Pica: Cleanup clipping code and change screenspace z to range from -1..0.
The change in depth range seems to reflect better to what applications are expecting, and makes for cleaner code overall (hence is more likely to reflect hardware behavior).
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70a764d992
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365236fa4c
2 changed files with 42 additions and 53 deletions
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@ -15,30 +15,18 @@ namespace Clipper {
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struct ClippingEdge {
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struct ClippingEdge {
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public:
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public:
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enum Type {
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ClippingEdge(Math::Vec4<float24> coeffs,
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POS_X = 0,
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Math::Vec4<float24> bias = Math::Vec4<float24>(float24::FromFloat32(0),
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NEG_X = 1,
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float24::FromFloat32(0),
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POS_Y = 2,
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float24::FromFloat32(0),
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NEG_Y = 3,
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float24::FromFloat32(0)))
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POS_Z = 4,
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: coeffs(coeffs),
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NEG_Z = 5,
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bias(bias)
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};
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{
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}
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ClippingEdge(Type type, float24 position) : type(type), pos(position) {}
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bool IsInside(const OutputVertex& vertex) const {
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bool IsInside(const OutputVertex& vertex) const {
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switch (type) {
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return Math::Dot(vertex.pos + bias, coeffs) <= float24::FromFloat32(0);
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case POS_X: return vertex.pos.x <= pos * vertex.pos.w;
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case NEG_X: return vertex.pos.x >= pos * vertex.pos.w;
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case POS_Y: return vertex.pos.y <= pos * vertex.pos.w;
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case NEG_Y: return vertex.pos.y >= pos * vertex.pos.w;
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// TODO: Check z compares ... should be 0..1 instead?
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case POS_Z: return vertex.pos.z <= pos * vertex.pos.w;
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default:
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case NEG_Z: return vertex.pos.z >= pos * vertex.pos.w;
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}
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}
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}
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bool IsOutSide(const OutputVertex& vertex) const {
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bool IsOutSide(const OutputVertex& vertex) const {
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@ -46,31 +34,17 @@ public:
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}
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}
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OutputVertex GetIntersection(const OutputVertex& v0, const OutputVertex& v1) const {
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OutputVertex GetIntersection(const OutputVertex& v0, const OutputVertex& v1) const {
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auto dotpr = [this](const OutputVertex& vtx) {
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float24 dp = Math::Dot(v0.pos + bias, coeffs);
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switch (type) {
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float24 dp_prev = Math::Dot(v1.pos + bias, coeffs);
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case POS_X: return vtx.pos.x - vtx.pos.w;
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case NEG_X: return -vtx.pos.x - vtx.pos.w;
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case POS_Y: return vtx.pos.y - vtx.pos.w;
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case NEG_Y: return -vtx.pos.y - vtx.pos.w;
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// TODO: Verify z clipping
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case POS_Z: return vtx.pos.z - vtx.pos.w;
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default:
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case NEG_Z: return -vtx.pos.w;
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}
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};
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float24 dp = dotpr(v0);
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float24 dp_prev = dotpr(v1);
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float24 factor = dp_prev / (dp_prev - dp);
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float24 factor = dp_prev / (dp_prev - dp);
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return OutputVertex::Lerp(factor, v0, v1);
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return OutputVertex::Lerp(factor, v0, v1);
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}
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}
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private:
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private:
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Type type;
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float24 pos;
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float24 pos;
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Math::Vec4<float24> coeffs;
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Math::Vec4<float24> bias;
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};
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};
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static void InitScreenCoordinates(OutputVertex& vtx)
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static void InitScreenCoordinates(OutputVertex& vtx)
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@ -98,10 +72,9 @@ static void InitScreenCoordinates(OutputVertex& vtx)
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vtx.tc2 *= inv_w;
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vtx.tc2 *= inv_w;
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vtx.pos.w = inv_w;
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vtx.pos.w = inv_w;
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// TODO: Not sure why the viewport width needs to be divided by 2 but the viewport height does not
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vtx.screenpos[0] = (vtx.pos.x * inv_w + float24::FromFloat32(1.0)) * viewport.halfsize_x + viewport.offset_x;
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vtx.screenpos[0] = (vtx.pos.x * inv_w + float24::FromFloat32(1.0)) * viewport.halfsize_x + viewport.offset_x;
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vtx.screenpos[1] = (vtx.pos.y * inv_w + float24::FromFloat32(1.0)) * viewport.halfsize_y + viewport.offset_y;
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vtx.screenpos[1] = (vtx.pos.y * inv_w + float24::FromFloat32(1.0)) * viewport.halfsize_y + viewport.offset_y;
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vtx.screenpos[2] = viewport.offset_z - vtx.pos.z * inv_w * viewport.zscale;
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vtx.screenpos[2] = viewport.offset_z + vtx.pos.z * inv_w * viewport.zscale;
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}
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}
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void ProcessTriangle(OutputVertex &v0, OutputVertex &v1, OutputVertex &v2) {
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void ProcessTriangle(OutputVertex &v0, OutputVertex &v1, OutputVertex &v2) {
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@ -117,14 +90,29 @@ void ProcessTriangle(OutputVertex &v0, OutputVertex &v1, OutputVertex &v2) {
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auto* output_list = &buffer_a;
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auto* output_list = &buffer_a;
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auto* input_list = &buffer_b;
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auto* input_list = &buffer_b;
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// NOTE: We clip against a w=epsilon plane to guarantee that the output has a positive w value.
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// TODO: Not sure if this is a valid approach. Also should probably instead use the smallest
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// epsilon possible within float24 accuracy.
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static const float24 EPSILON = float24::FromFloat32(0.00001);
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static const float24 f0 = float24::FromFloat32(0.0);
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static const float24 f1 = float24::FromFloat32(1.0);
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static const std::array<ClippingEdge, 7> clipping_edges = {{
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{ Math::MakeVec( f1, f0, f0, -f1) }, // x = +w
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{ Math::MakeVec(-f1, f0, f0, -f1) }, // x = -w
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{ Math::MakeVec( f0, f1, f0, -f1) }, // y = +w
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{ Math::MakeVec( f0, -f1, f0, -f1) }, // y = -w
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{ Math::MakeVec( f0, f0, f1, f0) }, // z = 0
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{ Math::MakeVec( f0, f0, -f1, -f1) }, // z = -w
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{ Math::MakeVec( f0, f0, f0, -f1), Math::Vec4<float24>(f0, f0, f0, EPSILON) }, // w = EPSILON
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}};
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// TODO: If one vertex lies outside one of the depth clipping planes, some platforms (e.g. Wii)
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// drop the whole primitive instead of clipping the primitive properly. We should test if
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// this happens on the 3DS, too.
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// Simple implementation of the Sutherland-Hodgman clipping algorithm.
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// Simple implementation of the Sutherland-Hodgman clipping algorithm.
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// TODO: Make this less inefficient (currently lots of useless buffering overhead happens here)
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// TODO: Make this less inefficient (currently lots of useless buffering overhead happens here)
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for (auto edge : { ClippingEdge(ClippingEdge::POS_X, float24::FromFloat32(+1.0)),
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for (auto edge : clipping_edges) {
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ClippingEdge(ClippingEdge::NEG_X, float24::FromFloat32(-1.0)),
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ClippingEdge(ClippingEdge::POS_Y, float24::FromFloat32(+1.0)),
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ClippingEdge(ClippingEdge::NEG_Y, float24::FromFloat32(-1.0)),
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ClippingEdge(ClippingEdge::POS_Z, float24::FromFloat32(+1.0)),
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ClippingEdge(ClippingEdge::NEG_Z, float24::FromFloat32(-1.0)) }) {
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std::swap(input_list, output_list);
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std::swap(input_list, output_list);
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output_list->clear();
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output_list->clear();
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@ -106,16 +106,17 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0,
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ScreenToRasterizerCoordinates(v1.screenpos),
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ScreenToRasterizerCoordinates(v1.screenpos),
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ScreenToRasterizerCoordinates(v2.screenpos) };
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ScreenToRasterizerCoordinates(v2.screenpos) };
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if (registers.cull_mode == Regs::CullMode::KeepClockWise) {
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if (registers.cull_mode == Regs::CullMode::KeepCounterClockWise) {
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// Reverse vertex order and use the CCW code path.
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// Reverse vertex order and use the CW code path.
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std::swap(vtxpos[1], vtxpos[2]);
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std::swap(vtxpos[1], vtxpos[2]);
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}
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}
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if (registers.cull_mode != Regs::CullMode::KeepAll) {
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if (registers.cull_mode != Regs::CullMode::KeepAll) {
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// Cull away triangles which are wound clockwise.
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// Cull away triangles which are wound counter-clockwise.
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// TODO: A check for degenerate triangles ("== 0") should be considered for CullMode::KeepAll
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if (SignedArea(vtxpos[0].xy(), vtxpos[1].xy(), vtxpos[2].xy()) <= 0)
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if (SignedArea(vtxpos[0].xy(), vtxpos[1].xy(), vtxpos[2].xy()) <= 0)
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return;
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return;
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} else {
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// TODO: Consider A check for degenerate triangles ("SignedArea == 0")
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}
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}
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// TODO: Proper scissor rect test!
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// TODO: Proper scissor rect test!
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@ -475,7 +476,7 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0,
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// TODO: Does depth indeed only get written even if depth testing is enabled?
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// TODO: Does depth indeed only get written even if depth testing is enabled?
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if (registers.output_merger.depth_test_enable) {
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if (registers.output_merger.depth_test_enable) {
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u16 z = (u16)(-(v0.screenpos[2].ToFloat32() * w0 +
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u16 z = (u16)((v0.screenpos[2].ToFloat32() * w0 +
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v1.screenpos[2].ToFloat32() * w1 +
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v1.screenpos[2].ToFloat32() * w1 +
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v2.screenpos[2].ToFloat32() * w2) * 65535.f / wsum);
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v2.screenpos[2].ToFloat32() * w2) * 65535.f / wsum);
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u16 ref_z = GetDepth(x >> 4, y >> 4);
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u16 ref_z = GetDepth(x >> 4, y >> 4);
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