Rewrote bounding box algotithm. Fixes issues 5967, 6154, 6196, 6211.
Instead of being vertex-based, it is now primitive (point, line or dissected triangle) based, with proper clipping. Also, screen position is now calculated based on viewport values, instead of "guesstimating". This fixes many graphical glitches in Paper Mario: TTYD and Super Paper Mario. Also, the new code allows Mickey's Magical Mirror and Disney's Hide & Sneak to work (mostly) bug-free. I changed their inis to use bbox. These changes have a slight cost in performance when bbox is being used (rare), mostly due to the new clipping algorithm. Please check for any regressions or crashes.
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@ -8,6 +8,9 @@
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EmulationStateId = 3
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EmulationIssues =
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[Video]
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UseBBox = True
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[OnLoad]
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# Add memory patches to be loaded once on boot here.
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@ -8,6 +8,9 @@
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EmulationStateId = 3
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EmulationIssues = bad GFX
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[Video]
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UseBBox = True
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[OnLoad]
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# Add memory patches to be loaded once on boot here.
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@ -372,36 +372,16 @@ void BPWritten(const BPCmd& bp)
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// -------------------------
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case BPMEM_CLEARBBOX1:
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case BPMEM_CLEARBBOX2:
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{
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if(g_ActiveConfig.bUseBBox)
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{
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// Don't compute bounding box if this frame is being skipped!
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// Wrong but valid values are better than bogus values...
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if(g_bSkipCurrentFrame)
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break;
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if (bp.address == BPMEM_CLEARBBOX1)
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if (g_ActiveConfig.bUseBBox && !g_bSkipCurrentFrame)
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{
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int right = bp.newvalue >> 10;
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int left = bp.newvalue & 0x3ff;
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u8 offset = bp.address & 2;
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// We should only set these if bbox is calculated properly.
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PixelEngine::bbox[0] = left;
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PixelEngine::bbox[1] = right;
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PixelEngine::bbox[offset] = bp.newvalue & 0x3ff;
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PixelEngine::bbox[offset | 1] = bp.newvalue >> 10;
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PixelEngine::bbox_active = true;
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}
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else
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{
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int bottom = bp.newvalue >> 10;
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int top = bp.newvalue & 0x3ff;
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// We should only set these if bbox is calculated properly.
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PixelEngine::bbox[2] = top;
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PixelEngine::bbox[3] = bottom;
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PixelEngine::bbox_active = true;
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}
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}
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}
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break;
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case BPMEM_TEXINVALIDATE:
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// TODO: Needs some restructuring in TextureCacheBase.
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@ -203,45 +203,14 @@ void Read16(u16& _uReturnValue, const u32 _iAddress)
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INFO_LOG(PIXELENGINE, "(r16) TOKEN_REG : %04x", _uReturnValue);
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break;
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// BBox
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case PE_BBOX_LEFT:
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{
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// Left must be even and 606px max
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_uReturnValue = std::min((u16) 606, bbox[0]) & ~1;
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INFO_LOG(PIXELENGINE, "R: BBOX_LEFT = %i", _uReturnValue);
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bbox_active = false;
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break;
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}
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case PE_BBOX_RIGHT:
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{
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// Right must be odd and 607px max
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_uReturnValue = std::min((u16) 607, bbox[1]) | 1;
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INFO_LOG(PIXELENGINE, "R: BBOX_RIGHT = %i", _uReturnValue);
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bbox_active = false;
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break;
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}
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case PE_BBOX_TOP:
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{
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// Top must be even and 478px max
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_uReturnValue = std::min((u16) 478, bbox[2]) & ~1;
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INFO_LOG(PIXELENGINE, "R: BBOX_TOP = %i", _uReturnValue);
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bbox_active = false;
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break;
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}
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case PE_BBOX_BOTTOM:
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{
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// Bottom must be odd and 479px max
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_uReturnValue = std::min((u16) 479, bbox[3]) | 1;
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INFO_LOG(PIXELENGINE, "R: BBOX_BOTTOM = %i", _uReturnValue);
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_uReturnValue = bbox[(_iAddress >> 1) & 3];
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bbox_active = false;
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break;
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}
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// NOTE(neobrain): only PE_PERF_ZCOMP_OUTPUT is implemented in D3D11, but the other values shouldn't be contradictionary to the value of that register (i.e. INPUT registers should always be greater or equal to their corresponding OUTPUT registers).
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case PE_PERF_ZCOMP_INPUT_ZCOMPLOC_L:
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@ -52,6 +52,7 @@ static int s_texmtxread = 0;
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static int loop_counter;
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// Vertex loaders read these. Although the scale ones should be baked into the shader.
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int tcIndex;
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int colIndex;
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@ -60,9 +61,20 @@ int colElements[2];
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float posScale;
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float tcScale[8];
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// bbox variables
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// bbox must read vertex position, so convert it to this buffer
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static float s_bbox_vertex_buffer[3];
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static u8 *s_bbox_pCurBufferPointer_orig;
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static int s_bbox_primitive;
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static struct Point
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{
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s32 x;
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s32 y;
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float z;
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} s_bbox_points[3];
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static u8 s_bbox_currPoint;
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static u8 s_bbox_loadedPoints;
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static const u8 s_bbox_primitivePoints[8] = { 3, 0, 3, 3, 3, 2, 2, 1 };
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static const float fractionTable[32] = {
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1.0f / (1U << 0), 1.0f / (1U << 1), 1.0f / (1U << 2), 1.0f / (1U << 3),
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@ -102,47 +114,326 @@ void LOADERDECL UpdateBoundingBoxPrepare()
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VertexManager::s_pCurBufferPointer = (u8*)s_bbox_vertex_buffer;
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}
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inline bool UpdateBoundingBoxVars()
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{
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switch (s_bbox_primitive)
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{
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// Quads: fill 0,1,2 (check),1 (check, clear, repeat)
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case 0:
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++s_bbox_loadedPoints;
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if (s_bbox_loadedPoints == 3)
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{
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s_bbox_currPoint = 1;
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return true;
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}
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if (s_bbox_loadedPoints == 4)
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{
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s_bbox_loadedPoints = 0;
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s_bbox_currPoint = 0;
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return true;
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}
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++s_bbox_currPoint;
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return false;
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// Triangles: 0,1,2 (check, clear, repeat)
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case 2:
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++s_bbox_loadedPoints;
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if (s_bbox_loadedPoints == 3)
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{
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s_bbox_loadedPoints = 0;
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s_bbox_currPoint = 0;
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return true;
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}
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++s_bbox_currPoint;
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return false;
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// Triangle strip: 0, 1, 2 (check), 0 (check), 1, (check), 2 (check, repeat checking 0, 1, 2)
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case 3:
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if (++s_bbox_currPoint == 3)
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s_bbox_currPoint = 0;
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if (s_bbox_loadedPoints == 2)
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return true;
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++s_bbox_loadedPoints;
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return false;
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// Triangle fan: 0,1,2 (check), 1 (check), 2 (check, repeat checking 1,2)
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case 4:
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s_bbox_currPoint ^= s_bbox_currPoint ? 3 : 1;
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if (s_bbox_loadedPoints == 2)
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return true;
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++s_bbox_loadedPoints;
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return false;
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// Lines: 0,1 (check, clear, repeat)
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case 5:
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++s_bbox_loadedPoints;
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if (s_bbox_loadedPoints == 2)
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{
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s_bbox_loadedPoints = 0;
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s_bbox_currPoint = 0;
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return true;
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}
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++s_bbox_currPoint;
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return false;
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// Line strip: 0,1 (check), 0 (check), 1 (check, repeat checking 0,1)
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case 6:
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s_bbox_currPoint ^= 1;
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if (s_bbox_loadedPoints == 1)
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return true;
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++s_bbox_loadedPoints;
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return false;
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// Points: 0 (check, clear, repeat)
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case 7:
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return true;
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// This should not happen!
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default:
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return false;
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}
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}
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void LOADERDECL UpdateBoundingBox()
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{
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if (!PixelEngine::bbox_active)
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return;
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// reset videodata pointer
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// Reset videodata pointer
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VertexManager::s_pCurBufferPointer = s_bbox_pCurBufferPointer_orig;
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// copy vertex pointers
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// Copy vertex pointers
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memcpy(VertexManager::s_pCurBufferPointer, s_bbox_vertex_buffer, 12);
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VertexManager::s_pCurBufferPointer += 12;
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// We must transform the just loaded point by the current world and projection matrix - in software.
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// Then convert to screen space and update the bounding box.
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float p[3] = {s_bbox_vertex_buffer[0], s_bbox_vertex_buffer[1], s_bbox_vertex_buffer[2]};
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// We must transform the just loaded point by the current world and projection matrix - in software
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float transformed[3];
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float screenPoint[3];
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const float *world_matrix = (float*)xfmem + MatrixIndexA.PosNormalMtxIdx * 4;
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const float *proj_matrix = &g_fProjectionMatrix[0];
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// We need to get the raw projection values for the bounding box calculation
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// to work properly. That means, no projection hacks!
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const float * const orig_point = s_bbox_vertex_buffer;
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const float * const world_matrix = (float*)xfmem + MatrixIndexA.PosNormalMtxIdx * 4;
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const float * const proj_matrix = xfregs.projection.rawProjection;
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float t[3];
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t[0] = p[0] * world_matrix[0] + p[1] * world_matrix[1] + p[2] * world_matrix[2] + world_matrix[3];
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t[1] = p[0] * world_matrix[4] + p[1] * world_matrix[5] + p[2] * world_matrix[6] + world_matrix[7];
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t[2] = p[0] * world_matrix[8] + p[1] * world_matrix[9] + p[2] * world_matrix[10] + world_matrix[11];
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// Transform by world matrix
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// Only calculate what we need, discard the rest
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transformed[0] = orig_point[0] * world_matrix[0] + orig_point[1] * world_matrix[1] + orig_point[2] * world_matrix[2] + world_matrix[3];
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transformed[1] = orig_point[0] * world_matrix[4] + orig_point[1] * world_matrix[5] + orig_point[2] * world_matrix[6] + world_matrix[7];
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float o[3];
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o[0] = t[0] * proj_matrix[0] + t[1] * proj_matrix[1] + t[2] * proj_matrix[2] + proj_matrix[3];
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o[1] = t[0] * proj_matrix[4] + t[1] * proj_matrix[5] + t[2] * proj_matrix[6] + proj_matrix[7];
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o[2] = t[0] * proj_matrix[12] + t[1] * proj_matrix[13] + t[2] * proj_matrix[14] + proj_matrix[15];
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// Transform by projection matrix
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switch (xfregs.projection.type)
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{
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// Perspective projection, we must divide by w
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case GX_PERSPECTIVE:
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transformed[2] = orig_point[0] * world_matrix[8] + orig_point[1] * world_matrix[9] + orig_point[2] * world_matrix[10] + world_matrix[11];
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screenPoint[0] = (transformed[0] * proj_matrix[0] + transformed[2] * proj_matrix[1]) / (-transformed[2]);
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screenPoint[1] = (transformed[1] * proj_matrix[2] + transformed[2] * proj_matrix[3]) / (-transformed[2]);
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screenPoint[2] = ((transformed[2] * proj_matrix[4] + proj_matrix[5]) * (1.0f - (float) 1e-7)) / (-transformed[2]);
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break;
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o[0] /= o[2];
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o[1] /= o[2];
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// Orthographic projection
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case GX_ORTHOGRAPHIC:
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screenPoint[0] = transformed[0] * proj_matrix[0] + proj_matrix[1];
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screenPoint[1] = transformed[1] * proj_matrix[2] + proj_matrix[3];
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// Max width seems to be 608, while max height is 480
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// Here height is set to 484 as BBox bottom always seems to be off by a few pixels
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o[0] = (o[0] + 1.0f) * 304.0f;
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o[1] = (1.0f - o[1]) * 242.0f;
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// We don't really have to care about z here
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screenPoint[2] = -0.2f;
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break;
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if (o[0] < PixelEngine::bbox[0]) PixelEngine::bbox[0] = (u16) std::max(0.0f, o[0]);
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if (o[0] > PixelEngine::bbox[1]) PixelEngine::bbox[1] = (u16) o[0];
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if (o[1] < PixelEngine::bbox[2]) PixelEngine::bbox[2] = (u16) std::max(0.0f, o[1]);
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if (o[1] > PixelEngine::bbox[3]) PixelEngine::bbox[3] = (u16) o[1];
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default:
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ERROR_LOG(VIDEO, "Unknown projection type: %d", xfregs.projection.type);
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}
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// Convert to screen space and add the point to the list - round like the real hardware
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s_bbox_points[s_bbox_currPoint].x = (((s32)(0.5 + (16.0f * (screenPoint[0] * xfregs.viewport.wd + (xfregs.viewport.xOrig - 342.0f))))) + 6) >> 4;
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s_bbox_points[s_bbox_currPoint].y = (((s32)(0.5 + (16.0f * (screenPoint[1] * xfregs.viewport.ht + (xfregs.viewport.yOrig - 342.0f))))) + 6) >> 4;
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s_bbox_points[s_bbox_currPoint].z = screenPoint[2];
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// Update point list for primitive
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bool check_bbox = UpdateBoundingBoxVars();
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// If we do not have enough points to check the bounding box yet, we are done for now
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if (!check_bbox)
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return;
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// How many points does our primitive have?
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const u8 numPoints = s_bbox_primitivePoints[s_bbox_primitive];
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// If the primitive is a point, update the bounding box now
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if (numPoints == 1)
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{
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Point & p = s_bbox_points[0];
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// Point is out of bounds
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if (p.x < 0 || p.x > 607 || p.y < 0 || p.y > 479 || p.z >= 0.0f)
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return;
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// Point is in bounds. Update bounding box if necessary and return
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PixelEngine::bbox[0] = (p.x < PixelEngine::bbox[0]) ? p.x : PixelEngine::bbox[0];
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PixelEngine::bbox[1] = (p.x > PixelEngine::bbox[1]) ? p.x : PixelEngine::bbox[1];
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PixelEngine::bbox[2] = (p.y < PixelEngine::bbox[2]) ? p.y : PixelEngine::bbox[2];
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PixelEngine::bbox[3] = (p.y > PixelEngine::bbox[3]) ? p.y : PixelEngine::bbox[3];
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return;
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}
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// Now comes the fun part. We must clip the triangles/lines to the viewport - also in software
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Point & p0 = s_bbox_points[0], &p1 = s_bbox_points[1], &p2 = s_bbox_points[2];
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// Check for z-clip. This crude method is required for Mickey's Magical Mirror, at least
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if ((p0.z > 0.0f) || (p1.z > 0.0f) || ((numPoints == 3) && (p2.z > 0.0f)))
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return;
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// Check points for bounds
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u8 b0 = ((p0.x > 0) ? 1 : 0) | (((p0.y > 0) ? 1 : 0) << 1) | (((p0.x > 607) ? 1 : 0) << 2) | (((p0.y > 479) ? 1 : 0) << 3);
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u8 b1 = ((p1.x > 0) ? 1 : 0) | (((p1.y > 0) ? 1 : 0) << 1) | (((p1.x > 607) ? 1 : 0) << 2) | (((p1.y > 479) ? 1 : 0) << 3);
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// Let's be practical... If we only have a line, setting b2 to 3 saves an "if"-clause later on
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u8 b2 = 3;
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// Otherwise if we have a triangle, we need to check the third point
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if (numPoints == 3)
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b2 = ((p2.x > 0) ? 1 : 0) | (((p2.y > 0) ? 1 : 0) << 1) | (((p2.x > 607) ? 1 : 0) << 2) | (((p2.y > 479) ? 1 : 0) << 3);
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// These are the internal bbox vars
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s32 left = 608, right = -1, top = 480, bottom = -1;
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// If the polygon is inside viewport, let's update the bounding box and be done with it
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if ((b0 == 3) && (b0 == b1) && (b0 == b2))
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{
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// Line
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if (numPoints == 2)
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{
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left = (p0.x < p1.x) ? p0.x : p1.x;
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top = (p0.y < p1.y) ? p0.y : p1.y;
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right = (p0.x > p1.x) ? p0.x : p1.x;
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bottom = (p0.y > p1.y) ? p0.y : p1.y;
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}
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// Triangle
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else
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{
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left = (p0.x < p1.x) ? (p0.x < p2.x) ? p0.x : p2.x : (p1.x < p2.x) ? p1.x : p2.x;
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top = (p0.y < p1.y) ? (p0.y < p2.y) ? p0.y : p2.y : (p1.y < p2.y) ? p1.y : p2.y;
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right = (p0.x > p1.x) ? (p0.x > p2.x) ? p0.x : p2.x : (p1.x > p2.x) ? p1.x : p2.x;
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bottom = (p0.y > p1.y) ? (p0.y > p2.y) ? p0.y : p2.y : (p1.y > p2.y) ? p1.y : p2.y;
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}
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// Update bounding box
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PixelEngine::bbox[0] = (left < PixelEngine::bbox[0]) ? left : PixelEngine::bbox[0];
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PixelEngine::bbox[1] = (right > PixelEngine::bbox[1]) ? right : PixelEngine::bbox[1];
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PixelEngine::bbox[2] = (top < PixelEngine::bbox[2]) ? top : PixelEngine::bbox[2];
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PixelEngine::bbox[3] = (bottom > PixelEngine::bbox[3]) ? bottom : PixelEngine::bbox[3];
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return;
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}
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// If it is not inside, then either it is completely outside, or it needs clipping.
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// Check the primitive's lines
|
||||
u8 i0 = b0 ^ b1;
|
||||
u8 i1 = (numPoints == 3) ? (b1 ^ b2) : i0;
|
||||
u8 i2 = (numPoints == 3) ? (b0 ^ b2) : i0;
|
||||
|
||||
// Primitive out of bounds - return
|
||||
if (!(i0 | i1 | i2))
|
||||
return;
|
||||
|
||||
// First point inside viewport - update internal bbox
|
||||
if (b0 == 3)
|
||||
{
|
||||
left = p0.x;
|
||||
top = p0.y;
|
||||
right = p0.x;
|
||||
bottom = p0.y;
|
||||
}
|
||||
|
||||
// Second point inside
|
||||
if (b1 == 3)
|
||||
{
|
||||
left = (p1.x < left) ? p1.x : left;
|
||||
top = (p1.y < top) ? p1.y : top;
|
||||
right = (p1.x > right) ? p1.x : right;
|
||||
bottom = (p1.y > bottom) ? p1.y : bottom;
|
||||
}
|
||||
|
||||
// Third point inside
|
||||
if ((b2 == 3) && (numPoints == 3))
|
||||
{
|
||||
left = (p2.x < left) ? p2.x : left;
|
||||
top = (p2.y < top) ? p2.y : top;
|
||||
right = (p2.x > right) ? p2.x : right;
|
||||
bottom = (p2.y > bottom) ? p2.y : bottom;
|
||||
}
|
||||
|
||||
// Triangle equation vars
|
||||
float m, c;
|
||||
|
||||
// Some definitions to help with rounding later on
|
||||
const float highNum = 89374289734.0f;
|
||||
const float roundUp = 0.001f;
|
||||
|
||||
// Intersection result
|
||||
s32 s;
|
||||
|
||||
// First line intersects
|
||||
if (i0)
|
||||
{
|
||||
m = (p1.x - p0.x) ? ((p1.y - p0.y) / (p1.x - p0.x)) : highNum;
|
||||
c = p0.y - (m * p0.x);
|
||||
if (i0 & 1) { s = (s32)(c + roundUp); if (s >= 0 && s <= 479) left = 0; top = (s < top) ? s : top; bottom = (s > bottom) ? s : bottom; }
|
||||
if (i0 & 2) { s = (s32)((-c / m) + roundUp); if (s >= 0 && s <= 607) top = 0; left = (s < left) ? s : left; right = (s > right) ? s : right; }
|
||||
if (i0 & 4) { s = (s32)((m * 607) + c + roundUp); if (s >= 0 && s <= 479) right = 607; top = (s < top) ? s : top; bottom = (s > bottom) ? s : bottom; }
|
||||
if (i0 & 8) { s = (s32)(((479 - c) / m) + roundUp); if (s >= 0 && s <= 607) bottom = 479; left = (s < left) ? s : left; right = (s > right) ? s : right; }
|
||||
}
|
||||
|
||||
// Only check other lines if we are dealing with a triangle
|
||||
if (numPoints == 3)
|
||||
{
|
||||
// Second line intersects
|
||||
if (i1)
|
||||
{
|
||||
m = (p2.x - p1.x) ? ((p2.y - p1.y) / (p2.x - p1.x)) : highNum;
|
||||
c = p1.y - (m * p1.x);
|
||||
if (i1 & 1) { s = (s32)(c + roundUp); if (s >= 0 && s <= 479) left = 0; top = (s < top) ? s : top; bottom = (s > bottom) ? s : bottom; }
|
||||
if (i1 & 2) { s = (s32)((-c / m) + roundUp); if (s >= 0 && s <= 607) top = 0; left = (s < left) ? s : left; right = (s > right) ? s : right; }
|
||||
if (i1 & 4) { s = (s32)((m * 607) + c + roundUp); if (s >= 0 && s <= 479) right = 607; top = (s < top) ? s : top; bottom = (s > bottom) ? s : bottom; }
|
||||
if (i1 & 8) { s = (s32)(((479 - c) / m) + roundUp); if (s >= 0 && s <= 607) bottom = 479; left = (s < left) ? s : left; right = (s > right) ? s : right; }
|
||||
}
|
||||
|
||||
// Third line intersects
|
||||
if (i2)
|
||||
{
|
||||
m = (p2.x - p0.x) ? ((p2.y - p0.y) / (p2.x - p0.x)) : highNum;
|
||||
c = p0.y - (m * p0.x);
|
||||
if (i2 & 1) { s = (s32)(c + roundUp); if (s >= 0 && s <= 479) left = 0; top = (s < top) ? s : top; bottom = (s > bottom) ? s : bottom; }
|
||||
if (i2 & 2) { s = (s32)((-c / m) + roundUp); if (s >= 0 && s <= 607) top = 0; left = (s < left) ? s : left; right = (s > right) ? s : right; }
|
||||
if (i2 & 4) { s = (s32)((m * 607) + c + roundUp); if (s >= 0 && s <= 479) right = 607; top = (s < top) ? s : top; bottom = (s > bottom) ? s : bottom; }
|
||||
if (i2 & 8) { s = (s32)(((479 - c) / m) + roundUp); if (s >= 0 && s <= 607) bottom = 479; left = (s < left) ? s : left; right = (s > right) ? s : right; }
|
||||
}
|
||||
}
|
||||
|
||||
// Wrong bounding box values, discard this polygon (it is outside)
|
||||
if (left > 607 || top > 479 || right < 0 || bottom < 0)
|
||||
return;
|
||||
|
||||
// Trim bounding box to viewport
|
||||
left = (left < 0) ? 0 : left;
|
||||
top = (top < 0) ? 0 : top;
|
||||
right = (right > 607) ? 607 : right;
|
||||
bottom = (bottom > 479) ? 479 : bottom;
|
||||
|
||||
// Update bounding box
|
||||
PixelEngine::bbox[0] = (left < PixelEngine::bbox[0]) ? left : PixelEngine::bbox[0];
|
||||
PixelEngine::bbox[1] = (right > PixelEngine::bbox[1]) ? right : PixelEngine::bbox[1];
|
||||
PixelEngine::bbox[2] = (top < PixelEngine::bbox[2]) ? top : PixelEngine::bbox[2];
|
||||
PixelEngine::bbox[3] = (bottom > PixelEngine::bbox[3]) ? bottom : PixelEngine::bbox[3];
|
||||
}
|
||||
|
||||
void LOADERDECL TexMtx_ReadDirect_UByte()
|
||||
|
@ -584,6 +875,11 @@ int VertexLoader::SetupRunVertices(int vtx_attr_group, int primitive, int const
|
|||
for (int i = 0; i < 2; i++)
|
||||
colElements[i] = m_VtxAttr.color[i].Elements;
|
||||
|
||||
// Prepare bounding box
|
||||
s_bbox_primitive = primitive;
|
||||
s_bbox_currPoint = 0;
|
||||
s_bbox_loadedPoints = 0;
|
||||
|
||||
VertexManager::PrepareForAdditionalData(primitive, count, native_stride);
|
||||
|
||||
return count;
|
||||
|
|
Loading…
Reference in New Issue