rasterize: first attempt at clipping. works well, but still glitches

This commit is contained in:
zeromus 2009-02-07 06:56:07 +00:00
parent 410143f6b5
commit 07055b389c
1 changed files with 346 additions and 16 deletions

View File

@ -661,6 +661,186 @@ static void SoftRastGetLineCaptured(int line, u16* dst) {
}
}
static struct TClippedPoly
{
int type;
POLY* poly;
VERT clipVerts[5];
} clippedPolys[POLYLIST_SIZE*2];
static int clippedPolyCounter;
TClippedPoly tempClippedPoly;
TClippedPoly outClippedPoly;
static const float CLIP_LIMIT = 1024;
template<typename T>
static T interpolate(const T& x0, const T& x1, const float ratio) {
return (float)x0 * (1-ratio) + (float)x1 * ratio;
}
static VERT clipPoint(VERT* inside, VERT* outside, int coord)
{
VERT ret;
float coord_inside = inside->coord[coord];
float coord_outside = outside->coord[coord];
float distance = coord_outside - coord_inside;
float insideAmount;
float limit;
if(coord_outside < -CLIP_LIMIT) { limit = -CLIP_LIMIT; insideAmount = CLIP_LIMIT+coord_inside; }
else { limit = CLIP_LIMIT; insideAmount = CLIP_LIMIT-coord_inside; }
float t = insideAmount / distance;
#define INTERP(X) ret.##X = interpolate(inside->##X,outside->##X,t);
INTERP(color[0]); INTERP(color[1]); INTERP(color[2]);
INTERP(coord[0]); INTERP(coord[1]); INTERP(coord[2]); INTERP(coord[3]);
INTERP(texcoord[0]); INTERP(texcoord[1]);
ret.coord[coord] = limit;
return ret;
}
//#define CLIPLOG(X) printf(X);
//#define CLIPLOG2(X,Y,Z) printf(X,Y,Z);
#define CLIPLOG(X)
#define CLIPLOG2(X,Y,Z)
static void clipSegmentVsPlane(VERT** verts, const int coord, float x)
{
bool out0, out1;
if(x<0) out0 = verts[0]->coord[coord] < -CLIP_LIMIT;
else out0 = verts[0]->coord[coord] > CLIP_LIMIT;
if(x<0) out1 = verts[1]->coord[coord] < -CLIP_LIMIT;
else out1 = verts[1]->coord[coord] > CLIP_LIMIT;
if(outClippedPoly.type>5)
{
int zzz=9;
}
//both outside: insert no points
if(out0 && out1) {
CLIPLOG(" both outside\n");
return;
}
//both inside: insert the second point
if(!out0 && !out1)
{
CLIPLOG(" both inside\n");
outClippedPoly.clipVerts[outClippedPoly.type++] = *verts[1];
}
//exiting volume: insert the clipped point
if(!out0 && out1)
{
CLIPLOG(" exiting\n");
outClippedPoly.clipVerts[outClippedPoly.type++] = clipPoint(verts[0],verts[1], coord);
}
//entering volume: insert clipped point and second point
if(out0 && !out1) {
CLIPLOG(" entering\n");
outClippedPoly.clipVerts[outClippedPoly.type++] = clipPoint(verts[1],verts[0], coord);
outClippedPoly.clipVerts[outClippedPoly.type++] = *verts[1];
}
if(outClippedPoly.type>5)
{
int zzz=9;
}
}
static void clipPolyVsPlane(const int coord, float x)
{
if(tempClippedPoly.type>=4)
{
int zzz=9;
}
outClippedPoly.type = 0;
CLIPLOG2("Clipping coord %d against %f\n",coord,x);
for(int i=0;i<tempClippedPoly.type;i++)
{
VERT* testverts[2] = {&tempClippedPoly.clipVerts[i],&tempClippedPoly.clipVerts[(i+1)%tempClippedPoly.type]};
clipSegmentVsPlane(testverts, coord, x);
}
tempClippedPoly = outClippedPoly;
}
static void clipTriangle(POLY* poly)
{
tempClippedPoly.type = 3;
clipPolyVsPlane(0, -1);
clipPolyVsPlane(0, 1);
clipPolyVsPlane(1, -1);
clipPolyVsPlane(1, 1);
clipPolyVsPlane(2, -1);
clipPolyVsPlane(2, 1);
if(tempClippedPoly.type > 5) {
int qqq=9;
}
if(tempClippedPoly.type < 5)
{
clippedPolys[clippedPolyCounter] = tempClippedPoly;
clippedPolys[clippedPolyCounter].poly = poly;
clippedPolyCounter++;
}
else
{
//turn into a triangle fan. no point even trying to make quads since those would have to get split anyway.
//well, maybe it could end up being faster.
for(int i=0;i<tempClippedPoly.type-2;i++)
{
clippedPolys[clippedPolyCounter].type = 3;
clippedPolys[clippedPolyCounter].poly = poly;
clippedPolys[clippedPolyCounter].clipVerts[0] = tempClippedPoly.clipVerts[0];
clippedPolys[clippedPolyCounter].clipVerts[1] = tempClippedPoly.clipVerts[i+1];
clippedPolys[clippedPolyCounter].clipVerts[2] = tempClippedPoly.clipVerts[i+2];
clippedPolyCounter++;
}
}
}
static void clipPoly(POLY* poly)
{
int type = poly->type;
VERT* verts[4] = {
&gfx3d.vertlist->list[poly->vertIndexes[0]],
&gfx3d.vertlist->list[poly->vertIndexes[1]],
&gfx3d.vertlist->list[poly->vertIndexes[2]],
type==4?&gfx3d.vertlist->list[poly->vertIndexes[3]]:0
};
if(type == 3)
{
tempClippedPoly.clipVerts[0] = *verts[0];
tempClippedPoly.clipVerts[1] = *verts[1];
tempClippedPoly.clipVerts[2] = *verts[2];
clipTriangle(poly);
} else
{
tempClippedPoly.clipVerts[0] = *verts[0];
tempClippedPoly.clipVerts[1] = *verts[1];
tempClippedPoly.clipVerts[2] = *verts[2];
clipTriangle(poly);
tempClippedPoly.clipVerts[0] = *verts[2];
tempClippedPoly.clipVerts[1] = *verts[3];
tempClippedPoly.clipVerts[2] = *verts[0];
clipTriangle(poly);
}
}
static void SoftRastRender()
{
Fragment clearFragment;
@ -672,20 +852,30 @@ static void SoftRastRender()
clearFragment.depth = gfx3d.clearDepth;
for(int i=0;i<256*192;i++)
{
screen[i] = clearFragment;
//submit all polys to clipper
clippedPolyCounter = 0;
for(int i=0;i<gfx3d.polylist->count;i++)
{
clipPoly(&gfx3d.polylist->list[gfx3d.indexlist[i]]);
}
for(int i=0;i<gfx3d.vertlist->count;i++)
//perspective and viewport transforms
for(int i=0;i<clippedPolyCounter;i++)
{
VERT &vert = gfx3d.vertlist->list[i];
TClippedPoly &poly = clippedPolys[i];
for(int j=0;j<poly.type;j++)
{
VERT &vert = poly.clipVerts[j];
//perspective division and viewport transform
vert.coord[0] = (vert.coord[0]+vert.coord[3])*256 / (2*vert.coord[3]) + 0;
vert.coord[1] = (vert.coord[1]+vert.coord[3])*192 / (2*vert.coord[3]) + 0;
vert.coord[2] = (vert.coord[2]+vert.coord[3]) / (2*vert.coord[3]);
vert.coord[3] *= 4096; //not sure about this
//perspective division and viewport transform
vert.coord[0] = (vert.coord[0]+vert.coord[3])*256 / (2*vert.coord[3]) + 0;
vert.coord[1] = (vert.coord[1]+vert.coord[3])*192 / (2*vert.coord[3]) + 0;
vert.coord[2] = (vert.coord[2]+vert.coord[3]) / (2*vert.coord[3]);
vert.coord[3] *= 4096; //not sure about this
}
}
//a counter for how many polys got culled
@ -695,18 +885,19 @@ static void SoftRastRender()
//iterate over polys
bool needInitTexture = true;
for(int i=0;i<gfx3d.polylist->count;i++)
for(int i=0;i<clippedPolyCounter;i++)
{
polynum = i;
POLY *poly = &gfx3d.polylist->list[gfx3d.indexlist[i]];
int type = poly->type;
TClippedPoly &clippedPoly = clippedPolys[i];
POLY *poly = clippedPoly.poly;
int type = clippedPoly.type;
VERT* verts[4] = {
&gfx3d.vertlist->list[poly->vertIndexes[0]],
&gfx3d.vertlist->list[poly->vertIndexes[1]],
&gfx3d.vertlist->list[poly->vertIndexes[2]],
type==4?&gfx3d.vertlist->list[poly->vertIndexes[3]]:0
&clippedPoly.clipVerts[0],
&clippedPoly.clipVerts[1],
&clippedPoly.clipVerts[2],
type==4?&clippedPoly.clipVerts[3]:0
};
@ -796,9 +987,148 @@ static void SoftRastRender()
}
//printf("rendered %d of %d polys after backface culling\n",gfx3d.polylist->count-culled,gfx3d.polylist->count);
printf("rendered %d of %d polys after backface culling\n",gfx3d.polylist->count-culled,gfx3d.polylist->count);
}
//the old non-clipping renderer
//static void SoftRastRender()
//{
// Fragment clearFragment;
// clearFragment.color.components.r = gfx3d.clearColor&0x1F;
// clearFragment.color.components.g = (gfx3d.clearColor>>5)&0x1F;
// clearFragment.color.components.b = (gfx3d.clearColor>>10)&0x1F;
// clearFragment.color.components.a = (gfx3d.clearColor>>16)&0x1F;
// clearFragment.polyid.opaque = clearFragment.polyid.translucent = (gfx3d.clearColor>>24)&0x3F;
// clearFragment.depth = gfx3d.clearDepth;
//
// for(int i=0;i<256*192;i++)
// {
// screen[i] = clearFragment;
// }
//
//
// for(int i=0;i<gfx3d.vertlist->count;i++)
// {
// VERT &vert = gfx3d.vertlist->list[i];
//
// //perspective division and viewport transform
// vert.coord[0] = (vert.coord[0]+vert.coord[3])*256 / (2*vert.coord[3]) + 0;
// vert.coord[1] = (vert.coord[1]+vert.coord[3])*192 / (2*vert.coord[3]) + 0;
// vert.coord[2] = (vert.coord[2]+vert.coord[3]) / (2*vert.coord[3]);
// vert.coord[3] *= 4096; //not sure about this
// }
//
// //a counter for how many polys got culled
// int culled = 0;
//
// u32 lastTextureFormat = 0, lastTexturePalette = 0, lastPolyAttr = 0;
//
// //iterate over polys
// bool needInitTexture = true;
// for(int i=0;i<gfx3d.polylist->count;i++)
// {
// polynum = i;
//
// POLY *poly = &gfx3d.polylist->list[gfx3d.indexlist[i]];
// int type = poly->type;
//
// VERT* verts[4] = {
// &gfx3d.vertlist->list[poly->vertIndexes[0]],
// &gfx3d.vertlist->list[poly->vertIndexes[1]],
// &gfx3d.vertlist->list[poly->vertIndexes[2]],
// type==4?&gfx3d.vertlist->list[poly->vertIndexes[3]]:0
// };
//
//
// if(i == 0 || lastPolyAttr != poly->polyAttr)
// {
// polyAttr.setup(poly->polyAttr);
// lastPolyAttr = poly->polyAttr;
// }
//
// //HACK: backface culling
// //this should be moved to gfx3d, but first we need to redo the way the lists are built
// //because it is too convoluted right now.
// //(must we throw out verts if a poly gets backface culled? if not, then it might be easier)
// float ab[2], ac[2];
// Vector2Copy(ab, verts[1]->coord);
// Vector2Copy(ac, verts[2]->coord);
// Vector2Subtract(ab, verts[0]->coord);
// Vector2Subtract(ac, verts[0]->coord);
// float cross = Vector2Cross(ab, ac);
// bool backfacing = (cross<0);
//
//
// if(!polyAttr.isVisible(backfacing)) {
// culled++;
// continue;
// }
//
// if(needInitTexture || lastTextureFormat != poly->texParam || lastTexturePalette != poly->texPalette)
// {
// TexCache_SetTexture(poly->texParam,poly->texPalette);
// sampler.setup(poly->texParam);
// lastTextureFormat = poly->texParam;
// lastTexturePalette = poly->texPalette;
// needInitTexture = false;
// }
//
// //hmm... shader gets setup every time because it depends on sampler which may have just changed
// shader.setup(poly->polyAttr);
//
// //note that when we build our triangle vert lists, we reorder them for our renderer.
// //we should probably fix the renderer so we dont have to do this;
// //but then again, what does it matter?
// if(type == 4)
// {
// if(backfacing)
// {
// SubmitVertex(0,verts[0]);
// SubmitVertex(1,verts[1]);
// SubmitVertex(2,verts[2]);
// triangle_from_devmaster();
//
// SubmitVertex(0,verts[2]);
// SubmitVertex(1,verts[3]);
// SubmitVertex(2,verts[0]);
// triangle_from_devmaster();
// }
// else
// {
// SubmitVertex(0,verts[2]);
// SubmitVertex(1,verts[1]);
// SubmitVertex(2,verts[0]);
// triangle_from_devmaster();
//
// SubmitVertex(0,verts[0]);
// SubmitVertex(1,verts[3]);
// SubmitVertex(2,verts[2]);
// triangle_from_devmaster();
// }
// }
// if(type == 3)
// {
// if(backfacing)
// {
// SubmitVertex(0,verts[0]);
// SubmitVertex(1,verts[1]);
// SubmitVertex(2,verts[2]);
// triangle_from_devmaster();
// }
// else
// {
// SubmitVertex(0,verts[2]);
// SubmitVertex(1,verts[1]);
// SubmitVertex(2,verts[0]);
// triangle_from_devmaster();
// }
// }
//
// }
//
// //printf("rendered %d of %d polys after backface culling\n",gfx3d.polylist->count-culled,gfx3d.polylist->count);
//}
GPU3DInterface gpu3DRasterize = {
"SoftRasterizer",