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@@ -55,30 +55,45 @@ static void SetDepth(int x, int y, u16 value) {
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*(depth_buffer + x + y * registers.framebuffer.GetWidth()) = value;
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*(depth_buffer + x + y * registers.framebuffer.GetWidth()) = value;
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}
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}
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-void ProcessTriangle(const VertexShader::OutputVertex& v0,
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- const VertexShader::OutputVertex& v1,
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- const VertexShader::OutputVertex& v2)
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-{
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- // NOTE: Assuming that rasterizer coordinates are 12.4 fixed-point values
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- struct Fix12P4 {
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- Fix12P4() {}
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- Fix12P4(u16 val) : val(val) {}
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+// NOTE: Assuming that rasterizer coordinates are 12.4 fixed-point values
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+struct Fix12P4 {
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+ Fix12P4() {}
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+ Fix12P4(u16 val) : val(val) {}
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- static u16 FracMask() { return 0xF; }
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- static u16 IntMask() { return (u16)~0xF; }
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+ static u16 FracMask() { return 0xF; }
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+ static u16 IntMask() { return (u16)~0xF; }
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- operator u16() const {
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- return val;
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- }
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+ operator u16() const {
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+ return val;
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+ }
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- bool operator < (const Fix12P4& oth) const {
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- return (u16)*this < (u16)oth;
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- }
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+ bool operator < (const Fix12P4& oth) const {
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+ return (u16)*this < (u16)oth;
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+ }
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- private:
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- u16 val;
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- };
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+private:
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+ u16 val;
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+};
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+
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+/**
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+ * Calculate signed area of the triangle spanned by the three argument vertices.
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+ * The sign denotes an orientation.
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+ *
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+ * @todo define orientation concretely.
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+ */
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+static int SignedArea (const Math::Vec2<Fix12P4>& vtx1,
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+ const Math::Vec2<Fix12P4>& vtx2,
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+ const Math::Vec2<Fix12P4>& vtx3) {
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+ const auto vec1 = Math::MakeVec(vtx2 - vtx1, 0);
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+ const auto vec2 = Math::MakeVec(vtx3 - vtx1, 0);
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+ // TODO: There is a very small chance this will overflow for sizeof(int) == 4
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+ return Math::Cross(vec1, vec2).z;
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+};
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+void ProcessTriangle(const VertexShader::OutputVertex& v0,
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+ const VertexShader::OutputVertex& v1,
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+ const VertexShader::OutputVertex& v2)
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+{
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// vertex positions in rasterizer coordinates
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// vertex positions in rasterizer coordinates
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auto FloatToFix = [](float24 flt) {
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auto FloatToFix = [](float24 flt) {
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return Fix12P4(static_cast<unsigned short>(flt.ToFloat32() * 16.0f));
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return Fix12P4(static_cast<unsigned short>(flt.ToFloat32() * 16.0f));
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@@ -86,14 +101,6 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0,
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auto ScreenToRasterizerCoordinates = [FloatToFix](const Math::Vec3<float24> vec) {
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auto ScreenToRasterizerCoordinates = [FloatToFix](const Math::Vec3<float24> vec) {
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return Math::Vec3<Fix12P4>{FloatToFix(vec.x), FloatToFix(vec.y), FloatToFix(vec.z)};
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return Math::Vec3<Fix12P4>{FloatToFix(vec.x), FloatToFix(vec.y), FloatToFix(vec.z)};
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};
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};
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- static auto orient2d = [](const Math::Vec2<Fix12P4>& vtx1,
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- const Math::Vec2<Fix12P4>& vtx2,
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- const Math::Vec2<Fix12P4>& vtx3) {
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- const auto vec1 = Math::MakeVec(vtx2 - vtx1, 0);
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- const auto vec2 = Math::MakeVec(vtx3 - vtx1, 0);
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- // TODO: There is a very small chance this will overflow for sizeof(int) == 4
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- return Math::Cross(vec1, vec2).z;
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- };
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Math::Vec3<Fix12P4> vtxpos[3]{ ScreenToRasterizerCoordinates(v0.screenpos),
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Math::Vec3<Fix12P4> vtxpos[3]{ ScreenToRasterizerCoordinates(v0.screenpos),
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ScreenToRasterizerCoordinates(v1.screenpos),
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ScreenToRasterizerCoordinates(v1.screenpos),
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@@ -107,7 +114,7 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0,
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if (registers.cull_mode != Regs::CullMode::KeepAll) {
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if (registers.cull_mode != Regs::CullMode::KeepAll) {
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// Cull away triangles which are wound clockwise.
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// Cull away triangles which are wound clockwise.
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// TODO: A check for degenerate triangles ("== 0") should be considered for CullMode::KeepAll
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// TODO: A check for degenerate triangles ("== 0") should be considered for CullMode::KeepAll
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- if (orient2d(vtxpos[0].xy(), vtxpos[1].xy(), vtxpos[2].xy()) <= 0)
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+ if (SignedArea(vtxpos[0].xy(), vtxpos[1].xy(), vtxpos[2].xy()) <= 0)
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return;
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return;
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}
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}
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@@ -153,9 +160,9 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0,
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for (u16 x = min_x; x < max_x; x += 0x10) {
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for (u16 x = min_x; x < max_x; x += 0x10) {
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// Calculate the barycentric coordinates w0, w1 and w2
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// Calculate the barycentric coordinates w0, w1 and w2
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- int w0 = bias0 + orient2d(vtxpos[1].xy(), vtxpos[2].xy(), {x, y});
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- int w1 = bias1 + orient2d(vtxpos[2].xy(), vtxpos[0].xy(), {x, y});
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- int w2 = bias2 + orient2d(vtxpos[0].xy(), vtxpos[1].xy(), {x, y});
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+ int w0 = bias0 + SignedArea(vtxpos[1].xy(), vtxpos[2].xy(), {x, y});
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+ int w1 = bias1 + SignedArea(vtxpos[2].xy(), vtxpos[0].xy(), {x, y});
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+ int w2 = bias2 + SignedArea(vtxpos[0].xy(), vtxpos[1].xy(), {x, y});
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int wsum = w0 + w1 + w2;
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int wsum = w0 + w1 + w2;
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// If current pixel is not covered by the current primitive
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// If current pixel is not covered by the current primitive
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