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- // Copyright 2014 Citra Emulator Project
- // Licensed under GPLv2 or any later version
- // Refer to the license.txt file included.
- #include <boost/container/static_vector.hpp>
- #include "video_core/clipper.h"
- #include "video_core/pica.h"
- #include "video_core/rasterizer.h"
- #include "video_core/shader/shader_interpreter.h"
- namespace Pica {
- namespace Clipper {
- struct ClippingEdge {
- public:
- 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 {
- return Math::Dot(vertex.pos + bias, coeffs) <= float24::FromFloat32(0);
- }
- bool IsOutSide(const OutputVertex& vertex) const {
- return !IsInside(vertex);
- }
- OutputVertex GetIntersection(const OutputVertex& v0, const OutputVertex& v1) const {
- 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:
- float24 pos;
- Math::Vec4<float24> coeffs;
- Math::Vec4<float24> bias;
- };
- static void InitScreenCoordinates(OutputVertex& vtx)
- {
- struct {
- float24 halfsize_x;
- float24 offset_x;
- float24 halfsize_y;
- float24 offset_y;
- float24 zscale;
- float24 offset_z;
- } viewport;
- const auto& regs = g_state.regs;
- viewport.halfsize_x = float24::FromRawFloat24(regs.viewport_size_x);
- viewport.halfsize_y = float24::FromRawFloat24(regs.viewport_size_y);
- viewport.offset_x = float24::FromFloat32(static_cast<float>(regs.viewport_corner.x));
- viewport.offset_y = float24::FromFloat32(static_cast<float>(regs.viewport_corner.y));
- viewport.zscale = float24::FromRawFloat24(regs.viewport_depth_range);
- viewport.offset_z = float24::FromRawFloat24(regs.viewport_depth_far_plane);
- float24 inv_w = float24::FromFloat32(1.f) / vtx.pos.w;
- vtx.color *= inv_w;
- vtx.view *= inv_w;
- vtx.quat *= inv_w;
- vtx.tc0 *= inv_w;
- vtx.tc1 *= inv_w;
- vtx.tc2 *= inv_w;
- vtx.pos.w = inv_w;
- 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;
- }
- void ProcessTriangle(const OutputVertex &v0, const OutputVertex &v1, const OutputVertex &v2) {
- using boost::container::static_vector;
- // Clipping a planar n-gon against a plane will remove at least 1 vertex and introduces 2 at
- // the new edge (or less in degenerate cases). As such, we can say that each clipping plane
- // introduces at most 1 new vertex to the polygon. Since we start with a triangle and have a
- // fixed 6 clipping planes, the maximum number of vertices of the clipped polygon is 3 + 6 = 9.
- static const size_t MAX_VERTICES = 9;
- static_vector<OutputVertex, MAX_VERTICES> buffer_a = { v0, v1, v2 };
- static_vector<OutputVertex, MAX_VERTICES> buffer_b;
- 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(0.00001f);
- 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 : clipping_edges) {
- std::swap(input_list, output_list);
- output_list->clear();
- const OutputVertex* reference_vertex = &input_list->back();
- for (const auto& vertex : *input_list) {
- // NOTE: This algorithm changes vertex order in some cases!
- if (edge.IsInside(vertex)) {
- if (edge.IsOutSide(*reference_vertex)) {
- output_list->push_back(edge.GetIntersection(vertex, *reference_vertex));
- }
- output_list->push_back(vertex);
- } else if (edge.IsInside(*reference_vertex)) {
- output_list->push_back(edge.GetIntersection(vertex, *reference_vertex));
- }
- reference_vertex = &vertex;
- }
- // Need to have at least a full triangle to continue...
- if (output_list->size() < 3)
- return;
- }
- InitScreenCoordinates((*output_list)[0]);
- InitScreenCoordinates((*output_list)[1]);
- for (size_t i = 0; i < output_list->size() - 2; i ++) {
- OutputVertex& vtx0 = (*output_list)[0];
- OutputVertex& vtx1 = (*output_list)[i+1];
- OutputVertex& vtx2 = (*output_list)[i+2];
- InitScreenCoordinates(vtx2);
- LOG_TRACE(Render_Software,
- "Triangle %lu/%lu at position (%.3f, %.3f, %.3f, %.3f), "
- "(%.3f, %.3f, %.3f, %.3f), (%.3f, %.3f, %.3f, %.3f) and "
- "screen position (%.2f, %.2f, %.2f), (%.2f, %.2f, %.2f), (%.2f, %.2f, %.2f)",
- i + 1, output_list->size() - 2,
- vtx0.pos.x.ToFloat32(), vtx0.pos.y.ToFloat32(), vtx0.pos.z.ToFloat32(), vtx0.pos.w.ToFloat32(),
- vtx1.pos.x.ToFloat32(), vtx1.pos.y.ToFloat32(), vtx1.pos.z.ToFloat32(), vtx1.pos.w.ToFloat32(),
- vtx2.pos.x.ToFloat32(), vtx2.pos.y.ToFloat32(), vtx2.pos.z.ToFloat32(), vtx2.pos.w.ToFloat32(),
- vtx0.screenpos.x.ToFloat32(), vtx0.screenpos.y.ToFloat32(), vtx0.screenpos.z.ToFloat32(),
- vtx1.screenpos.x.ToFloat32(), vtx1.screenpos.y.ToFloat32(), vtx1.screenpos.z.ToFloat32(),
- vtx2.screenpos.x.ToFloat32(), vtx2.screenpos.y.ToFloat32(), vtx2.screenpos.z.ToFloat32());
- Rasterizer::ProcessTriangle(vtx0, vtx1, vtx2);
- }
- }
- } // namespace
- } // namespace
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