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460 lines
13 KiB
C++
460 lines
13 KiB
C++
#include <assert.h>
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#include <algorithm>
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#include <vector>
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#include "DepthBufferRender/ClipPolygon.h"
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#include "DepthBufferRender/DepthBufferRender.h"
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#include "gSP.h"
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#include "RSP.h"
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#include "SoftwareRender.h"
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#include "DepthBuffer.h"
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#include "Config.h"
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static
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bool calcScreenCoordinates(const SPVertex** _vsrc, vertexclip * _vclip, u32 _numVertex, bool & _clockwise)
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{
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const f32 ySign = GBI.isNegativeY() ? -1.0f : 1.0f;
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for (u32 i = 0; i < _numVertex; ++i) {
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const SPVertex& v = *_vsrc[i];
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if ((v.modify & MODIFY_XY) == 0) {
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_vclip[i].x = gSP.viewport.vtrans[0] + (v.x / v.w) * gSP.viewport.vscale[0];
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_vclip[i].y = gSP.viewport.vtrans[1] + (v.y / v.w) * gSP.viewport.vscale[1] * ySign;
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} else {
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_vclip[i].x = v.x;
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_vclip[i].y = v.y;
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}
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if ((v.modify & MODIFY_Z) == 0) {
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_vclip[i].z = (gSP.viewport.vtrans[2] + (v.z / v.w) * gSP.viewport.vscale[2]) * 32767.0f;
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} else {
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_vclip[i].z = v.z * 32767.0f;
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}
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}
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// Check culling
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const float x1 = _vclip[0].x - _vclip[1].x;
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const float y1 = _vclip[0].y - _vclip[1].y;
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const float x2 = _vclip[2].x - _vclip[1].x;
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const float y2 = _vclip[2].y - _vclip[1].y;
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_clockwise = (gSP.viewport.vscale[0] > 0.0f) == ((x1 * y2 - y1 * x2) * ySign < 0.0f);
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const u32 cullMode = (gSP.geometryMode & G_CULL_BOTH);
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if (cullMode == G_CULL_BOTH && GBI.isCullBoth()) {
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// Cull front and back
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return false;
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} else if (cullMode == G_CULL_FRONT) {
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if (_clockwise) //clockwise, negative
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return false;
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} else if (cullMode == G_CULL_BACK) {
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if (!_clockwise) //counter-clockwise, positive
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return false;
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}
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return true;
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}
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inline
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void clipTest(vertexclip & _vtx)
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{
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_vtx.clip = 0;
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if (_vtx.x > gSP.viewport.width)
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_vtx.clip |= RIGHT;
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if (_vtx.x < 0)
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_vtx.clip |= LEFT;
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if (_vtx.y > gSP.viewport.height)
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_vtx.clip |= TOP;
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if (_vtx.y < 0)
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_vtx.clip |= BOT;
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if (_vtx.clip != 0)
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int t = 0;
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}
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bool calcScreenCoordinates(const SPVertex * _vsrc, vertexclip * _vclip, size_t _numVertex, bool _cull, bool & _clockwise)
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{
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const f32 ySign = GBI.isNegativeY() ? -1.0f : 1.0f;
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for (u32 i = 0; i < _numVertex; ++i) {
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const SPVertex & v = _vsrc[i];
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if ((v.modify & MODIFY_XY) == 0) {
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_vclip[i].x = gSP.viewport.vtrans[0] + (v.x / v.w) * gSP.viewport.vscale[0];
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_vclip[i].y = gSP.viewport.vtrans[1] + (v.y / v.w) * gSP.viewport.vscale[1] * ySign;
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} else {
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_vclip[i].x = v.x;
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_vclip[i].y = v.y;
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}
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if ((v.modify & MODIFY_Z) == 0) {
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_vclip[i].z = (gSP.viewport.vtrans[2] + (v.z / v.w) * gSP.viewport.vscale[2]) * 32767.0f;
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} else {
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_vclip[i].z = v.z * 32767.0f;
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}
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clipTest(_vclip[i]);
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}
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if (!_cull)
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return true;
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// Check culling
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const float x1 = _vclip[0].x - _vclip[1].x;
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const float y1 = _vclip[0].y - _vclip[1].y;
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const float x2 = _vclip[2].x - _vclip[1].x;
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const float y2 = _vclip[2].y - _vclip[1].y;
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_clockwise = (gSP.viewport.vscale[0] > 0.0f) == ((x1 * y2 - y1 * x2) * ySign < 0.0f);
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const u32 cullMode = (gSP.geometryMode & G_CULL_BOTH);
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if (cullMode == G_CULL_BOTH && GBI.isCullBoth()) {
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// Cull front and back
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return false;
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} else if (cullMode == G_CULL_FRONT) {
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if (_clockwise) //clockwise, negative
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return false;
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} else if (cullMode == G_CULL_BACK) {
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if (!_clockwise) //counter-clockwise, positive
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return false;
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}
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return true;
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}
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static
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bool isClockwise(const SPVertex ** _vsrc)
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{
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// Check culling
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const float x1 = _vsrc[0]->x - _vsrc[1]->x;
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const float y1 = _vsrc[0]->y - _vsrc[1]->y;
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const float x2 = _vsrc[2]->x - _vsrc[1]->x;
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const float y2 = _vsrc[2]->y - _vsrc[1]->y;
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return (x1*y2 - y1 * x2) >= 0.0f;
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}
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inline
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int floatToFixed16(double _v)
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{
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return static_cast<int>(_v * 65536.0);
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}
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static
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int calcDzDx(const vertexclip* _v)
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{
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double X0 = _v[0].x;
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double Y0 = _v[0].y;
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double X1 = _v[1].x;
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double Y1 = _v[1].y;
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double X2 = _v[2].x;
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double Y2 = _v[2].y;
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double diffy_02 = Y0 - Y2;
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double diffy_12 = Y1 - Y2;
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double diffx_02 = X0 - X2;
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double diffx_12 = X1 - X2;
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double denom = (diffx_02 * diffy_12 - diffx_12 * diffy_02);
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if(denom*denom > 0.0) {
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double diffz_02 = _v[0].z - _v[2].z;
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double diffz_12 = _v[1].z - _v[2].z;
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double fdzdx = (diffz_02 * diffy_12 - diffz_12 * diffy_02) / denom;
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return floatToFixed16(fdzdx);
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}
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return 0;
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}
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static
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int calcDzDx(const SPVertex ** _v)
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{
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double X0 = _v[0]->x;
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double Y0 = _v[0]->y;
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double X1 = _v[1]->x;
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double Y1 = _v[1]->y;
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double X2 = _v[2]->x;
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double Y2 = _v[2]->y;
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double diffy_02 = Y0 - Y2;
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double diffy_12 = Y1 - Y2;
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double diffx_02 = X0 - X2;
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double diffx_12 = X1 - X2;
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double denom = (diffx_02 * diffy_12 - diffx_12 * diffy_02);
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if (denom*denom > 0.0) {
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double diffz_02 = _v[0]->z - _v[2]->z;
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double diffz_12 = _v[1]->z - _v[2]->z;
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double fdzdx = (diffz_02 * diffy_12 - diffz_12 * diffy_02) / denom;
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return floatToFixed16(fdzdx);
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}
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return 0;
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}
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static
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int calcDzDx2(const SPVertex ** _vsrc)
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{
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const SPVertex * v = _vsrc[0];
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double X0 = gSP.viewport.vtrans[0] + (v->x / v->w) * gSP.viewport.vscale[0];
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double Y0 = gSP.viewport.vtrans[1] + (v->y / v->w) * -gSP.viewport.vscale[1];
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double Z0 = (gSP.viewport.vtrans[2] + (v->z / v->w) * gSP.viewport.vscale[2]) * 32767.0f;
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v = _vsrc[1];
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double X1 = gSP.viewport.vtrans[0] + (v->x / v->w) * gSP.viewport.vscale[0];
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double Y1 = gSP.viewport.vtrans[1] + (v->y / v->w) * -gSP.viewport.vscale[1];
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double Z1 = (gSP.viewport.vtrans[2] + (v->z / v->w) * gSP.viewport.vscale[2]) * 32767.0f;
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v = _vsrc[2];
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double X2 = gSP.viewport.vtrans[0] + (v->x / v->w) * gSP.viewport.vscale[0];
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double Y2 = gSP.viewport.vtrans[1] + (v->y / v->w) * -gSP.viewport.vscale[1];
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double Z2 = (gSP.viewport.vtrans[2] + (v->z / v->w) * gSP.viewport.vscale[2]) * 32767.0f;
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double diffy_02 = Y0 - Y2;
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double diffy_12 = Y1 - Y2;
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double diffx_02 = X0 - X2;
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double diffx_12 = X1 - X2;
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double denom = (diffx_02 * diffy_12 - diffx_12 * diffy_02);
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if (denom*denom > 0.0) {
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double diffz_02 = Z0 - Z2;
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double diffz_12 = Z1 - Z2;
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double fdzdx = (diffz_02 * diffy_12 - diffz_12 * diffy_02) / denom;
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return floatToFixed16(fdzdx);
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}
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return 0;
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}
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f32 renderScreenSpaceTriangles(const SPVertex *_pVertices, u32 _numElements)
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{
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vertexi vdraw[3];
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const SPVertex * vsrc[3];
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f32 maxY = 0.0f;
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const bool needResterise = (depthBufferList().getCurrent() != nullptr &&
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config.frameBufferEmulation.copyDepthToRDRAM == Config::cdSoftwareRender &&
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gDP.otherMode.depthUpdate != 0);
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for (u32 i = 0; i < _numElements; i += 3) {
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for (u32 j = 0; j < 3; ++j) {
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vsrc[j] = &_pVertices[i + j];
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}
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if (isClockwise(vsrc)) {
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for (int k = 0; k < 3; ++k) {
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maxY = std::max(maxY, vsrc[k]->y);
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vdraw[k].x = floatToFixed16(vsrc[k]->x);
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vdraw[k].y = floatToFixed16(vsrc[k]->y);
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vdraw[k].z = floatToFixed16(vsrc[k]->z);
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}
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} else {
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for (int k = 0; k < 3; ++k) {
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const u32 idx = 3 - k - 1;
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maxY = std::max(maxY, vsrc[idx]->y);
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vdraw[k].x = floatToFixed16(vsrc[idx]->x);
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vdraw[k].y = floatToFixed16(vsrc[idx]->y);
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vdraw[k].z = floatToFixed16(vsrc[idx]->z);
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}
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}
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//Current depth buffer can be null if we are loading from a save state
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if (needResterise) {
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const int dzdx = calcDzDx(vsrc);
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Rasterize(vdraw, 3, dzdx);
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}
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}
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return maxY;
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}
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f32 renderTriangles(const SPVertex * _pVertices, const u16 * _pElements, u32 _numElements)
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{
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vertexclip vclip[16];
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vertexi vdraw[12];
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const SPVertex * vsrc[4];
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SPVertex vdata[6];
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f32 maxY = 0.0f;
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//Current depth buffer can be null if we are loading from a save state
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const bool needResterise = (depthBufferList().getCurrent() != nullptr &&
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config.frameBufferEmulation.copyDepthToRDRAM == Config::cdSoftwareRender &&
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gDP.otherMode.depthUpdate != 0);
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for (u32 i = 0; i < _numElements; i += 3) {
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u32 orbits = 0;
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if (_pElements != nullptr) {
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for (u32 j = 0; j < 3; ++j) {
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vsrc[j] = &_pVertices[_pElements[i + j]];
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orbits |= vsrc[j]->clip;
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}
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} else {
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for (u32 j = 0; j < 3; ++j) {
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vsrc[j] = &_pVertices[i + j];
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orbits |= vsrc[j]->clip;
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}
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}
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vsrc[3] = vsrc[0];
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u32 numVertex = clipW(vsrc, vdata);
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const bool wClipped = (orbits & CLIP_W) != 0;
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bool clockwise = true;
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if (!calcScreenCoordinates(vdata, vclip, numVertex, !wClipped, clockwise))
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continue;
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if (orbits == 0) {
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assert(numVertex == 3);
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if (clockwise) {
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for (int k = 0; k < 3; ++k) {
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maxY = std::max(maxY, vclip[k].y);
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vdraw[k].x = floatToFixed16(vclip[k].x);
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vdraw[k].y = floatToFixed16(vclip[k].y);
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vdraw[k].z = floatToFixed16(vclip[k].z);
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}
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} else {
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for (int k = 0; k < 3; ++k) {
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const u32 idx = 3 - k - 1;
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maxY = std::max(maxY, vclip[idx].y);
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vdraw[k].x = floatToFixed16(vclip[idx].x);
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vdraw[k].y = floatToFixed16(vclip[idx].y);
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vdraw[k].z = floatToFixed16(vclip[idx].z);
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}
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}
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} else {
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vertexclip ** vtx;
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numVertex = clipInScreenSpace(&vtx, vclip, numVertex);
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if (numVertex < 3)
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continue;
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if (clockwise) {
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for (u32 k = 0; k < numVertex; ++k) {
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maxY = std::max(maxY, vtx[k]->y);
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vdraw[k].x = floatToFixed16(vtx[k]->x);
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vdraw[k].y = floatToFixed16(vtx[k]->y);
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vdraw[k].z = floatToFixed16(vtx[k]->z);
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}
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} else {
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for (u32 k = 0; k < numVertex; ++k) {
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const u32 idx = numVertex - k - 1;
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maxY = std::max(maxY, vtx[idx]->y);
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vdraw[k].x = floatToFixed16(vtx[idx]->x);
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vdraw[k].y = floatToFixed16(vtx[idx]->y);
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vdraw[k].z = floatToFixed16(vtx[idx]->z);
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}
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}
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}
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if (needResterise) {
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const int dzdx = !wClipped ? calcDzDx(vclip) : calcDzDx2(vsrc);
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Rasterize(vdraw, numVertex, dzdx);
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}
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}
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return maxY;
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}
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f32 renderAndDrawTriangles(const SPVertex *_pVertices,
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const u16 *_pElements,
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u32 _numElements,
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bool _flatColors,
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GraphicsDrawer::Statistics & _statistics)
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{
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f32 maxY = 0.0f;
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std::vector<SPVertex> vResult;
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vResult.reserve(_numElements * 3);
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//Current depth buffer can be null if we are loading from a save state
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const bool needResterise = (depthBufferList().getCurrent() != nullptr &&
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config.frameBufferEmulation.copyDepthToRDRAM == Config::cdSoftwareRender &&
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gDP.otherMode.depthUpdate != 0);
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auto rasterise = [&maxY](const vertexclip* pVtxClip, bool clockwise)
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{
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int dzdx = calcDzDx(pVtxClip);
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vertexi vdraw[3];
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for (u32 k = 0; k < 3; ++k) {
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const u32 idx = clockwise ? k : 3 - k - 1;
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maxY = std::max(maxY, pVtxClip[idx].y);
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vdraw[k].x = floatToFixed16(pVtxClip[idx].x);
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vdraw[k].y = floatToFixed16(pVtxClip[idx].y);
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vdraw[k].z = floatToFixed16(pVtxClip[idx].z);
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}
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Rasterize(vdraw, 3, dzdx);
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};
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auto calcMaxY = [&maxY](const vertexclip* pVtxClip)
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{
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for (u32 k = 0; k < 3; ++k)
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maxY = std::max(maxY, pVtxClip[k].y);
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};
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for (u32 i = 0; i < _numElements; i += 3) {
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u32 orbits = 0;
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u32 modify = 0;
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const SPVertex* vsrc[3];
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for (u32 j = 0; j < 3; ++j) {
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vsrc[j] = _pElements != nullptr ? &_pVertices[_pElements[i + j]] : &_pVertices[i + j];
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orbits |= vsrc[j]->clip;
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modify |= vsrc[j]->modify & (MODIFY_XY | MODIFY_Z);
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}
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if (orbits == 0) {
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// No clipping is necessary.
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vertexclip vclip[3];
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bool clockwise = true;
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if (!calcScreenCoordinates(vsrc, vclip, 3, clockwise)) {
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// Culled
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_statistics.drawnTris--;
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_statistics.culledTris++;
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continue;
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}
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// Copy vertices to result
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for (u32 k = 0; k < 3; ++k) {
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vResult.push_back(*vsrc[k]);
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SPVertex& v = vResult.back();
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v.bc0 = (k % 3 == 0) ? 1.0f : 0.0f;
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v.bc1 = (k % 3 == 1) ? 1.0f : 0.0f;
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}
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if (needResterise)
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rasterise(vclip, clockwise);
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else
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calcMaxY(vclip);
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} else {
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assert(modify == 0);
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// No screen space coordinates, so use clipping in homogeneous space.
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SPVertex vCopy[3];
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for (u32 k = 0; k < 3; ++k) {
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SPVertex& v = vCopy[k];
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v = *vsrc[k];
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v.bc0 = (k % 3 == 0) ? 1.0f : 0.0f;
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v.bc1 = (k % 3 == 1) ? 1.0f : 0.0f;
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}
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auto prevNumVtx = vResult.size();
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clipInHomogeneousSpace(vCopy, vResult);
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const size_t numVertex = vResult.size() - prevNumVtx;
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if (!needResterise)
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continue;
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if (numVertex == 0) {
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_statistics.drawnTris--;
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_statistics.clippedTris++;
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continue;
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}
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std::vector<vertexclip> vclip(numVertex);
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const bool cull = ((orbits & CLIP_W) == 0) && (gSP.viewport.vscale[0] > 0.0f);
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bool clockwise = true;
|
|
if (!calcScreenCoordinates(vResult.data() + prevNumVtx, vclip.data(), numVertex, cull, clockwise)) {
|
|
vResult.resize(prevNumVtx);
|
|
_statistics.drawnTris--;
|
|
_statistics.culledTris++;
|
|
continue;
|
|
}
|
|
|
|
for (size_t l = 0; l < numVertex; l += 3)
|
|
rasterise(vclip.data() + l, clockwise);
|
|
}
|
|
}
|
|
|
|
if (!vResult.empty()) {
|
|
vResult[0].HWLight = _pVertices[0].HWLight;
|
|
graphics::Context::DrawTriangleParameters triParams;
|
|
triParams.mode = graphics::drawmode::TRIANGLES;
|
|
triParams.flatColors = _flatColors;
|
|
triParams.combiner = currentCombiner();
|
|
triParams.verticesCount = static_cast<u32>(vResult.size());
|
|
triParams.vertices = vResult.data();
|
|
gfxContext.drawTriangles(triParams);
|
|
}
|
|
|
|
return maxY;
|
|
}
|