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ClipVertex tmp = *v2;
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*v2 = *v3;
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*v3 = tmp;
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triangle = -1;
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v2->flags = VERTEX_CMD;
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v3->flags = VERTEX_CMD;
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}
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break;
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case 0b100:
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case 0b010:
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case 0b001:
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case 0b101:
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case 0b011:
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case 0b110:
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/* Store the triangle for clipping */
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TO_CLIP[CLIP_COUNT].vertex[0] = *v1;
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TO_CLIP[CLIP_COUNT].vertex[1] = *v2;
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TO_CLIP[CLIP_COUNT].vertex[2] = *v3;
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TO_CLIP[CLIP_COUNT].visible = visible;
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++CLIP_COUNT;
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/*
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OK so here's the clever bit. If any triangle except
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the first or last needs clipping, then the next one does aswell
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(you can't draw a plane through a single triangle in the middle of a
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strip, only 2+). This means we can clip in pairs which frees up two
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vertices in the middle of the strip, which is exactly the space
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we need to restart the triangle strip after the next triangle
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*/
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if(v3->flags == VERTEX_CMD_EOL) {
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/* Last triangle in strip so end a vertex early */
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if(triangle == 0) {
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// Wipe out the triangle completely
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markDead(v1);
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markDead(v2);
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} else {
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// End the strip
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(vertex - 1)->flags = VERTEX_CMD_EOL;
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}
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markDead(vertex);
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triangle = -1;
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} else if(triangle == 0) {
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/* First triangle in strip, remove first vertex */
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markDead(v1);
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v2->flags = VERTEX_CMD;
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v3->flags = VERTEX_CMD;
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triangle = -1;
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} else {
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ClipVertex* v4 = vertex + 1;
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TO_CLIP[CLIP_COUNT].vertex[0] = *v3;
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TO_CLIP[CLIP_COUNT].vertex[1] = *v2;
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TO_CLIP[CLIP_COUNT].vertex[2] = *v4;
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visible = ((v3->w > 0) ? 4 : 0) | ((v2->w > 0) ? 2 : 0) | ((v4->w > 0) ? 1 : 0);
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TO_CLIP[CLIP_COUNT].visible = visible;
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++CLIP_COUNT;
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/* Restart strip */
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triangle = -1;
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/* Mark the second vertex as the end of the strip */
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(vertex - 1)->flags = VERTEX_CMD_EOL;
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if(v4->flags == VERTEX_CMD_EOL) {
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markDead(vertex);
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markDead(v4);
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} else {
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/* Swap the next vertices to start a new strip */
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ClipVertex tmp = *vertex;
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*vertex = *v4;
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*v4 = tmp;
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vertex->flags = VERTEX_CMD;
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v4->flags = VERTEX_CMD;
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}
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i += 1;
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}
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break;
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default:
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break;
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}
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}
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/* Now, clip all the triangles and append them to the output */
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for(i = 0; i < CLIP_COUNT; ++i) {
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clipTriangle(TO_CLIP[i].vertex, TO_CLIP[i].visible, vertices, fladeShade);
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}
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}
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