From 365236fa4c96eaba94b715b6844bff64238b70e5 Mon Sep 17 00:00:00 2001 From: Tony Wasserka Date: Fri, 2 Jan 2015 20:37:25 +0100 Subject: 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). --- src/video_core/clipper.cpp | 84 ++++++++++++++++++++-------------------------- 1 file changed, 36 insertions(+), 48 deletions(-) (limited to 'src/video_core/clipper.cpp') diff --git a/src/video_core/clipper.cpp b/src/video_core/clipper.cpp index 1744066b..ba3876a7 100644 --- a/src/video_core/clipper.cpp +++ b/src/video_core/clipper.cpp @@ -15,30 +15,18 @@ namespace Clipper { struct ClippingEdge { public: - enum Type { - POS_X = 0, - NEG_X = 1, - POS_Y = 2, - NEG_Y = 3, - POS_Z = 4, - NEG_Z = 5, - }; - - ClippingEdge(Type type, float24 position) : type(type), pos(position) {} + ClippingEdge(Math::Vec4 coeffs, + Math::Vec4 bias = Math::Vec4(float24::FromFloat32(0), + float24::FromFloat32(0), + float24::FromFloat32(0), + float24::FromFloat32(0))) + : coeffs(coeffs), + bias(bias) + { + } bool IsInside(const OutputVertex& vertex) const { - switch (type) { - case POS_X: return vertex.pos.x <= pos * vertex.pos.w; - case NEG_X: return vertex.pos.x >= pos * vertex.pos.w; - case POS_Y: return vertex.pos.y <= pos * vertex.pos.w; - case NEG_Y: return vertex.pos.y >= pos * vertex.pos.w; - - // TODO: Check z compares ... should be 0..1 instead? - case POS_Z: return vertex.pos.z <= pos * vertex.pos.w; - - default: - case NEG_Z: return vertex.pos.z >= pos * vertex.pos.w; - } + return Math::Dot(vertex.pos + bias, coeffs) <= float24::FromFloat32(0); } bool IsOutSide(const OutputVertex& vertex) const { @@ -46,31 +34,17 @@ public: } OutputVertex GetIntersection(const OutputVertex& v0, const OutputVertex& v1) const { - auto dotpr = [this](const OutputVertex& vtx) { - switch (type) { - case POS_X: return vtx.pos.x - vtx.pos.w; - case NEG_X: return -vtx.pos.x - vtx.pos.w; - case POS_Y: return vtx.pos.y - vtx.pos.w; - case NEG_Y: return -vtx.pos.y - vtx.pos.w; - - // TODO: Verify z clipping - case POS_Z: return vtx.pos.z - vtx.pos.w; - - default: - case NEG_Z: return -vtx.pos.w; - } - }; - - float24 dp = dotpr(v0); - float24 dp_prev = dotpr(v1); + float24 dp = Math::Dot(v0.pos + bias, coeffs); + float24 dp_prev = Math::Dot(v1.pos + bias, coeffs); float24 factor = dp_prev / (dp_prev - dp); return OutputVertex::Lerp(factor, v0, v1); } private: - Type type; float24 pos; + Math::Vec4 coeffs; + Math::Vec4 bias; }; static void InitScreenCoordinates(OutputVertex& vtx) @@ -98,10 +72,9 @@ static void InitScreenCoordinates(OutputVertex& vtx) vtx.tc2 *= inv_w; vtx.pos.w = inv_w; - // TODO: Not sure why the viewport width needs to be divided by 2 but the viewport height does not vtx.screenpos[0] = (vtx.pos.x * inv_w + float24::FromFloat32(1.0)) * viewport.halfsize_x + viewport.offset_x; vtx.screenpos[1] = (vtx.pos.y * inv_w + float24::FromFloat32(1.0)) * viewport.halfsize_y + viewport.offset_y; - vtx.screenpos[2] = viewport.offset_z - vtx.pos.z * inv_w * viewport.zscale; + vtx.screenpos[2] = viewport.offset_z + vtx.pos.z * inv_w * viewport.zscale; } void ProcessTriangle(OutputVertex &v0, OutputVertex &v1, OutputVertex &v2) { @@ -117,14 +90,29 @@ void ProcessTriangle(OutputVertex &v0, OutputVertex &v1, OutputVertex &v2) { auto* output_list = &buffer_a; auto* input_list = &buffer_b; + // NOTE: We clip against a w=epsilon plane to guarantee that the output has a positive w value. + // TODO: Not sure if this is a valid approach. Also should probably instead use the smallest + // epsilon possible within float24 accuracy. + static const float24 EPSILON = float24::FromFloat32(0.00001); + static const float24 f0 = float24::FromFloat32(0.0); + static const float24 f1 = float24::FromFloat32(1.0); + static const std::array clipping_edges = {{ + { Math::MakeVec( f1, f0, f0, -f1) }, // x = +w + { Math::MakeVec(-f1, f0, f0, -f1) }, // x = -w + { Math::MakeVec( f0, f1, f0, -f1) }, // y = +w + { Math::MakeVec( f0, -f1, f0, -f1) }, // y = -w + { Math::MakeVec( f0, f0, f1, f0) }, // z = 0 + { Math::MakeVec( f0, f0, -f1, -f1) }, // z = -w + { Math::MakeVec( f0, f0, f0, -f1), Math::Vec4(f0, f0, f0, EPSILON) }, // w = EPSILON + }}; + + // TODO: If one vertex lies outside one of the depth clipping planes, some platforms (e.g. Wii) + // drop the whole primitive instead of clipping the primitive properly. We should test if + // this happens on the 3DS, too. + // Simple implementation of the Sutherland-Hodgman clipping algorithm. // TODO: Make this less inefficient (currently lots of useless buffering overhead happens here) - for (auto edge : { ClippingEdge(ClippingEdge::POS_X, float24::FromFloat32(+1.0)), - ClippingEdge(ClippingEdge::NEG_X, float24::FromFloat32(-1.0)), - ClippingEdge(ClippingEdge::POS_Y, float24::FromFloat32(+1.0)), - ClippingEdge(ClippingEdge::NEG_Y, float24::FromFloat32(-1.0)), - ClippingEdge(ClippingEdge::POS_Z, float24::FromFloat32(+1.0)), - ClippingEdge(ClippingEdge::NEG_Z, float24::FromFloat32(-1.0)) }) { + for (auto edge : clipping_edges) { std::swap(input_list, output_list); output_list->clear(); -- cgit v1.2.3