SoftRasterizer:

- Refactor SoftRasterizer to use Render3D as the base class.
This commit is contained in:
rogerman 2015-04-29 04:50:23 +00:00
parent d627a5b6aa
commit f48ed9fb89
5 changed files with 1035 additions and 948 deletions

View File

@ -722,6 +722,7 @@ static void SetVertex()
vert.color[0] = GFX3D_5TO6(colorRGB[0]);
vert.color[1] = GFX3D_5TO6(colorRGB[1]);
vert.color[2] = GFX3D_5TO6(colorRGB[2]);
vert.color_to_float();
tempVertInfo.map[tempVertInfo.count] = vertlist->count + tempVertInfo.count - continuation;
tempVertInfo.count++;
@ -1603,15 +1604,15 @@ static BOOL gfx3d_glBoxTest(u32 v)
//clip each poly
for(int i=0;i<6;i++)
{
POLY* poly = &polys[i];
VERT* vertTable[4] = {
&verts[poly->vertIndexes[0]],
&verts[poly->vertIndexes[1]],
&verts[poly->vertIndexes[2]],
&verts[poly->vertIndexes[3]]
const POLY &thePoly = polys[i];
const VERT *vertTable[4] = {
&verts[thePoly.vertIndexes[0]],
&verts[thePoly.vertIndexes[1]],
&verts[thePoly.vertIndexes[2]],
&verts[thePoly.vertIndexes[3]]
};
boxtestClipper.clipPoly<false>(poly,vertTable);
boxtestClipper.clipPoly<false>(thePoly, vertTable);
//if any portion of this poly was retained, then the test passes.
if(boxtestClipper.clippedPolyCounter>0) {
@ -2612,9 +2613,9 @@ static T interpolate(const float ratio, const T& x0, const T& x1) {
//http://www.cs.berkeley.edu/~ug/slide/pipeline/assignments/as6/discussion.shtml
#ifdef OPTIMIZED_CLIPPING_METHOD
template<int coord, int which> static FORCEINLINE VERT clipPoint(bool hirez, VERT* inside, VERT* outside)
template<int coord, int which> static FORCEINLINE VERT clipPoint(bool hirez, const VERT *inside, const VERT *outside)
#else
static FORCEINLINE VERT clipPoint(VERT* inside, VERT* outside, int coord, int which)
static FORCEINLINE VERT clipPoint(const VERT *inside, const VERT *outside, int coord, int which)
#endif
{
VERT ret;
@ -2679,13 +2680,13 @@ public:
m_next.init(verts);
}
void clipVert(bool hirez, VERT* vert)
void clipVert(bool hirez, const VERT *vert)
{
if(m_prevVert)
this->clipSegmentVsPlane(hirez, m_prevVert, vert);
else
m_firstVert = vert;
m_prevVert = vert;
m_firstVert = (VERT *)vert;
m_prevVert = (VERT *)vert;
}
// closes the loop and returns the number of clipped output verts
@ -2701,10 +2702,10 @@ private:
VERT* m_firstVert;
Next& m_next;
FORCEINLINE void clipSegmentVsPlane(bool hirez, VERT* vert0, VERT* vert1)
FORCEINLINE void clipSegmentVsPlane(bool hirez, const VERT *vert0, const VERT *vert1)
{
float* vert0coord = vert0->coord;
float* vert1coord = vert1->coord;
const float *vert0coord = vert0->coord;
const float *vert1coord = vert1->coord;
bool out0, out1;
if(which==-1)
out0 = vert0coord[coord] < -vert0coord[3];
@ -2761,7 +2762,7 @@ public:
m_nextDestVert = verts;
m_numVerts = 0;
}
void clipVert(bool hirez, VERT* vert)
void clipVert(bool hirez, const VERT *vert)
{
assert((u32)m_numVerts < MAX_CLIPPED_VERTS);
*m_nextDestVert++ = *vert;
@ -2786,11 +2787,11 @@ typedef ClipperPlane<1,-1,Stage4> Stage3; static Stage3 clipper3 (clipper
typedef ClipperPlane<0, 1,Stage3> Stage2; static Stage2 clipper2 (clipper3); // right plane
typedef ClipperPlane<0,-1,Stage2> Stage1; static Stage1 clipper (clipper2); // left plane
template<bool hirez> void GFX3D_Clipper::clipPoly(POLY* poly, VERT** verts)
template<bool hirez> void GFX3D_Clipper::clipPoly(const POLY &poly, const VERT **verts)
{
CLIPLOG("==Begin poly==\n");
int type = poly->type;
int type = poly.type;
numScratchClipVerts = 0;
clipper.init(clippedPolys[clippedPolyCounter].clipVerts);
@ -2807,13 +2808,13 @@ template<bool hirez> void GFX3D_Clipper::clipPoly(POLY* poly, VERT** verts)
else
{
clippedPolys[clippedPolyCounter].type = outType;
clippedPolys[clippedPolyCounter].poly = poly;
clippedPolys[clippedPolyCounter].poly = (POLY *)&poly;
clippedPolyCounter++;
}
}
//these templates needed to be instantiated manually
template void GFX3D_Clipper::clipPoly<true>(POLY* poly, VERT** verts);
template void GFX3D_Clipper::clipPoly<false>(POLY* poly, VERT** verts);
template void GFX3D_Clipper::clipPoly<true>(const POLY &poly, const VERT **verts);
template void GFX3D_Clipper::clipPoly<false>(const POLY &poly, const VERT **verts);
void GFX3D_Clipper::clipSegmentVsPlane(VERT** verts, const int coord, int which)
{
@ -2897,9 +2898,9 @@ FORCEINLINE void GFX3D_Clipper::clipPolyVsPlane(const int coord, int which)
}
void GFX3D_Clipper::clipPoly(POLY* poly, VERT** verts)
void GFX3D_Clipper::clipPoly(const POLY &poly, const VERT **verts)
{
int type = poly->type;
int type = poly.type;
CLIPLOG("==Begin poly==\n");
@ -2930,7 +2931,7 @@ void GFX3D_Clipper::clipPoly(POLY* poly, VERT** verts)
{
//TODO - build right in this list instead of copying
clippedPolys[clippedPolyCounter] = tempClippedPoly;
clippedPolys[clippedPolyCounter].poly = poly;
clippedPolys[clippedPolyCounter].poly = &poly;
clippedPolyCounter++;
}

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@ -587,12 +587,12 @@ public:
};
//the entry point for poly clipping
template<bool hirez> void clipPoly(POLY* poly, VERT** verts);
template<bool hirez> void clipPoly(const POLY &poly, const VERT **verts);
//the output of clipping operations goes into here.
//be sure you init it before clipping!
TClippedPoly *clippedPolys;
int clippedPolyCounter;
size_t clippedPolyCounter;
void reset() { clippedPolyCounter=0; }
private:

File diff suppressed because it is too large Load Diff

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@ -23,9 +23,11 @@
extern GPU3DInterface gpu3DRasterize;
union FragmentColor {
union FragmentColor
{
u32 color;
struct {
struct
{
u8 r,g,b,a;
};
};
@ -37,60 +39,70 @@ inline FragmentColor MakeFragmentColor(u8 r, u8 g,u8 b,u8 a)
return ret;
}
struct Fragment
struct FragmentAttributes
{
u32 depth;
struct
{
u8 opaque, translucent;
} polyid;
u8 opaquePolyID;
u8 translucentPolyID;
u8 stencil;
struct
{
u8 isTranslucentPoly:1;
u8 fogged:1;
};
bool isFogged;
bool isTranslucentPoly;
};
class TexCacheItem;
class SoftRasterizerEngine
class SoftRasterizerRenderer : public Render3D
{
public:
//debug:
int _debug_drawClippedUserPoly;
SoftRasterizerEngine();
void initFramebuffer(const int width, const int height, const bool clearImage);
void framebufferProcess();
void updateToonTable();
void updateFogTable();
void updateFloatColors();
void performClipping(bool hirez);
template<bool CUSTOM> void performViewportTransforms(int width, int height);
void performCoordAdjustment(const bool skipBackfacing);
void performBackfaceTests();
void setupTextures(const bool skipBackfacing);
FragmentColor toonTable[32];
u8 fogTable[32768];
protected:
GFX3D_Clipper clipper;
u8 fogTable[32768];
bool _enableEdgeMark;
bool _enableFog;
bool _enableFogAlphaOnly;
u32 _fogColor;
u32 _fogOffset;
u32 _fogShift;
bool _renderGeometryNeedsFinish;
// SoftRasterizer-specific methods
virtual Render3DError InitTables();
size_t performClipping(bool hirez, const VERTLIST *vertList, const POLYLIST *polyList, const INDEXLIST *indexList);
template<bool CUSTOM> void performViewportTransforms(const size_t polyCount);
void performCoordAdjustment(const size_t polyCount);
void performBackfaceTests(const size_t polyCount);
void setupTextures(const size_t polyCount);
// Base rendering methods
virtual Render3DError BeginRender(const GFX3D_State *renderState);
virtual Render3DError RenderGeometry(const GFX3D_State *renderState, const VERTLIST *vertList, const POLYLIST *polyList, const INDEXLIST *indexList);
virtual Render3DError RenderEdgeMarking(const u16 *colorTable);
virtual Render3DError RenderFog(const u8 *densityTable, const u32 color, const u32 offset, const u8 shift, const bool alphaOnly);
virtual Render3DError UpdateToonTable(const u16 *toonTableBuffer);
virtual Render3DError ClearUsingImage(const u16 *__restrict colorBuffer, const u32 *__restrict depthStencilBuffer, const bool *__restrict fogBuffer);
virtual Render3DError ClearUsingValues(const u8 r, const u8 g, const u8 b, const u8 a, const u32 clearDepth, const u8 clearPolyID, const bool enableFog) const;
public:
int _debug_drawClippedUserPoly;
size_t _clippedPolyCount;
FragmentColor _toonColor32LUT[32];
GFX3D_Clipper::TClippedPoly *clippedPolys;
int clippedPolyCounter;
FragmentAttributes *screenAttributes;
FragmentColor *screenColor;
TexCacheItem *polyTexKeys[POLYLIST_SIZE];
bool polyVisible[POLYLIST_SIZE];
bool polyBackfacing[POLYLIST_SIZE];
Fragment *screen;
FragmentColor *screenColor;
POLYLIST* polylist;
VERTLIST* vertlist;
INDEXLIST* indexlist;
int width, height;
size_t _framebufferWidth;
size_t _framebufferHeight;
SoftRasterizerRenderer();
virtual ~SoftRasterizerRenderer();
virtual Render3DError Reset();
virtual Render3DError Render(const GFX3D_State *renderState, const VERTLIST *vertList, const POLYLIST *polyList, const INDEXLIST *indexList, const u64 frameCount);
virtual Render3DError RenderFinish();
};
#endif

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@ -168,6 +168,8 @@ Render3DError Render3D::ClearFramebuffer(const GFX3D_State *renderState)
if (renderState->enableClearImage)
{
//the lion, the witch, and the wardrobe (thats book 1, suck it you new-school numberers)
//uses the scroll registers in the main game engine
const u16 *__restrict clearColorBuffer = (u16 *__restrict)MMU.texInfo.textureSlotAddr[2];
const u16 *__restrict clearDepthBuffer = (u16 *__restrict)MMU.texInfo.textureSlotAddr[3];
const u16 scrollBits = T1ReadWord(MMU.ARM9_REG, 0x356); //CLRIMAGE_OFFSET
@ -185,8 +187,15 @@ Render3DError Render3D::ClearFramebuffer(const GFX3D_State *renderState)
const size_t x = (ix + xScroll) & 0xFF;
const size_t adr = y + x;
//this is tested by harry potter and the order of the phoenix.
//TODO (optimization) dont do this if we are mapped to blank memory (such as in sonic chronicles)
//(or use a special zero fill in the bulk clearing above)
this->clearImageColor16Buffer[dd] = clearColorBuffer[adr];
//this is tested quite well in the sonic chronicles main map mode
//where depth values are used for trees etc you can walk behind
this->clearImageDepthStencilBuffer[dd] = dsDepthToD24S8_LUT[clearDepthBuffer[adr] & 0x7FFF] | polyID;
this->clearImageFogBuffer[dd] = BIT15(clearDepthBuffer[adr]);
dd++;