Pica/Rasterizer: Clean up and fix backface culling.
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365236fa4c
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638b370fb5
1 changed files with 27 additions and 11 deletions
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@ -90,9 +90,14 @@ static int SignedArea (const Math::Vec2<Fix12P4>& vtx1,
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return Math::Cross(vec1, vec2).z;
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};
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void ProcessTriangle(const VertexShader::OutputVertex& v0,
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const VertexShader::OutputVertex& v1,
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const VertexShader::OutputVertex& v2)
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/**
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* Helper function for ProcessTriangle with the "reversed" flag to allow for implementing
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* culling via recursion.
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*/
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static void ProcessTriangleInternal(const VertexShader::OutputVertex& v0,
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const VertexShader::OutputVertex& v1,
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const VertexShader::OutputVertex& v2,
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bool reversed = false)
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{
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// vertex positions in rasterizer coordinates
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auto FloatToFix = [](float24 flt) {
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@ -106,17 +111,22 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0,
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ScreenToRasterizerCoordinates(v1.screenpos),
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ScreenToRasterizerCoordinates(v2.screenpos) };
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if (registers.cull_mode == Regs::CullMode::KeepCounterClockWise) {
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// Reverse vertex order and use the CW code path.
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std::swap(vtxpos[1], vtxpos[2]);
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}
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if (registers.cull_mode == Regs::CullMode::KeepAll) {
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// Make sure we always end up with a triangle wound counter-clockwise
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if (!reversed && SignedArea(vtxpos[0].xy(), vtxpos[1].xy(), vtxpos[2].xy()) <= 0) {
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ProcessTriangleInternal(v0, v2, v1, true);
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return;
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}
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} else {
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if (!reversed && registers.cull_mode == Regs::CullMode::KeepClockWise) {
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// Reverse vertex order and use the CCW code path.
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ProcessTriangleInternal(v0, v2, v1, true);
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return;
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}
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if (registers.cull_mode != Regs::CullMode::KeepAll) {
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// Cull away triangles which are wound counter-clockwise.
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// Cull away triangles which are wound clockwise.
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if (SignedArea(vtxpos[0].xy(), vtxpos[1].xy(), vtxpos[2].xy()) <= 0)
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return;
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} else {
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// TODO: Consider A check for degenerate triangles ("SignedArea == 0")
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}
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// TODO: Proper scissor rect test!
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@ -695,6 +705,12 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0,
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}
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}
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void ProcessTriangle(const VertexShader::OutputVertex& v0,
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const VertexShader::OutputVertex& v1,
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const VertexShader::OutputVertex& v2) {
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ProcessTriangleInternal(v0, v1, v2);
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}
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} // namespace Rasterizer
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} // namespace Pica
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