rework polygon orientation calcs
but this time actually correct
This commit is contained in:
parent
f79eb72ca5
commit
4c9e16d5d4
|
@ -965,26 +965,37 @@ void GPU3D::SubmitPolygon() noexcept
|
|||
VertexSlotCounter = 1;
|
||||
VertexSlotsFree = 0b11110;
|
||||
|
||||
// culling
|
||||
// polygon orientation
|
||||
// TODO: work out how it works on the real thing
|
||||
// the normalization part is a wild guess
|
||||
|
||||
Vertex *v0, *v1, *v2, *v3;
|
||||
Vertex *v0, *v1, *v2;
|
||||
s64 normalX, normalY, normalZ;
|
||||
s64 dot;
|
||||
bool facingview;
|
||||
|
||||
v0 = &TempVertexBuffer[0];
|
||||
v1 = &TempVertexBuffer[1];
|
||||
v2 = &TempVertexBuffer[2];
|
||||
v3 = &TempVertexBuffer[3];
|
||||
|
||||
normalX = ((s64)(v0->Position[1]-v1->Position[1]) * (v2->Position[3]-v1->Position[3]))
|
||||
- ((s64)(v0->Position[3]-v1->Position[3]) * (v2->Position[1]-v1->Position[1]));
|
||||
normalY = ((s64)(v0->Position[3]-v1->Position[3]) * (v2->Position[0]-v1->Position[0]))
|
||||
- ((s64)(v0->Position[0]-v1->Position[0]) * (v2->Position[3]-v1->Position[3]));
|
||||
normalZ = ((s64)(v0->Position[0]-v1->Position[0]) * (v2->Position[1]-v1->Position[1]))
|
||||
- ((s64)(v0->Position[1]-v1->Position[1]) * (v2->Position[0]-v1->Position[0]));
|
||||
|
||||
// setup vectors for v0->v2 and v1->v2, with w serving as the z axis
|
||||
s32 vector0[3] = { v0->Position[0] - v2->Position[0], v0->Position[1] - v2->Position[1], v0->Position[3] - v2->Position[3] };
|
||||
s32 vector1[3] = { v1->Position[0] - v2->Position[0], v1->Position[1] - v2->Position[1], v1->Position[3] - v2->Position[3] };
|
||||
|
||||
// if either vector is entirely 0, the polygon is accepted, and the front facing flag is set for the rasterizer
|
||||
if (((vector0[0] | vector0[1] | vector0[2]) == 0) || ((vector1[0] | vector1[1] | vector1[2]) == 0))
|
||||
{
|
||||
facingview = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
// calculate cross product of the two vectors
|
||||
normalX = ((s64)vector0[1] * vector1[2]) - ((s64)vector0[2] * vector1[1]);
|
||||
normalY = ((s64)vector0[2] * vector1[0]) - ((s64)vector0[0] * vector1[2]);
|
||||
normalZ = ((s64)vector0[0] * vector1[1]) - ((s64)vector0[1] * vector1[0]);
|
||||
|
||||
// normalization (currently a guess)
|
||||
while ((((normalX>>31) ^ (normalX>>63)) != 0) ||
|
||||
(((normalY>>31) ^ (normalY>>63)) != 0) ||
|
||||
(((normalZ>>31) ^ (normalZ>>63)) != 0))
|
||||
|
@ -994,21 +1005,18 @@ void GPU3D::SubmitPolygon() noexcept
|
|||
normalZ >>= 4;
|
||||
}
|
||||
|
||||
dot = ((s64)v1->Position[0] * normalX) + ((s64)v1->Position[1] * normalY) + ((s64)v1->Position[3] * normalZ);
|
||||
// calculate dot product against the "camera vector" (we can use any of the vertices to do that)
|
||||
dot = (v1->Position[0] * normalX) + (v1->Position[1] * normalY) + (v1->Position[3] * normalZ);
|
||||
|
||||
bool facingview = (dot <= 0);
|
||||
// front facing flag is set for the rasterizer to be used for:
|
||||
// unwinding vertices
|
||||
// determining whether slopes should be treated as "swapped"
|
||||
// and whether to overwrite a pixel with equal depth when using the < depth test
|
||||
facingview = (dot >= 0);
|
||||
|
||||
if (dot < 0)
|
||||
{
|
||||
if (!(CurPolygonAttr & (1<<7)))
|
||||
{
|
||||
LastStripPolygon = NULL;
|
||||
return;
|
||||
}
|
||||
}
|
||||
else if (dot > 0)
|
||||
{
|
||||
if (!(CurPolygonAttr & (1<<6)))
|
||||
// cull polygon faces
|
||||
if (!(((dot >= 0) && (CurPolygonAttr & (1<<7))) || // front facing
|
||||
((dot <= 0) && (CurPolygonAttr & (1<<6))))) // back facing
|
||||
{
|
||||
LastStripPolygon = NULL;
|
||||
return;
|
||||
|
|
Loading…
Reference in New Issue