// Copyright 2014 Citra Emulator Project // Licensed under GPLv2 or any later version // Refer to the license.txt file included. #include #include "clipper.h" #include "pica.h" #include "rasterizer.h" #include "vertex_shader.h" namespace Pica { namespace Clipper { struct ClippingEdge { public: 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 { return Math::Dot(vertex.pos + bias, coeffs) <= float24::FromFloat32(0); } bool IsOutSide(const OutputVertex& vertex) const { return !IsInside(vertex); } OutputVertex GetIntersection(const OutputVertex& v0, const OutputVertex& v1) const { 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: float24 pos; Math::Vec4 coeffs; Math::Vec4 bias; }; static void InitScreenCoordinates(OutputVertex& vtx) { struct { float24 halfsize_x; float24 offset_x; float24 halfsize_y; float24 offset_y; float24 zscale; float24 offset_z; } viewport; const auto& regs = g_state.regs; viewport.halfsize_x = float24::FromRawFloat24(regs.viewport_size_x); viewport.halfsize_y = float24::FromRawFloat24(regs.viewport_size_y); viewport.offset_x = float24::FromFloat32(static_cast(regs.viewport_corner.x)); viewport.offset_y = float24::FromFloat32(static_cast(regs.viewport_corner.y)); viewport.zscale = float24::FromRawFloat24(regs.viewport_depth_range); viewport.offset_z = float24::FromRawFloat24(regs.viewport_depth_far_plane); float24 inv_w = float24::FromFloat32(1.f) / vtx.pos.w; vtx.color *= inv_w; vtx.tc0 *= inv_w; vtx.tc1 *= inv_w; vtx.tc2 *= inv_w; vtx.pos.w = inv_w; 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; } void ProcessTriangle(OutputVertex &v0, OutputVertex &v1, OutputVertex &v2) { using boost::container::static_vector; // Clipping a planar n-gon against a plane will remove at least 1 vertex and introduces 2 at // the new edge (or less in degenerate cases). As such, we can say that each clipping plane // introduces at most 1 new vertex to the polygon. Since we start with a triangle and have a // fixed 6 clipping planes, the maximum number of vertices of the clipped polygon is 3 + 6 = 9. static const size_t MAX_VERTICES = 9; static_vector buffer_a = { v0, v1, v2 }; static_vector buffer_b; 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(0.00001f); 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 : clipping_edges) { std::swap(input_list, output_list); output_list->clear(); const OutputVertex* reference_vertex = &input_list->back(); for (const auto& vertex : *input_list) { // NOTE: This algorithm changes vertex order in some cases! if (edge.IsInside(vertex)) { if (edge.IsOutSide(*reference_vertex)) { output_list->push_back(edge.GetIntersection(vertex, *reference_vertex)); } output_list->push_back(vertex); } else if (edge.IsInside(*reference_vertex)) { output_list->push_back(edge.GetIntersection(vertex, *reference_vertex)); } reference_vertex = &vertex; } // Need to have at least a full triangle to continue... if (output_list->size() < 3) return; } InitScreenCoordinates((*output_list)[0]); InitScreenCoordinates((*output_list)[1]); for (size_t i = 0; i < output_list->size() - 2; i ++) { OutputVertex& vtx0 = (*output_list)[0]; OutputVertex& vtx1 = (*output_list)[i+1]; OutputVertex& vtx2 = (*output_list)[i+2]; InitScreenCoordinates(vtx2); LOG_TRACE(Render_Software, "Triangle %lu/%lu at position (%.3f, %.3f, %.3f, %.3f), " "(%.3f, %.3f, %.3f, %.3f), (%.3f, %.3f, %.3f, %.3f) and " "screen position (%.2f, %.2f, %.2f), (%.2f, %.2f, %.2f), (%.2f, %.2f, %.2f)", i + 1, output_list->size() - 2, vtx0.pos.x.ToFloat32(), vtx0.pos.y.ToFloat32(), vtx0.pos.z.ToFloat32(), vtx0.pos.w.ToFloat32(), vtx1.pos.x.ToFloat32(), vtx1.pos.y.ToFloat32(), vtx1.pos.z.ToFloat32(), vtx1.pos.w.ToFloat32(), vtx2.pos.x.ToFloat32(), vtx2.pos.y.ToFloat32(), vtx2.pos.z.ToFloat32(), vtx2.pos.w.ToFloat32(), vtx0.screenpos.x.ToFloat32(), vtx0.screenpos.y.ToFloat32(), vtx0.screenpos.z.ToFloat32(), vtx1.screenpos.x.ToFloat32(), vtx1.screenpos.y.ToFloat32(), vtx1.screenpos.z.ToFloat32(), vtx2.screenpos.x.ToFloat32(), vtx2.screenpos.y.ToFloat32(), vtx2.screenpos.z.ToFloat32()); Rasterizer::ProcessTriangle(vtx0, vtx1, vtx2); } } } // namespace } // namespace