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@ -31,7 +31,7 @@ public:
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: coeffs(coeffs), bias(bias) {}
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bool IsInside(const Vertex& vertex) const {
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return Math::Dot(vertex.pos + bias, coeffs) <= float24::FromFloat32(0);
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return Math::Dot(vertex.pos + bias, coeffs) >= float24::FromFloat32(0);
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}
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bool IsOutSide(const Vertex& vertex) const {
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@ -116,19 +116,18 @@ void ProcessTriangle(const OutputVertex& v0, const OutputVertex& v1, const Outpu
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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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{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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// 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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for (auto edge : clipping_edges) {
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auto Clip = [&](const ClippingEdge& edge) {
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std::swap(input_list, output_list);
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output_list->clear();
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@ -147,12 +146,24 @@ void ProcessTriangle(const OutputVertex& v0, const OutputVertex& v1, const Outpu
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}
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reference_vertex = &vertex;
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}
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};
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for (auto edge : clipping_edges) {
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Clip(edge);
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// Need to have at least a full triangle to continue...
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if (output_list->size() < 3)
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return;
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}
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if (g_state.regs.rasterizer.clip_enable) {
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ClippingEdge custom_edge{g_state.regs.rasterizer.GetClipCoef()};
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Clip(custom_edge);
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if (output_list->size() < 3)
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return;
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}
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InitScreenCoordinates((*output_list)[0]);
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InitScreenCoordinates((*output_list)[1]);
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