374 lines
11 KiB
C
374 lines
11 KiB
C
#include <float.h>
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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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#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 "private.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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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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/* 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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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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/*
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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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*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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const uint32_t VERTEX_CMD_EOL = 0xf0000000;
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const uint32_t VERTEX_CMD = 0xe0000000;
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typedef struct {
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Vertex vertex[3];
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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) {
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Vertex* last = NULL;
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const Vertex* vertices = triangle->vertex;
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char* bgra = (char*) vertices[2].bgra;
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/* Used when flat shading is enabled */
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uint32_t finalColour = *((uint32_t*) bgra);
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Vertex tmp;
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uint8_t pushedCount = 0;
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#define IS_VISIBLE(x) (visible & (1 << (2 - (x)))) > 0
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#define PUSH_VERT(vert) \
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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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++pushedCount;
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#define CLIP_TO_PLANE(vert1, vert2) \
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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((vert1)->nxyz, (vert2)->nxyz, t, tmp.nxyz); \
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interpolateVec2((vert1)->st, (vert2)->st, t, tmp.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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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]);
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}
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if(v0 != v1) {
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CLIP_TO_PLANE(&vertices[0], &vertices[1]);
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PUSH_VERT(&tmp);
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}
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if(v1) {
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PUSH_VERT(&vertices[1]);
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}
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if(v1 != v2) {
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CLIP_TO_PLANE(&vertices[1], &vertices[2]);
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PUSH_VERT(&tmp);
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}
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if(v2) {
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PUSH_VERT(&vertices[2]);
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}
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if(v2 != v0) {
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CLIP_TO_PLANE(&vertices[2], &vertices[0]);
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PUSH_VERT(&tmp);
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}
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if(pushedCount == 4) {
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Vertex* prev = last - 1;
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tmp = *prev;
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*prev = *last;
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*last = tmp;
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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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static inline void markDead(Vertex* vert) {
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vert->flags = DEAD; //VERTEX_CMD_EOL;
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// If we're debugging, wipe out the xyz
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#ifndef NDEBUG
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typedef union {
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float* f;
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int* i;
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} cast;
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cast v1, v2, v3;
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v1.f = &vert->xyz[0];
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v2.f = &vert->xyz[1];
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v3.f = &vert->xyz[2];
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*v1.i = 0xDEADBEEF;
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*v2.i = 0xDEADBEEF;
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*v3.i = 0xDEADBEEF;
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#endif
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}
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#define B000 0
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#define B111 7
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#define B100 4
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#define B010 2
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#define B001 1
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#define B101 5
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#define B011 3
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#define B110 6
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#define MAX_CLIP_TRIANGLES 255
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void _glClipTriangleStrip(SubmissionTarget* target, uint8_t fladeShade) {
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static Triangle TO_CLIP[MAX_CLIP_TRIANGLES];
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static uint8_t CLIP_COUNT = 0;
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CLIP_COUNT = 0;
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Vertex* vertex = _glSubmissionTargetStart(target);
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const Vertex* end = _glSubmissionTargetEnd(target);
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const Vertex* start = vertex;
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int32_t triangle = -1;
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/* Go to the (potential) end of the first triangle */
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vertex++;
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uint32_t vi1, vi2, vi3;
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while(vertex < end) {
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vertex++;
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triangle++;
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uint8_t even = (triangle % 2) == 0;
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Vertex* v1 = (even) ? vertex - 2 : vertex - 1;
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Vertex* v2 = (even) ? vertex - 1 : vertex - 2;
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Vertex* 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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/* Indexes into extras array */
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vi1 = v1 - start;
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vi2 = v2 - start;
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vi3 = v3 - start;
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/*
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* A vertex is visible if it's in front of the camera (W > 0)
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* and it's in front of the near plane (Z > -W)
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*/
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#define _VERT_VISIBLE(v) \
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(v->w >= 0 && v->xyz[2] >= -v->w) \
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uint8_t visible = (
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(_VERT_VISIBLE(v1) ? 4 : 0) |
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(_VERT_VISIBLE(v2) ? 2 : 0) |
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(_VERT_VISIBLE(v3) ? 1 : 0)
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);
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switch(visible) {
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case B111:
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/* All visible? Do nothing */
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continue;
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break;
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case B000:
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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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swapVertex(v2, v3);
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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 B100:
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case B010:
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case B001:
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case B101:
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case B011:
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case B110:
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assert(CLIP_COUNT < MAX_CLIP_TRIANGLES);
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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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Vertex* v4 = v3 + 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 = (_VERT_VISIBLE(v3) ? 4 : 0) |
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(_VERT_VISIBLE(v2) ? 2 : 0) |
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(_VERT_VISIBLE(v4) ? 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(v3);
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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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swapVertex(v3, v4);
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v3->flags = VERTEX_CMD;
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v4->flags = VERTEX_CMD;
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}
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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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GLushort i;
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for(i = 0; i < CLIP_COUNT; ++i) {
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_glClipTriangle(&TO_CLIP[i], TO_CLIP[i].visible, target, fladeShade);
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}
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}
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