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-rw-r--r--src/video_core/clipper.cpp179
1 files changed, 179 insertions, 0 deletions
diff --git a/src/video_core/clipper.cpp b/src/video_core/clipper.cpp
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+++ b/src/video_core/clipper.cpp
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+// Copyright 2014 Citra Emulator Project
+// Licensed under GPLv2
+// Refer to the license.txt file included.
+
+#include <vector>
+
+#include "clipper.h"
+#include "pica.h"
+#include "rasterizer.h"
+#include "vertex_shader.h"
+
+namespace Pica {
+
+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) {}
+
+ 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;
+ }
+ }
+
+ bool IsOutSide(const OutputVertex& vertex) const {
+ return !IsInside(vertex);
+ }
+
+ 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 factor = dp_prev / (dp_prev - dp);
+
+ return OutputVertex::Lerp(factor, v0, v1);
+ }
+
+private:
+ Type type;
+ float24 pos;
+};
+
+static void InitScreenCoordinates(OutputVertex& vtx)
+{
+ struct {
+ float24 halfsize_x;
+ float24 offset_x;
+ float24 halfsize_y;
+ float24 offset_y;
+ float24 zscale;
+ float24 offset_z;
+ } viewport;
+
+ viewport.halfsize_x = float24::FromRawFloat24(registers.viewport_size_x);
+ viewport.halfsize_y = float24::FromRawFloat24(registers.viewport_size_y);
+ viewport.offset_x = float24::FromFloat32(registers.viewport_corner.x);
+ viewport.offset_y = float24::FromFloat32(registers.viewport_corner.y);
+ viewport.zscale = float24::FromRawFloat24(registers.viewport_depth_range);
+ viewport.offset_z = float24::FromRawFloat24(registers.viewport_depth_far_plane);
+
+ // 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 / vtx.pos.w + float24::FromFloat32(1.0)) * viewport.halfsize_x / float24::FromFloat32(2.0) + viewport.offset_x;
+ vtx.screenpos[1] = (vtx.pos.y / vtx.pos.w + float24::FromFloat32(1.0)) * viewport.halfsize_y + viewport.offset_y;
+ vtx.screenpos[2] = viewport.offset_z - vtx.pos.z / vtx.pos.w * viewport.zscale;
+}
+
+void ProcessTriangle(OutputVertex &v0, OutputVertex &v1, OutputVertex &v2) {
+
+ // TODO (neobrain):
+ // The list of output vertices has some fixed maximum size,
+ // however I haven't taken the time to figure out what it is exactly.
+ // For now, we hence just assume a maximal size of 1000 vertices.
+ const size_t max_vertices = 1000;
+ std::vector<OutputVertex> buffer_vertices;
+ std::vector<OutputVertex*> output_list{ &v0, &v1, &v2 };
+
+ // Make sure to reserve space for all vertices.
+ // Without this, buffer reallocation would invalidate references.
+ buffer_vertices.reserve(max_vertices);
+
+ // 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)) }) {
+
+ const std::vector<OutputVertex*> 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)) {
+ buffer_vertices.push_back(edge.GetIntersection(*vertex, *reference_vertex));
+ output_list.push_back(&(buffer_vertices.back()));
+ }
+
+ output_list.push_back(vertex);
+ } else if (edge.IsInside(*reference_vertex)) {
+ buffer_vertices.push_back(edge.GetIntersection(*vertex, *reference_vertex));
+ output_list.push_back(&(buffer_vertices.back()));
+ }
+
+ 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 (int 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);
+
+ DEBUG_LOG(GPU,
+ "Triangle %d/%d (%d buffer vertices) 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,output_list.size(), buffer_vertices.size(),
+ vtx0.pos.x.ToFloat32(), vtx0.pos.y.ToFloat32(), vtx0.pos.z.ToFloat32(), vtx0.pos.w.ToFloat32(),output_list.size(),
+ 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