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authorGravatar Tony Wasserka2014-07-27 17:34:11 +0200
committerGravatar Tony Wasserka2014-08-12 13:49:33 +0200
commit94aa9da562457e1fed4911d1cda770c3e42bd419 (patch)
treeba3b698dd4032c2882ea9b4d4395c9fde1d2c498 /src/video_core/clipper.cpp
parentPica: Add primitive assembly stage. (diff)
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Pica: Add triangle clipper.
Diffstat (limited to 'src/video_core/clipper.cpp')
-rw-r--r--src/video_core/clipper.cpp178
1 files changed, 178 insertions, 0 deletions
diff --git a/src/video_core/clipper.cpp b/src/video_core/clipper.cpp
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1// Copyright 2014 Citra Emulator Project
2// Licensed under GPLv2
3// Refer to the license.txt file included.
4
5#include <vector>
6
7#include "clipper.h"
8#include "pica.h"
9#include "vertex_shader.h"
10
11namespace Pica {
12
13namespace Clipper {
14
15struct ClippingEdge {
16public:
17 enum Type {
18 POS_X = 0,
19 NEG_X = 1,
20 POS_Y = 2,
21 NEG_Y = 3,
22 POS_Z = 4,
23 NEG_Z = 5,
24 };
25
26 ClippingEdge(Type type, float24 position) : type(type), pos(position) {}
27
28 bool IsInside(const OutputVertex& vertex) const {
29 switch (type) {
30 case POS_X: return vertex.pos.x <= pos * vertex.pos.w;
31 case NEG_X: return vertex.pos.x >= pos * vertex.pos.w;
32 case POS_Y: return vertex.pos.y <= pos * vertex.pos.w;
33 case NEG_Y: return vertex.pos.y >= pos * vertex.pos.w;
34
35 // TODO: Check z compares ... should be 0..1 instead?
36 case POS_Z: return vertex.pos.z <= pos * vertex.pos.w;
37
38 default:
39 case NEG_Z: return vertex.pos.z >= pos * vertex.pos.w;
40 }
41 }
42
43 bool IsOutSide(const OutputVertex& vertex) const {
44 return !IsInside(vertex);
45 }
46
47 OutputVertex GetIntersection(const OutputVertex& v0, const OutputVertex& v1) const {
48 auto dotpr = [this](const OutputVertex& vtx) {
49 switch (type) {
50 case POS_X: return vtx.pos.x - vtx.pos.w;
51 case NEG_X: return -vtx.pos.x - vtx.pos.w;
52 case POS_Y: return vtx.pos.y - vtx.pos.w;
53 case NEG_Y: return -vtx.pos.y - vtx.pos.w;
54
55 // TODO: Verify z clipping
56 case POS_Z: return vtx.pos.z - vtx.pos.w;
57
58 default:
59 case NEG_Z: return -vtx.pos.w;
60 }
61 };
62
63 float24 dp = dotpr(v0);
64 float24 dp_prev = dotpr(v1);
65 float24 factor = dp_prev / (dp_prev - dp);
66
67 return OutputVertex::Lerp(factor, v0, v1);
68 }
69
70private:
71 Type type;
72 float24 pos;
73};
74
75static void InitScreenCoordinates(OutputVertex& vtx)
76{
77 struct {
78 float24 halfsize_x;
79 float24 offset_x;
80 float24 halfsize_y;
81 float24 offset_y;
82 float24 zscale;
83 float24 offset_z;
84 } viewport;
85
86 viewport.halfsize_x = float24::FromRawFloat24(registers.viewport_size_x);
87 viewport.halfsize_y = float24::FromRawFloat24(registers.viewport_size_y);
88 viewport.offset_x = float24::FromFloat32(registers.viewport_corner.x);
89 viewport.offset_y = float24::FromFloat32(registers.viewport_corner.y);
90 viewport.zscale = float24::FromRawFloat24(registers.viewport_depth_range);
91 viewport.offset_z = float24::FromRawFloat24(registers.viewport_depth_far_plane);
92
93 // TODO: Not sure why the viewport width needs to be divided by 2 but the viewport height does not
94 vtx.screenpos[0] = (vtx.pos.x / vtx.pos.w + float24::FromFloat32(1.0)) * viewport.halfsize_x / float24::FromFloat32(2.0) + viewport.offset_x;
95 vtx.screenpos[1] = (vtx.pos.y / vtx.pos.w + float24::FromFloat32(1.0)) * viewport.halfsize_y + viewport.offset_y;
96 vtx.screenpos[2] = viewport.offset_z - vtx.pos.z / vtx.pos.w * viewport.zscale;
97}
98
99void ProcessTriangle(OutputVertex &v0, OutputVertex &v1, OutputVertex &v2) {
100
101 // TODO (neobrain):
102 // The list of output vertices has some fixed maximum size,
103 // however I haven't taken the time to figure out what it is exactly.
104 // For now, we hence just assume a maximal size of 1000 vertices.
105 const size_t max_vertices = 1000;
106 std::vector<OutputVertex> buffer_vertices;
107 std::vector<OutputVertex*> output_list{ &v0, &v1, &v2 };
108
109 // Make sure to reserve space for all vertices.
110 // Without this, buffer reallocation would invalidate references.
111 buffer_vertices.reserve(max_vertices);
112
113 // Simple implementation of the Sutherland-Hodgman clipping algorithm.
114 // TODO: Make this less inefficient (currently lots of useless buffering overhead happens here)
115 for (auto edge : { ClippingEdge(ClippingEdge::POS_X, float24::FromFloat32(+1.0)),
116 ClippingEdge(ClippingEdge::NEG_X, float24::FromFloat32(-1.0)),
117 ClippingEdge(ClippingEdge::POS_Y, float24::FromFloat32(+1.0)),
118 ClippingEdge(ClippingEdge::NEG_Y, float24::FromFloat32(-1.0)),
119 ClippingEdge(ClippingEdge::POS_Z, float24::FromFloat32(+1.0)),
120 ClippingEdge(ClippingEdge::NEG_Z, float24::FromFloat32(-1.0)) }) {
121
122 const std::vector<OutputVertex*> input_list = output_list;
123 output_list.clear();
124
125 const OutputVertex* reference_vertex = input_list.back();
126
127 for (const auto& vertex : input_list) {
128 // NOTE: This algorithm changes vertex order in some cases!
129 if (edge.IsInside(*vertex)) {
130 if (edge.IsOutSide(*reference_vertex)) {
131 buffer_vertices.push_back(edge.GetIntersection(*vertex, *reference_vertex));
132 output_list.push_back(&(buffer_vertices.back()));
133 }
134
135 output_list.push_back(vertex);
136 } else if (edge.IsInside(*reference_vertex)) {
137 buffer_vertices.push_back(edge.GetIntersection(*vertex, *reference_vertex));
138 output_list.push_back(&(buffer_vertices.back()));
139 }
140
141 reference_vertex = vertex;
142 }
143
144 // Need to have at least a full triangle to continue...
145 if (output_list.size() < 3)
146 return;
147 }
148
149 InitScreenCoordinates(*(output_list[0]));
150 InitScreenCoordinates(*(output_list[1]));
151
152 for (int i = 0; i < output_list.size() - 2; i ++) {
153 OutputVertex& vtx0 = *(output_list[0]);
154 OutputVertex& vtx1 = *(output_list[i+1]);
155 OutputVertex& vtx2 = *(output_list[i+2]);
156
157 InitScreenCoordinates(vtx2);
158
159 DEBUG_LOG(GPU,
160 "Triangle %d/%d (%d buffer vertices) at position (%.3f, %.3f, %.3f, %.3f), "
161 "(%.3f, %.3f, %.3f, %.3f), (%.3f, %.3f, %.3f, %.3f) and "
162 "screen position (%.2f, %.2f, %.2f), (%.2f, %.2f, %.2f), (%.2f, %.2f, %.2f)",
163 i,output_list.size(), buffer_vertices.size(),
164 vtx0.pos.x.ToFloat32(), vtx0.pos.y.ToFloat32(), vtx0.pos.z.ToFloat32(), vtx0.pos.w.ToFloat32(),output_list.size(),
165 vtx1.pos.x.ToFloat32(), vtx1.pos.y.ToFloat32(), vtx1.pos.z.ToFloat32(), vtx1.pos.w.ToFloat32(),
166 vtx2.pos.x.ToFloat32(), vtx2.pos.y.ToFloat32(), vtx2.pos.z.ToFloat32(), vtx2.pos.w.ToFloat32(),
167 vtx0.screenpos.x.ToFloat32(), vtx0.screenpos.y.ToFloat32(), vtx0.screenpos.z.ToFloat32(),
168 vtx1.screenpos.x.ToFloat32(), vtx1.screenpos.y.ToFloat32(), vtx1.screenpos.z.ToFloat32(),
169 vtx2.screenpos.x.ToFloat32(), vtx2.screenpos.y.ToFloat32(), vtx2.screenpos.z.ToFloat32());
170
171 // TODO: Send triangle to rasterizer
172 }
173}
174
175
176} // namespace
177
178} // namespace