dquakeplus/source/psp/clipping.cpp

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/*
Copyright (C) 2007 Peter Mackay and Chris Swindle.
Copyright (C) 2021 Sergey Galushko
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#define CLIPPING_DEBUGGING 0
#define CLIP_LEFT 1
#define CLIP_RIGHT 1
#define CLIP_BOTTOM 1
#define CLIP_TOP 1
#define CLIP_NEAR 0
#define CLIP_FAR 0
#include "clipping.hpp"
#include <algorithm>
#include <pspgu.h>
#include <pspgum.h>
#include "math.hpp"
extern "C"
{
#include "../quakedef.h"
}
namespace quake
{
namespace clipping
{
// Plane types are sorted, most likely to clip first.
enum plane_index
{
#if CLIP_BOTTOM
plane_index_bottom,
#endif
#if CLIP_LEFT
plane_index_left,
#endif
#if CLIP_RIGHT
plane_index_right,
#endif
#if CLIP_TOP
plane_index_top,
#endif
#if CLIP_NEAR
plane_index_near,
#endif
#if CLIP_FAR
plane_index_far,
#endif
plane_count
};
// Types.
typedef ScePspFVector4 plane_type;
typedef plane_type frustum_t[plane_count];
// Transformed frustum.
static ScePspFMatrix4 projection_view_matrix __attribute__((aligned(16)));
static frustum_t projection_view_frustum __attribute__((aligned(16)));
static frustum_t clipping_frustum __attribute__((aligned(16)));
/*
shpuld's magical clipping adventures:
wide frustum explained, PSP hardware cull happens when any vert goes past the 0-4095 virtual coordinate space (VCS)
the viewport is centered in the middle of the VCS, so verts that go enough pixels past any of the screen edges to reach
the edge of the VCS get culled completely. this is why we need some kind of frustum clipping. however clipping to view
frustum is very wasteful, as most polys clipped to it would not get rejected by HW cull, only a tiny minority reach the edge of VCS.
for this reason, we have a wider frustum to better approximate (not calculated precisely) if polys get actually close to the edges.
now we could just use wide frustum only in clipping, check if clipping is required with the wide one, as well as clip with the wide one.
however this turned out to be slower, as a lot of the polygons that are completely out of regular frustum get through and get rendered,
and in addition polygons that clip the wider frustum might be completely out of view too so it's wasteful to clip them at all.
the currently fastest system uses wide frustum to check if a poly should proceed to clipping, if not then it gets drawn fast, then
polygons that do require clipping are then clipped using the accurate view frustum, this allows for vast majority of them to be rejected
when they fall completely outside the view. as a result the amount of actually clipped polygons ends up being extremely low.
this is fast.
*/
static ScePspFMatrix4 wide_projection_view_matrix __attribute__((aligned(16)));
static frustum_t wide_projection_view_frustum __attribute__((aligned(16)));
static frustum_t wide_clipping_frustum __attribute__((aligned(16)));
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// The temporary working buffers.
static const std::size_t max_clipped_vertices = 32;
static glvert_t work_buffer[2][max_clipped_vertices] __attribute__((aligned(16)));
static inline void calculate_frustum(const ScePspFMatrix4& clip, frustum_t* frustum)
{
__asm__ (
".set push\n" // save assembler option
".set noreorder\n" // suppress reordering
#if CLIP_NEAR_FAR
"lv.q C000, 0(%6)\n" // C000 = clip->x
"lv.q C010, 16(%6)\n" // C010 = clip->y
"lv.q C020, 32(%6)\n" // C020 = clip->z
"lv.q C030, 48(%6)\n" // C030 = clip->w
#else
"lv.q C000, 0(%4)\n" // C000 = clip->x
"lv.q C010, 16(%4)\n" // C010 = clip->y
"lv.q C020, 32(%4)\n" // C020 = clip->z
"lv.q C030, 48(%4)\n" // C030 = clip->w
#endif
/* Extract the BOTTOM plane */
"vadd.s S100, S003, S001\n" // S100 = clip->x.w + clip->x.y
"vadd.s S101, S013, S011\n" // S101 = clip->y.w + clip->y.y
"vadd.s S102, S023, S021\n" // S102 = clip->z.w + clip->z.y
"vadd.s S103, S033, S031\n" // S103 = clip->w.w + clip->w.y
"vdot.q S110, C100, C100\n" // S110 = S100*S100 + S101*S101 + S102*S102 + S103*S103
"vzero.s S111\n" // S111 = 0
"vcmp.s EZ, S110\n" // CC[0] = ( S110 == 0.0f )
"vrsq.s S110, S110\n" // S110 = 1.0 / sqrt( S110 )
"vcmovt.s S110, S111, 0\n" // if ( CC[0] ) S110 = S111
"vscl.q C100[-1:1,-1:1,-1:1,-1:1], C100, S110\n" // C100 = C100 * S110
"sv.q C100, %0\n" // Store plane from register
/* Extract the LEFT plane */
"vadd.s S100, S003, S000\n" // S100 = clip->x.w + clip->x.x
"vadd.s S101, S013, S010\n" // S101 = clip->y.w + clip->y.x
"vadd.s S102, S023, S020\n" // S102 = clip->z.w + clip->z.x
"vadd.s S103, S033, S030\n" // S103 = clip->w.w + clip->w.x
"vdot.q S110, C100, C100\n" // S110 = S100*S100 + S101*S101 + S102*S102 + S103*S103
"vzero.s S111\n" // S111 = 0
"vcmp.s EZ, S110\n" // CC[0] = ( S110 == 0.0f )
"vrsq.s S110, S110\n" // S110 = 1.0 / sqrt( S110 )
"vcmovt.s S110, S111, 0\n" // if ( CC[0] ) S110 = S111
"vscl.q C100[-1:1,-1:1,-1:1,-1:1], C100, S110\n" // C100 = C100 * S110
"sv.q C100, %1\n" // Store plane from register
/* Extract the RIGHT plane */
"vsub.s S100, S003, S000\n" // S100 = clip->x.w - clip->x.x
"vsub.s S101, S013, S010\n" // S101 = clip->y.w - clip->y.x
"vsub.s S102, S023, S020\n" // S102 = clip->z.w - clip->z.x
"vsub.s S103, S033, S030\n" // S103 = clip->w.w - clip->w.x
"vdot.q S110, C100, C100\n" // S110 = S100*S100 + S101*S101 + S102*S102 + S103*S103
"vzero.s S111\n" // S111 = 0
"vcmp.s EZ, S110\n" // CC[0] = ( S110 == 0.0f )
"vrsq.s S110, S110\n" // S110 = 1.0 / sqrt( S110 )
"vcmovt.s S110, S111, 0\n" // if ( CC[0] ) S110 = S111
"vscl.q C100[-1:1,-1:1,-1:1,-1:1], C100, S110\n" // C100 = C100 * S110
"sv.q C100, %2\n" // Store plane from register
/* Extract the TOP plane */
"vsub.s S100, S003, S001\n" // S100 = clip->x.w - clip->x.y
"vsub.s S101, S013, S011\n" // S101 = clip->y.w - clip->y.y
"vsub.s S102, S023, S021\n" // S102 = clip->z.w - clip->z.y
"vsub.s S103, S033, S031\n" // S103 = clip->w.w - clip->w.y
"vdot.q S110, C100, C100\n" // S110 = S100*S100 + S101*S101 + S102*S102 + S103*S103
"vzero.s S111\n" // S111 = 0
"vcmp.s EZ, S110\n" // CC[0] = ( S110 == 0.0f )
"vrsq.s S110, S110\n" // S110 = 1.0 / sqrt( S110 )
"vcmovt.s S110, S111, 0\n" // if ( CC[0] ) S110 = S111
"vscl.q C100[-1:1,-1:1,-1:1,-1:1], C100, S110\n" // C100 = C100 * S110
"sv.q C100, %3\n" // Store plane from register
#if CLIP_NEAR_FAR
/* Extract the NEAR plane */
"vadd.s S100, S003, S002\n" // S100 = clip->x.w + clip->x.z
"vadd.s S101, S013, S012\n" // S101 = clip->y.w + clip->y.z
"vadd.s S102, S023, S022\n" // S102 = clip->z.w + clip->z.z
"vadd.s S103, S033, S032\n" // S103 = clip->w.w + clip->w.z
"vdot.q S110, C100, C100\n" // S110 = S100*S100 + S101*S101 + S102*S102 + S103*S103
"vzero.s S111\n" // S111 = 0
"vcmp.s EZ, S110\n" // CC[0] = ( S110 == 0.0f )
"vrsq.s S110, S110\n" // S110 = 1.0 / sqrt( S110 )
"vcmovt.s S110, S111, 0\n" // if ( CC[0] ) S110 = S111
"vscl.q C100[-1:1,-1:1,-1:1,-1:1], C100, S110\n" // C100 = C100 * S110
"sv.q C100, %4\n" // Store plane from register
/* Extract the FAR plane */
"vsub.s S100, S003, S002\n" // S100 = clip->x.w - clip->x.z
"vsub.s S101, S013, S012\n" // S101 = clip->y.w - clip->y.z
"vsub.s S102, S023, S022\n" // S102 = clip->z.w - clip->z.z
"vsub.s S103, S033, S032\n" // S103 = clip->w.w - clip->w.z
"vdot.q S110, C100, C100\n" // S110 = S100*S100 + S101*S101 + S102*S102 + S103*S103
"vzero.s S111\n" // S111 = 0
"vcmp.s EZ, S110\n" // CC[0] = ( S110 == 0.0f )
"vrsq.s S110, S110\n" // S110 = 1.0 / sqrt( S110 )
"vcmovt.s S110, S111, 0\n" // if ( CC[0] ) S110 = S111
"vscl.q C100[-1:1,-1:1,-1:1,-1:1], C100, S110\n" // C100 = C100 * S110
"sv.q C100, %5\n" // Store plane from register
#endif
".set pop\n" // Restore assembler option
: "=m"( ( *frustum )[plane_index_bottom] ),
"=m"( ( *frustum )[plane_index_left] ),
"=m"( ( *frustum )[plane_index_right] ),
#if CLIP_NEAR_FAR
"=m"( ( *frustum )[plane_index_top] ),
"=m"( ( *frustum )[plane_index_near] ),
"=m"( ( *frustum )[plane_index_far] )
#else
"=m"( ( *frustum )[plane_index_top] )
#endif
: "r"( &clip )
);
}
void begin_frame(float regularfov, float wideclippingfov, float screenaspect)
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{
// Get the projection matrix.
sceGumMatrixMode(GU_PROJECTION);
sceGumLoadIdentity();
sceGumPerspective(regularfov + 1.0f, screenaspect, 6, 4096); // add + 1.0f to reduce the 1px lines at the edge of viewport when polys get clipped
sceGumUpdateMatrix();
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ScePspFMatrix4 proj;
sceGumStoreMatrix(&proj);
sceGumLoadIdentity();
sceGumPerspective(wideclippingfov, screenaspect, 6, 4096);
sceGumUpdateMatrix();
ScePspFMatrix4 wide_proj;
sceGumStoreMatrix(&wide_proj);
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// Get the view matrix.
sceGumMatrixMode(GU_VIEW);
ScePspFMatrix4 view;
sceGumStoreMatrix(&view);
// Restore matrix mode.
sceGumMatrixMode(GU_MODEL);
// Combine the two matrices (multiply projection by view).
gumMultMatrix(&projection_view_matrix, &proj, &view);
gumMultMatrix(&wide_projection_view_matrix, &wide_proj, &view);
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// Calculate and cache the clipping frustum.
calculate_frustum(projection_view_matrix, &projection_view_frustum);
calculate_frustum(wide_projection_view_matrix, &wide_projection_view_frustum);
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__asm__ volatile (
"ulv.q C700, %4\n" // Load plane into register
"ulv.q C710, %5\n" // Load plane into register
"ulv.q C720, %6\n" // Load plane into register
"ulv.q C730, %7\n" // Load plane into register
"sv.q C700, %0\n" // Store plane from register
"sv.q C710, %1\n" // Store plane from register
"sv.q C720, %2\n" // Store plane from register
"sv.q C730, %3\n" // Store plane from register
: "=m"( clipping_frustum[plane_index_bottom] ),
"=m"( clipping_frustum[plane_index_left] ),
"=m"( clipping_frustum[plane_index_right] ),
"=m"( clipping_frustum[plane_index_top] )
: "m"( projection_view_frustum[plane_index_bottom] ),
"m"( projection_view_frustum[plane_index_left] ),
"m"( projection_view_frustum[plane_index_right] ),
"m"( projection_view_frustum[plane_index_top] )
);
__asm__ volatile (
"ulv.q C500, %4\n" // Load plane into register
"ulv.q C510, %5\n" // Load plane into register
"ulv.q C520, %6\n" // Load plane into register
"ulv.q C530, %7\n" // Load plane into register
"sv.q C500, %0\n" // Store plane from register
"sv.q C510, %1\n" // Store plane from register
"sv.q C520, %2\n" // Store plane from register
"sv.q C530, %3\n" // Store plane from register
: "=m"( wide_clipping_frustum[plane_index_bottom] ),
"=m"( wide_clipping_frustum[plane_index_left] ),
"=m"( wide_clipping_frustum[plane_index_right] ),
"=m"( wide_clipping_frustum[plane_index_top] )
: "m"( wide_projection_view_frustum[plane_index_bottom] ),
"m"( wide_projection_view_frustum[plane_index_left] ),
"m"( wide_projection_view_frustum[plane_index_right] ),
"m"( wide_projection_view_frustum[plane_index_top] )
);
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}
void begin_brush_model()
{
// Get the model matrix.
ScePspFMatrix4 model_matrix;
sceGumStoreMatrix(&model_matrix);
// Combine the matrices (multiply projection-view by model).
ScePspFMatrix4 projection_view_model_matrix;
gumMultMatrix(&projection_view_model_matrix, &projection_view_matrix, &model_matrix);
// Calculate the clipping frustum.
calculate_frustum(projection_view_model_matrix, &clipping_frustum);
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__asm__ volatile (
"ulv.q C700, %0\n" // Load plane into register
"ulv.q C710, %1\n" // Load plane into register
"ulv.q C720, %2\n" // Load plane into register
"ulv.q C730, %3\n" // Load plane into register
:: "m"(clipping_frustum[plane_index_bottom]),
"m"(clipping_frustum[plane_index_left]),
"m"(clipping_frustum[plane_index_right]),
"m"(clipping_frustum[plane_index_top])
);
// Combine the matrices (multiply projection-view by model).
ScePspFMatrix4 wide_projection_view_model_matrix;
gumMultMatrix(&wide_projection_view_model_matrix, &wide_projection_view_matrix, &model_matrix);
// Calculate the clipping frustum.
calculate_frustum(wide_projection_view_model_matrix, &wide_clipping_frustum);
__asm__ volatile (
"ulv.q C500, %0\n" // Load plane into register
"ulv.q C510, %1\n" // Load plane into register
"ulv.q C520, %2\n" // Load plane into register
"ulv.q C530, %3\n" // Load plane into register
:: "m"(wide_clipping_frustum[plane_index_bottom]),
"m"(wide_clipping_frustum[plane_index_left]),
"m"(wide_clipping_frustum[plane_index_right]),
"m"(wide_clipping_frustum[plane_index_top])
);
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}
void end_brush_model()
{
// Restore the clipping frustum.
__asm__ volatile (
"ulv.q C700, %4\n" // Load plane into register
"ulv.q C710, %5\n" // Load plane into register
"ulv.q C720, %6\n" // Load plane into register
"ulv.q C730, %7\n" // Load plane into register
"sv.q C700, %0\n" // Store plane from register
"sv.q C710, %1\n" // Store plane from register
"sv.q C720, %2\n" // Store plane from register
"sv.q C730, %3\n" // Store plane from register
: "=m"( clipping_frustum[plane_index_bottom] ),
"=m"( clipping_frustum[plane_index_left] ),
"=m"( clipping_frustum[plane_index_right] ),
"=m"( clipping_frustum[plane_index_top] )
: "m"( projection_view_frustum[plane_index_bottom] ),
"m"( projection_view_frustum[plane_index_left] ),
"m"( projection_view_frustum[plane_index_right] ),
"m"( projection_view_frustum[plane_index_top] )
);
__asm__ volatile (
"ulv.q C500, %4\n" // Load plane into register
"ulv.q C510, %5\n" // Load plane into register
"ulv.q C520, %6\n" // Load plane into register
"ulv.q C530, %7\n" // Load plane into register
"sv.q C500, %0\n" // Store plane from register
"sv.q C510, %1\n" // Store plane from register
"sv.q C520, %2\n" // Store plane from register
"sv.q C530, %3\n" // Store plane from register
: "=m"( wide_clipping_frustum[plane_index_bottom] ),
"=m"( wide_clipping_frustum[plane_index_left] ),
"=m"( wide_clipping_frustum[plane_index_right] ),
"=m"( wide_clipping_frustum[plane_index_top] )
: "m"( wide_projection_view_frustum[plane_index_bottom] ),
"m"( wide_projection_view_frustum[plane_index_left] ),
"m"( wide_projection_view_frustum[plane_index_right] ),
"m"( wide_projection_view_frustum[plane_index_top] )
);
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}
bool is_clipping_required(const struct glvert_s* vertices, std::size_t vertex_count)
{
int res;
__asm__ (
".set push\n" // save assembler option
".set noreorder\n" // suppress reordering
"move $8, %1\n" // $8 = &v[0]
"move $9, %2\n" // $9 = vc
"li $10, 20\n" // $10 = 20( sizeof( gu_vert_t ) )
"mul $10, $10, $9\n" // $10 = $10 * $9
"addu $10, $10, $8\n" // $10 = $10 + $8
"addiu %0, $0, 1\n" // res = 1
"vzero.q C600\n" // C600 = [0.0f, 0.0f, 0.0f. 0.0f]
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"0:\n" // loop
"lv.s S610, 8($8)\n" // S610 = v[i].xyz[0]
"lv.s S611, 12($8)\n" // S611 = v[i].xyz[1]
"lv.s S612, 16($8)\n" // S612 = v[i].xyz[2]
"vhtfm4.q C620, M500, C610\n" // C620 = frustrum * v[i].xyz, note: 500 is wide frustum, 700 is regular frustum
"vcmp.q LT, C620, C600\n" // S620 < 0.0f || S621 < 0.0f || S622 < 0.0f || S623 < 0.0f
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"bvt 4, 1f\n" // if ( CC[4] == 1 ) jump to exit
"addiu $8, $8, 20\n" // $8 = $8 + 20( sizeof( gu_vert_t ) ) ( delay slot )
"bne $10, $8, 0b\n" // if ( $10 != $8 ) jump to loop
"nop\n" // ( delay slot )
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"move %0, $0\n" // res = 0
"1:\n" // exit
".set pop\n" // Restore assembler option
: "=r"(res)
: "r"(vertices), "r"(vertex_count)
: "$8", "$9", "$10"
);
return (res == 1) ? true : false;
}
// Clips a polygon against a plane.
// http://hpcc.engin.umich.edu/CFD/users/charlton/Thesis/html/node90.html
static void clip_to_plane(
const plane_type& plane,
const glvert_t* const unclipped_vertices,
std::size_t const unclipped_vertex_count,
glvert_t* const clipped_vertices,
std::size_t* const clipped_vertex_count)
{
__asm__ (
".set push\n" // save assembler option
".set noreorder\n" // suppress reordering
"move $8, %1\n" // $8 = uv[0] is S
"addiu $9, $8, 20\n" // $9 = uv[1] is P
"move $10, %2\n" // $10 = uvc
"li $11, 20\n" // $11 = 20( sizeof( gu_vert_t ) )
"mul $11, $11, $10\n" // $11 = $11 * $10
"addu $11, $11, $8\n" // $11 = $11 + $8
"move $12, %3\n" // $12 = &cv[0]
"move %0, $0\n" // cvc = 0
"ulv.q C100, %4\n" // Load plane into register
"vzero.s S110\n" // Set zero for cmp
"0:\n" // loop
"ulv.q C000, 0($8)\n" // Load vertex S TEX(8b) into register
"vzero.p C002\n" // Set the 3th and 4th entry C000 to zero
"ulv.q C010, 8($8)\n" // Load vertex S XYZ(12b) into register
"vzero.s S013\n" // Set the 4th entry C010 to zero
"ulv.q C020, 0($9)\n" // Load vertex P TEX(8b) into register
"vzero.p C022\n" // Set the 3th and 4th entry C020 to zero
"ulv.q C030, 8($9)\n" // Load vertex P XYZ(12b) into register
"vzero.s S033\n" // Set the 4th entry C030 to zero
"vdot.q S111, C100, C010\n" // S111 = plane * S
"vdot.q S112, C100, C030\n" // S112 = plane * P
"vadd.s S111, S111, S103\n" // S111 = S111 + plane->w is S dist
"vadd.s S112, S112, S103\n" // S112 = S112 + plane->w is P dist
"vcmp.s LE, S111, S110\n" // (S dist <= 0.0f)
"bvt 0, 2f\n" // if ( CC[0] == 1 ) jump to 2f
"nop\n" // ( delay slot )
"vcmp.s LE, S112, S110\n" // (P dist <= 0.0f)
"bvt 0, 1f\n" // if ( CC[0] == 1 ) jump to 1f
"nop\n" // ( delay slot )
"sv.s S020, 0($12)\n" // cv->uv[0] = C020 TEX U
"sv.s S021, 4($12)\n" // cv->uv[1] = C021 TEX V
"sv.s S030, 8($12)\n" // cv->xyz[0] = C030 XYZ X
"sv.s S031, 12($12)\n" // cv->xyz[1] = C031 XYZ Y
"sv.s S032, 16($12)\n" // cv->xyz[2] = C032 XYZ Z
"addiu $12, $12, 20\n" // $12 = $12 + 20( sizeof( gu_vert_t ) )
"j 3f\n" // jump to next
"addiu %0, %0, 1\n" // cvc += 1 ( delay slot )
"1:\n"
"vsub.s S112, S111, S112\n" // S112 = ( S dist - P dist )
"vdiv.s S112, S111, S112\n" // S112 = S111 / S112
"vsub.q C120, C020, C000\n" // C120 = C020(P TEX) - C000(S TEX)
"vsub.q C130, C030, C010\n" // C130 = C030(P XYZ) - C010(S XYZ)
"vscl.q C120, C120, S112\n" // C120 = C020 * S112
"vscl.q C130, C130, S112\n" // C130 = C030 * S112
"vadd.q C120, C120, C000\n" // C120 = C120 + C000(S TEX)
"vadd.q C130, C130, C010\n" // C130 = C130 + C010(S XYZ)
"sv.s S120, 0($12)\n" // cv->uv[0] = S120 TEX U
"sv.s S121, 4($12)\n" // cv->uv[1] = S121 TEX V
"sv.s S130, 8($12)\n" // cv->xyz[0] = S130 XYZ X
"sv.s S131, 12($12)\n" // cv->xyz[1] = S131 XYZ Y
"sv.s S132, 16($12)\n" // cv->xyz[2] = S132 XYZ Z
"addiu $12, $12, 20\n" // $12 = $12 + 20( sizeof( gu_vert_t ) )
"j 3f\n" // jump to next
"addiu %0, %0, 1\n" // cvc += 1 ( delay slot )
"2:\n"
"vcmp.s LE, S112, S110\n" // (P dist <= 0.0f)
"bvt 0, 3f\n" // if ( CC[0] == 1 ) jump to next
"nop\n" // ( delay slot )
"vsub.s S112, S111, S112\n" // S112 = ( S dist - P dist )
"vdiv.s S112, S111, S112\n" // S112 = S111 / S112
"vsub.q C120, C020, C000\n" // C120 = C020(P TEX) - C000(S TEX)
"vsub.q C130, C030, C010\n" // C130 = C030(P XYZ) - C010(S XYZ)
"vscl.q C120, C120, S112\n" // C120 = C020 * S112
"vscl.q C130, C130, S112\n" // C130 = C030 * S112
"vadd.q C120, C120, C000\n" // C120 = C120 + C000(S TEX)
"vadd.q C130, C130, C010\n" // C130 = C130 + C010(S XYZ)
"sv.s S120, 0($12)\n" // cv->uv[0] = S120 TEX U
"sv.s S121, 4($12)\n" // cv->uv[1] = S121 TEX V
"sv.s S130, 8($12)\n" // cv->xyz[0] = S130 XYZ X
"sv.s S131, 12($12)\n" // cv->xyz[1] = S131 XYZ Y
"sv.s S132, 16($12)\n" // cv->xyz[2] = S132 XYZ Z
"addiu $12, $12, 20\n" // $12 = $12 + 20( sizeof( gu_vert_t ) )
"addiu %0, %0, 1\n" // cvc += 1
"sv.s S020, 0($12)\n" // cv->uv[0] = S020 TEX U
"sv.s S021, 4($12)\n" // cv->uv[1] = S021 TEX V
"sv.s S030, 8($12)\n" // cv->xyz[0] = S030 XYZ X
"sv.s S031, 12($12)\n" // cv->xyz[1] = S031 XYZ Y
"sv.s S032, 16($12)\n" // cv->xyz[2] = S032 XYZ Z
"addiu $12, $12, 20\n" // $12 = $12 + 20( sizeof( gu_vert_t ) )
"addiu %0, %0, 1\n" // cvc += 1
"3:\n" // next
"addiu $8, $8, 20\n" // $8 = $8 + 20( sizeof( gu_vert_t ) )
"addiu $9, $8, 20\n" // $9 = $8 + 20( sizeof( gu_vert_t ) )
"bne $9, $11, 4f\n" // if ( $11 != $9 ) jump to next
"nop\n"
"move $9, %1\n" // $9 = &uv[0] set P
"4:\n"
"bne $11, $8, 0b\n" // if ( $11 != $8 ) jump to loop
"nop\n" // ( delay slot )
".set pop\n" // Restore assembler option
: "+r"( *clipped_vertex_count )
: "r"( unclipped_vertices ), "r"( unclipped_vertex_count ), "r"( clipped_vertices ), "m"( plane )
: "$8", "$9", "$10", "$11", "$12"
);
}
// Clips a polygon against the frustum.
void clip(
const struct glvert_s* unclipped_vertices,
std::size_t unclipped_vertex_count,
const struct glvert_s** clipped_vertices,
std::size_t* clipped_vertex_count)
{
// No vertices to clip?
if (!unclipped_vertex_count)
{
// Error.
Sys_Error("Calling clip with zero vertices");
}
// Set up constants.
const plane_type* const last_plane = &clipping_frustum[plane_count];
// Set up the work buffer pointers.
const glvert_t* src = unclipped_vertices;
glvert_t* dst = work_buffer[0];
std::size_t vertex_count = unclipped_vertex_count;
// For each frustum plane...
for (const plane_type* plane = &clipping_frustum[0]; plane != last_plane; ++plane)
{
// Clip the poly against this frustum plane.
clip_to_plane(*plane, src, vertex_count, dst, &vertex_count);
// No vertices left to clip?
if (!vertex_count)
{
// Quit early.
*clipped_vertex_count = 0;
return;
}
// Use the next pair of buffers.
src = dst;
if (dst == work_buffer[0])
{
dst = work_buffer[1];
}
else
{
dst = work_buffer[0];
}
}
// Fill in the return data.
*clipped_vertices = src;
*clipped_vertex_count = vertex_count;
}
}
}