mirror of
https://github.com/hrydgard/ppsspp.git
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331 lines
11 KiB
C++
331 lines
11 KiB
C++
// Copyright (c) 2013- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#include <algorithm>
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#include "GPU/GPUState.h"
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#include "GPU/Software/Clipper.h"
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#include "GPU/Software/Rasterizer.h"
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#include "profiler/profiler.h"
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namespace Clipper {
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enum {
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SKIP_FLAG = -1,
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CLIP_POS_X_BIT = 0x01,
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CLIP_NEG_X_BIT = 0x02,
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CLIP_POS_Y_BIT = 0x04,
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CLIP_NEG_Y_BIT = 0x08,
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CLIP_POS_Z_BIT = 0x10,
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CLIP_NEG_Z_BIT = 0x20,
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};
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static inline int CalcClipMask(const ClipCoords& v)
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{
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int mask = 0;
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if (v.x > v.w) mask |= CLIP_POS_X_BIT;
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if (v.x < -v.w) mask |= CLIP_NEG_X_BIT;
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if (v.y > v.w) mask |= CLIP_POS_Y_BIT;
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if (v.y < -v.w) mask |= CLIP_NEG_Y_BIT;
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if (v.z > v.w) mask |= CLIP_POS_Z_BIT;
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if (v.z < -v.w) mask |= CLIP_NEG_Z_BIT;
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return mask;
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}
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#define AddInterpolatedVertex(t, out, in, numVertices) \
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{ \
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Vertices[numVertices]->Lerp(t, *Vertices[out], *Vertices[in]); \
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numVertices++; \
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}
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#define DIFFERENT_SIGNS(x,y) ((x <= 0 && y > 0) || (x > 0 && y <= 0))
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#define CLIP_DOTPROD(I, A, B, C, D) \
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(Vertices[I]->clippos.x * A + Vertices[I]->clippos.y * B + Vertices[I]->clippos.z * C + Vertices[I]->clippos.w * D)
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#define POLY_CLIP( PLANE_BIT, A, B, C, D ) \
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{ \
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if (mask & PLANE_BIT) { \
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int idxPrev = inlist[0]; \
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float dpPrev = CLIP_DOTPROD(idxPrev, A, B, C, D ); \
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int outcount = 0; \
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\
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inlist[n] = inlist[0]; \
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for (int j = 1; j <= n; j++) { \
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int idx = inlist[j]; \
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float dp = CLIP_DOTPROD(idx, A, B, C, D ); \
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if (dpPrev >= 0) { \
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outlist[outcount++] = idxPrev; \
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} \
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\
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if (DIFFERENT_SIGNS(dp, dpPrev)) { \
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if (dp < 0) { \
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float t = dp / (dp - dpPrev); \
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AddInterpolatedVertex(t, idx, idxPrev, numVertices); \
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} else { \
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float t = dpPrev / (dpPrev - dp); \
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AddInterpolatedVertex(t, idxPrev, idx, numVertices); \
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} \
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outlist[outcount++] = numVertices - 1; \
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} \
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\
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idxPrev = idx; \
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dpPrev = dp; \
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} \
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\
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if (outcount < 3) \
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continue; \
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\
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{ \
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int *tmp = inlist; \
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inlist = outlist; \
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outlist = tmp; \
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n = outcount; \
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} \
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} \
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}
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#define CLIP_LINE(PLANE_BIT, A, B, C, D) \
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{ \
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if (mask & PLANE_BIT) { \
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float dp0 = CLIP_DOTPROD(0, A, B, C, D ); \
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float dp1 = CLIP_DOTPROD(1, A, B, C, D ); \
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int i = 0; \
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\
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if (mask0 & PLANE_BIT) { \
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if (dp0 < 0) { \
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float t = dp1 / (dp1 - dp0); \
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i = 0; \
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AddInterpolatedVertex(t, 1, 0, i); \
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} \
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} \
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dp0 = CLIP_DOTPROD(0, A, B, C, D ); \
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\
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if (mask1 & PLANE_BIT) { \
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if (dp1 < 0) { \
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float t = dp1 / (dp1- dp0); \
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i = 1; \
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AddInterpolatedVertex(t, 1, 0, i); \
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} \
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} \
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} \
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}
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static void RotateUVThrough(const VertexData &tl, const VertexData &br, VertexData &tr, VertexData &bl) {
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const fixed16 x1 = tl.screenpos.x;
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const fixed16 x2 = br.screenpos.x;
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const fixed16 y1 = tl.screenpos.y;
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const fixed16 y2 = br.screenpos.y;
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if ((x1 < x2 && y1 > y2) || (x1 > x2 && y1 < y2)) {
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std::swap(bl.texturecoords, tr.texturecoords);
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}
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}
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void ProcessRect(const VertexData& v0, const VertexData& v1)
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{
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if (!gstate.isModeThrough()) {
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VertexData buf[4];
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buf[0].clippos = ClipCoords(v0.clippos.x, v0.clippos.y, v1.clippos.z, v1.clippos.w);
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buf[0].texturecoords = v0.texturecoords;
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buf[1].clippos = ClipCoords(v0.clippos.x, v1.clippos.y, v1.clippos.z, v1.clippos.w);
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buf[1].texturecoords = Vec2<float>(v0.texturecoords.x, v1.texturecoords.y);
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buf[2].clippos = ClipCoords(v1.clippos.x, v0.clippos.y, v1.clippos.z, v1.clippos.w);
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buf[2].texturecoords = Vec2<float>(v1.texturecoords.x, v0.texturecoords.y);
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buf[3] = v1;
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// Color and depth values of second vertex are used for the whole rectangle
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buf[0].color0 = buf[1].color0 = buf[2].color0 = buf[3].color0;
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buf[0].color1 = buf[1].color1 = buf[2].color1 = buf[3].color1;
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VertexData* topleft = &buf[0];
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VertexData* topright = &buf[1];
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VertexData* bottomleft = &buf[2];
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VertexData* bottomright = &buf[3];
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for (int i = 0; i < 4; ++i) {
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if (buf[i].clippos.x < topleft->clippos.x && buf[i].clippos.y < topleft->clippos.y)
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topleft = &buf[i];
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if (buf[i].clippos.x > topright->clippos.x && buf[i].clippos.y < topright->clippos.y)
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topright = &buf[i];
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if (buf[i].clippos.x < bottomleft->clippos.x && buf[i].clippos.y > bottomleft->clippos.y)
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bottomleft = &buf[i];
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if (buf[i].clippos.x > bottomright->clippos.x && buf[i].clippos.y > bottomright->clippos.y)
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bottomright = &buf[i];
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}
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// Four triangles to do backfaces as well. Two of them will get backface culled.
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ProcessTriangle(*topleft, *topright, *bottomright);
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ProcessTriangle(*bottomright, *topright, *topleft);
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ProcessTriangle(*bottomright, *bottomleft, *topleft);
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ProcessTriangle(*topleft, *bottomleft, *bottomright);
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} else {
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// through mode handling
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VertexData buf[4];
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buf[0].screenpos = ScreenCoords(v0.screenpos.x, v0.screenpos.y, v1.screenpos.z);
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buf[0].texturecoords = v0.texturecoords;
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buf[1].screenpos = ScreenCoords(v0.screenpos.x, v1.screenpos.y, v1.screenpos.z);
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buf[1].texturecoords = Vec2<float>(v0.texturecoords.x, v1.texturecoords.y);
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buf[2].screenpos = ScreenCoords(v1.screenpos.x, v0.screenpos.y, v1.screenpos.z);
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buf[2].texturecoords = Vec2<float>(v1.texturecoords.x, v0.texturecoords.y);
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buf[3] = v1;
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// Color and depth values of second vertex are used for the whole rectangle
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buf[0].color0 = buf[1].color0 = buf[2].color0 = buf[3].color0;
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buf[0].color1 = buf[1].color1 = buf[2].color1 = buf[3].color1;
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buf[0].clippos.w = buf[1].clippos.w = buf[2].clippos.w = buf[3].clippos.w = 1.0f;
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buf[0].fogdepth = buf[1].fogdepth = buf[2].fogdepth = buf[3].fogdepth = 1.0f;
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VertexData* topleft = &buf[0];
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VertexData* topright = &buf[1];
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VertexData* bottomleft = &buf[2];
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VertexData* bottomright = &buf[3];
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// Um. Why is this stuff needed?
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for (int i = 0; i < 4; ++i) {
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if (buf[i].screenpos.x < topleft->screenpos.x && buf[i].screenpos.y < topleft->screenpos.y)
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topleft = &buf[i];
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if (buf[i].screenpos.x > topright->screenpos.x && buf[i].screenpos.y < topright->screenpos.y)
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topright = &buf[i];
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if (buf[i].screenpos.x < bottomleft->screenpos.x && buf[i].screenpos.y > bottomleft->screenpos.y)
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bottomleft = &buf[i];
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if (buf[i].screenpos.x > bottomright->screenpos.x && buf[i].screenpos.y > bottomright->screenpos.y)
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bottomright = &buf[i];
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}
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RotateUVThrough(v0, v1, *topright, *bottomleft);
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// Four triangles to do backfaces as well. Two of them will get backface culled.
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Rasterizer::DrawTriangle(*topleft, *topright, *bottomright);
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Rasterizer::DrawTriangle(*bottomright, *topright, *topleft);
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Rasterizer::DrawTriangle(*bottomright, *bottomleft, *topleft);
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Rasterizer::DrawTriangle(*topleft, *bottomleft, *bottomright);
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}
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}
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void ProcessPoint(VertexData& v0)
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{
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// Points need no clipping. Will be bounds checked in the rasterizer (which seems backwards?)
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Rasterizer::DrawPoint(v0);
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}
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void ProcessLine(VertexData& v0, VertexData& v1)
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{
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if (gstate.isModeThrough()) {
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// Actually, should clip this one too so we don't need to do bounds checks in the rasterizer.
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Rasterizer::DrawLine(v0, v1);
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return;
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}
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// TODO: 3D lines
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}
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void ProcessTriangle(VertexData& v0, VertexData& v1, VertexData& v2)
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{
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if (gstate.isModeThrough()) {
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Rasterizer::DrawTriangle(v0, v1, v2);
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return;
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}
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enum { NUM_CLIPPED_VERTICES = 33, NUM_INDICES = NUM_CLIPPED_VERTICES + 3 };
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VertexData* Vertices[NUM_INDICES];
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VertexData ClippedVertices[NUM_CLIPPED_VERTICES];
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for (int i = 0; i < NUM_CLIPPED_VERTICES; ++i)
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Vertices[i+3] = &ClippedVertices[i];
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// TODO: Change logic when it's a backface (why? In what way?)
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Vertices[0] = &v0;
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Vertices[1] = &v1;
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Vertices[2] = &v2;
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int indices[NUM_INDICES] = { 0, 1, 2, SKIP_FLAG, SKIP_FLAG, SKIP_FLAG, SKIP_FLAG, SKIP_FLAG, SKIP_FLAG,
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SKIP_FLAG, SKIP_FLAG, SKIP_FLAG, SKIP_FLAG, SKIP_FLAG, SKIP_FLAG,
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SKIP_FLAG, SKIP_FLAG, SKIP_FLAG, SKIP_FLAG, SKIP_FLAG, SKIP_FLAG };
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int numIndices = 3;
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int mask = 0;
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mask |= CalcClipMask(v0.clippos);
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mask |= CalcClipMask(v1.clippos);
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mask |= CalcClipMask(v2.clippos);
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if (mask && (gstate.clipEnable & 0x1)) {
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// discard if any vertex is outside the near clipping plane
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if (mask & CLIP_NEG_Z_BIT)
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return;
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for (int i = 0; i < 3; i += 3) {
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int vlist[2][2*6+1];
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int *inlist = vlist[0], *outlist = vlist[1];
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int n = 3;
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int numVertices = 3;
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inlist[0] = 0;
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inlist[1] = 1;
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inlist[2] = 2;
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// mark this triangle as unused in case it should be completely clipped
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indices[0] = SKIP_FLAG;
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indices[1] = SKIP_FLAG;
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indices[2] = SKIP_FLAG;
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POLY_CLIP(CLIP_POS_X_BIT, -1, 0, 0, 1);
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POLY_CLIP(CLIP_NEG_X_BIT, 1, 0, 0, 1);
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POLY_CLIP(CLIP_POS_Y_BIT, 0, -1, 0, 1);
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POLY_CLIP(CLIP_NEG_Y_BIT, 0, 1, 0, 1);
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POLY_CLIP(CLIP_POS_Z_BIT, 0, 0, 0, 1);
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POLY_CLIP(CLIP_NEG_Z_BIT, 0, 0, 1, 1);
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// transform the poly in inlist into triangles
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indices[0] = inlist[0];
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indices[1] = inlist[1];
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indices[2] = inlist[2];
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for (int j = 3; j < n; ++j) {
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indices[numIndices++] = inlist[0];
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indices[numIndices++] = inlist[j - 1];
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indices[numIndices++] = inlist[j];
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}
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}
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} else if (CalcClipMask(v0.clippos) & CalcClipMask(v1.clippos) & CalcClipMask(v2.clippos)) {
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// If clipping is disabled, only discard the current primitive
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// if all three vertices lie outside one of the clipping planes
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return;
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}
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for (int i = 0; i+3 <= numIndices; i+=3)
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{
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if(indices[i] != SKIP_FLAG)
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{
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VertexData data[3] = { *Vertices[indices[i]], *Vertices[indices[i+1]], *Vertices[indices[i+2]] };
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data[0].screenpos = TransformUnit::ClipToScreen(data[0].clippos);
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data[1].screenpos = TransformUnit::ClipToScreen(data[1].clippos);
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data[2].screenpos = TransformUnit::ClipToScreen(data[2].clippos);
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Rasterizer::DrawTriangle(data[0], data[1], data[2]);
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}
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}
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}
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} // namespace
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