mirror of
https://github.com/Lime3DS/Lime3DS
synced 2024-11-01 04:37:52 +00:00
SwRasterizer: Flip the vertex quaternions before clipping (if necessary).
This commit is contained in:
parent
2a75837bc3
commit
73566ff7a9
3 changed files with 16 additions and 21 deletions
|
@ -462,7 +462,7 @@ public:
|
|||
z -= other.z;
|
||||
w -= other.w;
|
||||
}
|
||||
template <typename Q = T, class = typename std::enable_if<std::is_signed<Q>::value>::type>
|
||||
template <typename Q = T>
|
||||
Vec4<decltype(-T{})> operator-() const {
|
||||
return MakeVec(-x, -y, -z, -w);
|
||||
}
|
||||
|
|
|
@ -95,6 +95,17 @@ void ProcessTriangle(const OutputVertex& v0, const OutputVertex& v1, const Outpu
|
|||
static const size_t MAX_VERTICES = 9;
|
||||
static_vector<Vertex, MAX_VERTICES> buffer_a = {v0, v1, v2};
|
||||
static_vector<Vertex, MAX_VERTICES> buffer_b;
|
||||
|
||||
auto FlipQuaternionIfOpposite = [](auto& a, const auto& b) {
|
||||
if (Math::Dot(a, b) < float24::Zero())
|
||||
a = -a;
|
||||
};
|
||||
|
||||
// Flip the quaternions if they are opposite to prevent interpolating them over the wrong
|
||||
// direction.
|
||||
FlipQuaternionIfOpposite(buffer_a[1].quat, buffer_a[0].quat);
|
||||
FlipQuaternionIfOpposite(buffer_a[2].quat, buffer_a[0].quat);
|
||||
|
||||
auto* output_list = &buffer_a;
|
||||
auto* input_list = &buffer_b;
|
||||
|
||||
|
|
|
@ -362,13 +362,6 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu
|
|||
};
|
||||
}
|
||||
|
||||
static bool AreQuaternionsOpposite(Math::Vec4<Pica::float24> qa, Math::Vec4<Pica::float24> qb) {
|
||||
Math::Vec4f a{ qa.x.ToFloat32(), qa.y.ToFloat32(), qa.z.ToFloat32(), qa.w.ToFloat32() };
|
||||
Math::Vec4f b{ qb.x.ToFloat32(), qb.y.ToFloat32(), qb.z.ToFloat32(), qb.w.ToFloat32() };
|
||||
|
||||
return (Math::Dot(a, b) < 0.f);
|
||||
}
|
||||
|
||||
MICROPROFILE_DEFINE(GPU_Rasterization, "GPU", "Rasterization", MP_RGB(50, 50, 240));
|
||||
|
||||
/**
|
||||
|
@ -462,15 +455,6 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve
|
|||
int bias2 =
|
||||
IsRightSideOrFlatBottomEdge(vtxpos[2].xy(), vtxpos[0].xy(), vtxpos[1].xy()) ? -1 : 0;
|
||||
|
||||
// Flip the quaternions if they are opposite to prevent interpolating them over the wrong direction.
|
||||
auto v1_quat = v1.quat;
|
||||
auto v2_quat = v2.quat;
|
||||
|
||||
if (AreQuaternionsOpposite(v0.quat, v1.quat))
|
||||
v1_quat = v1_quat * float24::FromFloat32(-1.0f);
|
||||
if (AreQuaternionsOpposite(v0.quat, v2.quat))
|
||||
v2_quat = v2_quat * float24::FromFloat32(-1.0f);
|
||||
|
||||
auto w_inverse = Math::MakeVec(v0.pos.w, v1.pos.w, v2.pos.w);
|
||||
|
||||
auto textures = regs.texturing.GetTextures();
|
||||
|
@ -571,11 +555,11 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve
|
|||
|
||||
Math::Quaternion<float> normquat{
|
||||
{
|
||||
GetInterpolatedAttribute(v0.quat.x, v1_quat.x, v2_quat.x).ToFloat32(),
|
||||
GetInterpolatedAttribute(v0.quat.y, v1_quat.y, v2_quat.y).ToFloat32(),
|
||||
GetInterpolatedAttribute(v0.quat.z, v1_quat.z, v2_quat.z).ToFloat32()
|
||||
GetInterpolatedAttribute(v0.quat.x, v1.quat.x, v2.quat.x).ToFloat32(),
|
||||
GetInterpolatedAttribute(v0.quat.y, v1.quat.y, v2.quat.y).ToFloat32(),
|
||||
GetInterpolatedAttribute(v0.quat.z, v1.quat.z, v2.quat.z).ToFloat32()
|
||||
},
|
||||
GetInterpolatedAttribute(v0.quat.w, v1_quat.w, v2_quat.w).ToFloat32(),
|
||||
GetInterpolatedAttribute(v0.quat.w, v1.quat.w, v2.quat.w).ToFloat32(),
|
||||
};
|
||||
|
||||
Math::Vec3<float> fragment_position{
|
||||
|
|
Loading…
Reference in a new issue