|
|
@@ -15,30 +15,18 @@ namespace Clipper {
|
|
|
|
|
|
struct ClippingEdge {
|
|
|
public:
|
|
|
- enum Type {
|
|
|
- POS_X = 0,
|
|
|
- NEG_X = 1,
|
|
|
- POS_Y = 2,
|
|
|
- NEG_Y = 3,
|
|
|
- POS_Z = 4,
|
|
|
- NEG_Z = 5,
|
|
|
- };
|
|
|
-
|
|
|
- ClippingEdge(Type type, float24 position) : type(type), pos(position) {}
|
|
|
+ ClippingEdge(Math::Vec4<float24> coeffs,
|
|
|
+ Math::Vec4<float24> bias = Math::Vec4<float24>(float24::FromFloat32(0),
|
|
|
+ float24::FromFloat32(0),
|
|
|
+ float24::FromFloat32(0),
|
|
|
+ float24::FromFloat32(0)))
|
|
|
+ : coeffs(coeffs),
|
|
|
+ bias(bias)
|
|
|
+ {
|
|
|
+ }
|
|
|
|
|
|
bool IsInside(const OutputVertex& vertex) const {
|
|
|
- switch (type) {
|
|
|
- case POS_X: return vertex.pos.x <= pos * vertex.pos.w;
|
|
|
- case NEG_X: return vertex.pos.x >= pos * vertex.pos.w;
|
|
|
- case POS_Y: return vertex.pos.y <= pos * vertex.pos.w;
|
|
|
- case NEG_Y: return vertex.pos.y >= pos * vertex.pos.w;
|
|
|
-
|
|
|
- // TODO: Check z compares ... should be 0..1 instead?
|
|
|
- case POS_Z: return vertex.pos.z <= pos * vertex.pos.w;
|
|
|
-
|
|
|
- default:
|
|
|
- case NEG_Z: return vertex.pos.z >= pos * vertex.pos.w;
|
|
|
- }
|
|
|
+ return Math::Dot(vertex.pos + bias, coeffs) <= float24::FromFloat32(0);
|
|
|
}
|
|
|
|
|
|
bool IsOutSide(const OutputVertex& vertex) const {
|
|
|
@@ -46,31 +34,17 @@ public:
|
|
|
}
|
|
|
|
|
|
OutputVertex GetIntersection(const OutputVertex& v0, const OutputVertex& v1) const {
|
|
|
- auto dotpr = [this](const OutputVertex& vtx) {
|
|
|
- switch (type) {
|
|
|
- case POS_X: return vtx.pos.x - vtx.pos.w;
|
|
|
- case NEG_X: return -vtx.pos.x - vtx.pos.w;
|
|
|
- case POS_Y: return vtx.pos.y - vtx.pos.w;
|
|
|
- case NEG_Y: return -vtx.pos.y - vtx.pos.w;
|
|
|
-
|
|
|
- // TODO: Verify z clipping
|
|
|
- case POS_Z: return vtx.pos.z - vtx.pos.w;
|
|
|
-
|
|
|
- default:
|
|
|
- case NEG_Z: return -vtx.pos.w;
|
|
|
- }
|
|
|
- };
|
|
|
-
|
|
|
- float24 dp = dotpr(v0);
|
|
|
- float24 dp_prev = dotpr(v1);
|
|
|
+ float24 dp = Math::Dot(v0.pos + bias, coeffs);
|
|
|
+ float24 dp_prev = Math::Dot(v1.pos + bias, coeffs);
|
|
|
float24 factor = dp_prev / (dp_prev - dp);
|
|
|
|
|
|
return OutputVertex::Lerp(factor, v0, v1);
|
|
|
}
|
|
|
|
|
|
private:
|
|
|
- Type type;
|
|
|
float24 pos;
|
|
|
+ Math::Vec4<float24> coeffs;
|
|
|
+ Math::Vec4<float24> bias;
|
|
|
};
|
|
|
|
|
|
static void InitScreenCoordinates(OutputVertex& vtx)
|
|
|
@@ -98,10 +72,9 @@ static void InitScreenCoordinates(OutputVertex& vtx)
|
|
|
vtx.tc2 *= inv_w;
|
|
|
vtx.pos.w = inv_w;
|
|
|
|
|
|
- // TODO: Not sure why the viewport width needs to be divided by 2 but the viewport height does not
|
|
|
vtx.screenpos[0] = (vtx.pos.x * inv_w + float24::FromFloat32(1.0)) * viewport.halfsize_x + viewport.offset_x;
|
|
|
vtx.screenpos[1] = (vtx.pos.y * inv_w + float24::FromFloat32(1.0)) * viewport.halfsize_y + viewport.offset_y;
|
|
|
- vtx.screenpos[2] = viewport.offset_z - vtx.pos.z * inv_w * viewport.zscale;
|
|
|
+ vtx.screenpos[2] = viewport.offset_z + vtx.pos.z * inv_w * viewport.zscale;
|
|
|
}
|
|
|
|
|
|
void ProcessTriangle(OutputVertex &v0, OutputVertex &v1, OutputVertex &v2) {
|
|
|
@@ -117,14 +90,29 @@ void ProcessTriangle(OutputVertex &v0, OutputVertex &v1, OutputVertex &v2) {
|
|
|
auto* output_list = &buffer_a;
|
|
|
auto* input_list = &buffer_b;
|
|
|
|
|
|
+ // NOTE: We clip against a w=epsilon plane to guarantee that the output has a positive w value.
|
|
|
+ // TODO: Not sure if this is a valid approach. Also should probably instead use the smallest
|
|
|
+ // epsilon possible within float24 accuracy.
|
|
|
+ static const float24 EPSILON = float24::FromFloat32(0.00001);
|
|
|
+ static const float24 f0 = float24::FromFloat32(0.0);
|
|
|
+ static const float24 f1 = float24::FromFloat32(1.0);
|
|
|
+ static const std::array<ClippingEdge, 7> clipping_edges = {{
|
|
|
+ { Math::MakeVec( f1, f0, f0, -f1) }, // x = +w
|
|
|
+ { Math::MakeVec(-f1, f0, f0, -f1) }, // x = -w
|
|
|
+ { Math::MakeVec( f0, f1, f0, -f1) }, // y = +w
|
|
|
+ { Math::MakeVec( f0, -f1, f0, -f1) }, // y = -w
|
|
|
+ { Math::MakeVec( f0, f0, f1, f0) }, // z = 0
|
|
|
+ { Math::MakeVec( f0, f0, -f1, -f1) }, // z = -w
|
|
|
+ { Math::MakeVec( f0, f0, f0, -f1), Math::Vec4<float24>(f0, f0, f0, EPSILON) }, // w = EPSILON
|
|
|
+ }};
|
|
|
+
|
|
|
+ // TODO: If one vertex lies outside one of the depth clipping planes, some platforms (e.g. Wii)
|
|
|
+ // drop the whole primitive instead of clipping the primitive properly. We should test if
|
|
|
+ // this happens on the 3DS, too.
|
|
|
+
|
|
|
// Simple implementation of the Sutherland-Hodgman clipping algorithm.
|
|
|
// TODO: Make this less inefficient (currently lots of useless buffering overhead happens here)
|
|
|
- for (auto edge : { ClippingEdge(ClippingEdge::POS_X, float24::FromFloat32(+1.0)),
|
|
|
- ClippingEdge(ClippingEdge::NEG_X, float24::FromFloat32(-1.0)),
|
|
|
- ClippingEdge(ClippingEdge::POS_Y, float24::FromFloat32(+1.0)),
|
|
|
- ClippingEdge(ClippingEdge::NEG_Y, float24::FromFloat32(-1.0)),
|
|
|
- ClippingEdge(ClippingEdge::POS_Z, float24::FromFloat32(+1.0)),
|
|
|
- ClippingEdge(ClippingEdge::NEG_Z, float24::FromFloat32(-1.0)) }) {
|
|
|
+ for (auto edge : clipping_edges) {
|
|
|
|
|
|
std::swap(input_list, output_list);
|
|
|
output_list->clear();
|