SoftRasterizer:
- Refactor SoftRasterizer to use Render3D as the base class.
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@ -722,6 +722,7 @@ static void SetVertex()
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vert.color[0] = GFX3D_5TO6(colorRGB[0]);
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vert.color[1] = GFX3D_5TO6(colorRGB[1]);
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vert.color[2] = GFX3D_5TO6(colorRGB[2]);
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vert.color_to_float();
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tempVertInfo.map[tempVertInfo.count] = vertlist->count + tempVertInfo.count - continuation;
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tempVertInfo.count++;
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@ -1603,15 +1604,15 @@ static BOOL gfx3d_glBoxTest(u32 v)
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//clip each poly
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for(int i=0;i<6;i++)
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{
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POLY* poly = &polys[i];
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VERT* vertTable[4] = {
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&verts[poly->vertIndexes[0]],
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&verts[poly->vertIndexes[1]],
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&verts[poly->vertIndexes[2]],
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&verts[poly->vertIndexes[3]]
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const POLY &thePoly = polys[i];
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const VERT *vertTable[4] = {
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&verts[thePoly.vertIndexes[0]],
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&verts[thePoly.vertIndexes[1]],
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&verts[thePoly.vertIndexes[2]],
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&verts[thePoly.vertIndexes[3]]
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};
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boxtestClipper.clipPoly<false>(poly,vertTable);
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boxtestClipper.clipPoly<false>(thePoly, vertTable);
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//if any portion of this poly was retained, then the test passes.
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if(boxtestClipper.clippedPolyCounter>0) {
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@ -2612,9 +2613,9 @@ static T interpolate(const float ratio, const T& x0, const T& x1) {
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//http://www.cs.berkeley.edu/~ug/slide/pipeline/assignments/as6/discussion.shtml
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#ifdef OPTIMIZED_CLIPPING_METHOD
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template<int coord, int which> static FORCEINLINE VERT clipPoint(bool hirez, VERT* inside, VERT* outside)
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template<int coord, int which> static FORCEINLINE VERT clipPoint(bool hirez, const VERT *inside, const VERT *outside)
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#else
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static FORCEINLINE VERT clipPoint(VERT* inside, VERT* outside, int coord, int which)
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static FORCEINLINE VERT clipPoint(const VERT *inside, const VERT *outside, int coord, int which)
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#endif
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{
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VERT ret;
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@ -2679,13 +2680,13 @@ public:
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m_next.init(verts);
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}
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void clipVert(bool hirez, VERT* vert)
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void clipVert(bool hirez, const VERT *vert)
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{
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if(m_prevVert)
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this->clipSegmentVsPlane(hirez, m_prevVert, vert);
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else
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m_firstVert = vert;
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m_prevVert = vert;
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m_firstVert = (VERT *)vert;
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m_prevVert = (VERT *)vert;
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}
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// closes the loop and returns the number of clipped output verts
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@ -2701,10 +2702,10 @@ private:
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VERT* m_firstVert;
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Next& m_next;
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FORCEINLINE void clipSegmentVsPlane(bool hirez, VERT* vert0, VERT* vert1)
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FORCEINLINE void clipSegmentVsPlane(bool hirez, const VERT *vert0, const VERT *vert1)
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{
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float* vert0coord = vert0->coord;
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float* vert1coord = vert1->coord;
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const float *vert0coord = vert0->coord;
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const float *vert1coord = vert1->coord;
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bool out0, out1;
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if(which==-1)
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out0 = vert0coord[coord] < -vert0coord[3];
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@ -2761,7 +2762,7 @@ public:
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m_nextDestVert = verts;
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m_numVerts = 0;
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}
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void clipVert(bool hirez, VERT* vert)
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void clipVert(bool hirez, const VERT *vert)
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{
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assert((u32)m_numVerts < MAX_CLIPPED_VERTS);
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*m_nextDestVert++ = *vert;
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@ -2786,11 +2787,11 @@ typedef ClipperPlane<1,-1,Stage4> Stage3; static Stage3 clipper3 (clipper
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typedef ClipperPlane<0, 1,Stage3> Stage2; static Stage2 clipper2 (clipper3); // right plane
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typedef ClipperPlane<0,-1,Stage2> Stage1; static Stage1 clipper (clipper2); // left plane
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template<bool hirez> void GFX3D_Clipper::clipPoly(POLY* poly, VERT** verts)
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template<bool hirez> void GFX3D_Clipper::clipPoly(const POLY &poly, const VERT **verts)
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{
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CLIPLOG("==Begin poly==\n");
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int type = poly->type;
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int type = poly.type;
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numScratchClipVerts = 0;
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clipper.init(clippedPolys[clippedPolyCounter].clipVerts);
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@ -2807,13 +2808,13 @@ template<bool hirez> void GFX3D_Clipper::clipPoly(POLY* poly, VERT** verts)
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else
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{
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clippedPolys[clippedPolyCounter].type = outType;
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clippedPolys[clippedPolyCounter].poly = poly;
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clippedPolys[clippedPolyCounter].poly = (POLY *)&poly;
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clippedPolyCounter++;
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}
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}
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//these templates needed to be instantiated manually
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template void GFX3D_Clipper::clipPoly<true>(POLY* poly, VERT** verts);
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template void GFX3D_Clipper::clipPoly<false>(POLY* poly, VERT** verts);
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template void GFX3D_Clipper::clipPoly<true>(const POLY &poly, const VERT **verts);
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template void GFX3D_Clipper::clipPoly<false>(const POLY &poly, const VERT **verts);
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void GFX3D_Clipper::clipSegmentVsPlane(VERT** verts, const int coord, int which)
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{
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@ -2897,9 +2898,9 @@ FORCEINLINE void GFX3D_Clipper::clipPolyVsPlane(const int coord, int which)
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}
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void GFX3D_Clipper::clipPoly(POLY* poly, VERT** verts)
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void GFX3D_Clipper::clipPoly(const POLY &poly, const VERT **verts)
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{
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int type = poly->type;
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int type = poly.type;
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CLIPLOG("==Begin poly==\n");
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@ -2930,7 +2931,7 @@ void GFX3D_Clipper::clipPoly(POLY* poly, VERT** verts)
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{
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//TODO - build right in this list instead of copying
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clippedPolys[clippedPolyCounter] = tempClippedPoly;
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clippedPolys[clippedPolyCounter].poly = poly;
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clippedPolys[clippedPolyCounter].poly = &poly;
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clippedPolyCounter++;
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}
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@ -587,12 +587,12 @@ public:
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};
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//the entry point for poly clipping
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template<bool hirez> void clipPoly(POLY* poly, VERT** verts);
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template<bool hirez> void clipPoly(const POLY &poly, const VERT **verts);
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//the output of clipping operations goes into here.
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//be sure you init it before clipping!
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TClippedPoly *clippedPolys;
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int clippedPolyCounter;
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size_t clippedPolyCounter;
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void reset() { clippedPolyCounter=0; }
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private:
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File diff suppressed because it is too large
Load Diff
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@ -23,9 +23,11 @@
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extern GPU3DInterface gpu3DRasterize;
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union FragmentColor {
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union FragmentColor
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{
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u32 color;
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struct {
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struct
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{
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u8 r,g,b,a;
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};
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};
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@ -37,60 +39,70 @@ inline FragmentColor MakeFragmentColor(u8 r, u8 g,u8 b,u8 a)
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return ret;
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}
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struct Fragment
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struct FragmentAttributes
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{
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u32 depth;
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struct
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{
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u8 opaque, translucent;
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} polyid;
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u8 opaquePolyID;
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u8 translucentPolyID;
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u8 stencil;
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struct
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{
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u8 isTranslucentPoly:1;
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u8 fogged:1;
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};
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bool isFogged;
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bool isTranslucentPoly;
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};
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class TexCacheItem;
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class SoftRasterizerEngine
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class SoftRasterizerRenderer : public Render3D
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{
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public:
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//debug:
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int _debug_drawClippedUserPoly;
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SoftRasterizerEngine();
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void initFramebuffer(const int width, const int height, const bool clearImage);
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void framebufferProcess();
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void updateToonTable();
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void updateFogTable();
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void updateFloatColors();
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void performClipping(bool hirez);
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template<bool CUSTOM> void performViewportTransforms(int width, int height);
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void performCoordAdjustment(const bool skipBackfacing);
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void performBackfaceTests();
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void setupTextures(const bool skipBackfacing);
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FragmentColor toonTable[32];
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u8 fogTable[32768];
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protected:
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GFX3D_Clipper clipper;
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u8 fogTable[32768];
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bool _enableEdgeMark;
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bool _enableFog;
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bool _enableFogAlphaOnly;
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u32 _fogColor;
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u32 _fogOffset;
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u32 _fogShift;
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bool _renderGeometryNeedsFinish;
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// SoftRasterizer-specific methods
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virtual Render3DError InitTables();
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size_t performClipping(bool hirez, const VERTLIST *vertList, const POLYLIST *polyList, const INDEXLIST *indexList);
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template<bool CUSTOM> void performViewportTransforms(const size_t polyCount);
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void performCoordAdjustment(const size_t polyCount);
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void performBackfaceTests(const size_t polyCount);
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void setupTextures(const size_t polyCount);
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// Base rendering methods
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virtual Render3DError BeginRender(const GFX3D_State *renderState);
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virtual Render3DError RenderGeometry(const GFX3D_State *renderState, const VERTLIST *vertList, const POLYLIST *polyList, const INDEXLIST *indexList);
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virtual Render3DError RenderEdgeMarking(const u16 *colorTable);
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virtual Render3DError RenderFog(const u8 *densityTable, const u32 color, const u32 offset, const u8 shift, const bool alphaOnly);
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virtual Render3DError UpdateToonTable(const u16 *toonTableBuffer);
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virtual Render3DError ClearUsingImage(const u16 *__restrict colorBuffer, const u32 *__restrict depthStencilBuffer, const bool *__restrict fogBuffer);
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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;
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public:
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int _debug_drawClippedUserPoly;
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size_t _clippedPolyCount;
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FragmentColor _toonColor32LUT[32];
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GFX3D_Clipper::TClippedPoly *clippedPolys;
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int clippedPolyCounter;
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FragmentAttributes *screenAttributes;
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FragmentColor *screenColor;
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TexCacheItem *polyTexKeys[POLYLIST_SIZE];
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bool polyVisible[POLYLIST_SIZE];
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bool polyBackfacing[POLYLIST_SIZE];
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Fragment *screen;
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FragmentColor *screenColor;
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POLYLIST* polylist;
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VERTLIST* vertlist;
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INDEXLIST* indexlist;
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int width, height;
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size_t _framebufferWidth;
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size_t _framebufferHeight;
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SoftRasterizerRenderer();
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virtual ~SoftRasterizerRenderer();
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virtual Render3DError Reset();
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virtual Render3DError Render(const GFX3D_State *renderState, const VERTLIST *vertList, const POLYLIST *polyList, const INDEXLIST *indexList, const u64 frameCount);
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virtual Render3DError RenderFinish();
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};
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#endif
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@ -168,6 +168,8 @@ Render3DError Render3D::ClearFramebuffer(const GFX3D_State *renderState)
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if (renderState->enableClearImage)
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{
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//the lion, the witch, and the wardrobe (thats book 1, suck it you new-school numberers)
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//uses the scroll registers in the main game engine
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const u16 *__restrict clearColorBuffer = (u16 *__restrict)MMU.texInfo.textureSlotAddr[2];
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const u16 *__restrict clearDepthBuffer = (u16 *__restrict)MMU.texInfo.textureSlotAddr[3];
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const u16 scrollBits = T1ReadWord(MMU.ARM9_REG, 0x356); //CLRIMAGE_OFFSET
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@ -185,8 +187,15 @@ Render3DError Render3D::ClearFramebuffer(const GFX3D_State *renderState)
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const size_t x = (ix + xScroll) & 0xFF;
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const size_t adr = y + x;
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//this is tested by harry potter and the order of the phoenix.
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//TODO (optimization) dont do this if we are mapped to blank memory (such as in sonic chronicles)
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//(or use a special zero fill in the bulk clearing above)
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this->clearImageColor16Buffer[dd] = clearColorBuffer[adr];
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//this is tested quite well in the sonic chronicles main map mode
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//where depth values are used for trees etc you can walk behind
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this->clearImageDepthStencilBuffer[dd] = dsDepthToD24S8_LUT[clearDepthBuffer[adr] & 0x7FFF] | polyID;
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this->clearImageFogBuffer[dd] = BIT15(clearDepthBuffer[adr]);
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dd++;
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