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Merge pull request #21 from shpuld/feat/dual-frustum-clipping
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commit
a1568f2b0a
3 changed files with 108 additions and 7 deletions
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@ -76,6 +76,27 @@ namespace quake
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static ScePspFMatrix4 projection_view_matrix __attribute__((aligned(16)));
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static frustum_t projection_view_frustum __attribute__((aligned(16)));
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static frustum_t clipping_frustum __attribute__((aligned(16)));
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/*
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shpuld's magical clipping adventures:
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wide frustum explained, PSP hardware cull happens when any vert goes past the 0-4095 virtual coordinate space (VCS)
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the viewport is centered in the middle of the VCS, so verts that go enough pixels past any of the screen edges to reach
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the edge of the VCS get culled completely. this is why we need some kind of frustum clipping. however clipping to view
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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.
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for this reason, we have a wider frustum to better approximate (not calculated precisely) if polys get actually close to the edges.
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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.
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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,
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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.
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the currently fastest system uses wide frustum to check if a poly should proceed to clipping, if not then it gets drawn fast, then
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polygons that do require clipping are then clipped using the accurate view frustum, this allows for vast majority of them to be rejected
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when they fall completely outside the view. as a result the amount of actually clipped polygons ends up being extremely low.
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this is fast.
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*/
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static ScePspFMatrix4 wide_projection_view_matrix __attribute__((aligned(16)));
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static frustum_t wide_projection_view_frustum __attribute__((aligned(16)));
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static frustum_t wide_clipping_frustum __attribute__((aligned(16)));
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// The temporary working buffers.
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static const std::size_t max_clipped_vertices = 32;
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@ -186,13 +207,24 @@ namespace quake
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);
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}
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void begin_frame()
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void begin_frame(float regularfov, float wideclippingfov, float screenaspect)
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{
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// Get the projection matrix.
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sceGumMatrixMode(GU_PROJECTION);
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sceGumLoadIdentity();
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sceGumPerspective(regularfov + 1.0f, screenaspect, 6, 4096); // add + 1.0f to reduce the 1px lines at the edge of viewport when polys get clipped
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sceGumUpdateMatrix();
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ScePspFMatrix4 proj;
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sceGumStoreMatrix(&proj);
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sceGumLoadIdentity();
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sceGumPerspective(wideclippingfov, screenaspect, 6, 4096);
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sceGumUpdateMatrix();
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ScePspFMatrix4 wide_proj;
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sceGumStoreMatrix(&wide_proj);
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// Get the view matrix.
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sceGumMatrixMode(GU_VIEW);
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ScePspFMatrix4 view;
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@ -203,9 +235,11 @@ namespace quake
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// Combine the two matrices (multiply projection by view).
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gumMultMatrix(&projection_view_matrix, &proj, &view);
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gumMultMatrix(&wide_projection_view_matrix, &wide_proj, &view);
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// Calculate and cache the clipping frustum.
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calculate_frustum(projection_view_matrix, &projection_view_frustum);
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calculate_frustum(wide_projection_view_matrix, &wide_projection_view_frustum);
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__asm__ volatile (
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"ulv.q C700, %4\n" // Load plane into register
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@ -225,6 +259,25 @@ namespace quake
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"m"( projection_view_frustum[plane_index_right] ),
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"m"( projection_view_frustum[plane_index_top] )
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);
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__asm__ volatile (
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"ulv.q C500, %4\n" // Load plane into register
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"ulv.q C510, %5\n" // Load plane into register
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"ulv.q C520, %6\n" // Load plane into register
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"ulv.q C530, %7\n" // Load plane into register
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"sv.q C500, %0\n" // Store plane from register
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"sv.q C510, %1\n" // Store plane from register
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"sv.q C520, %2\n" // Store plane from register
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"sv.q C530, %3\n" // Store plane from register
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: "=m"( wide_clipping_frustum[plane_index_bottom] ),
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"=m"( wide_clipping_frustum[plane_index_left] ),
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"=m"( wide_clipping_frustum[plane_index_right] ),
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"=m"( wide_clipping_frustum[plane_index_top] )
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: "m"( wide_projection_view_frustum[plane_index_bottom] ),
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"m"( wide_projection_view_frustum[plane_index_left] ),
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"m"( wide_projection_view_frustum[plane_index_right] ),
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"m"( wide_projection_view_frustum[plane_index_top] )
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);
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}
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void begin_brush_model()
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@ -239,7 +292,7 @@ namespace quake
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// Calculate the clipping frustum.
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calculate_frustum(projection_view_model_matrix, &clipping_frustum);
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__asm__ volatile (
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"ulv.q C700, %0\n" // Load plane into register
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"ulv.q C710, %1\n" // Load plane into register
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@ -250,6 +303,24 @@ namespace quake
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"m"(clipping_frustum[plane_index_right]),
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"m"(clipping_frustum[plane_index_top])
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);
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// Combine the matrices (multiply projection-view by model).
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ScePspFMatrix4 wide_projection_view_model_matrix;
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gumMultMatrix(&wide_projection_view_model_matrix, &wide_projection_view_matrix, &model_matrix);
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// Calculate the clipping frustum.
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calculate_frustum(wide_projection_view_model_matrix, &wide_clipping_frustum);
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__asm__ volatile (
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"ulv.q C500, %0\n" // Load plane into register
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"ulv.q C510, %1\n" // Load plane into register
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"ulv.q C520, %2\n" // Load plane into register
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"ulv.q C530, %3\n" // Load plane into register
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:: "m"(wide_clipping_frustum[plane_index_bottom]),
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"m"(wide_clipping_frustum[plane_index_left]),
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"m"(wide_clipping_frustum[plane_index_right]),
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"m"(wide_clipping_frustum[plane_index_top])
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);
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}
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void end_brush_model()
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@ -273,9 +344,27 @@ namespace quake
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"m"( projection_view_frustum[plane_index_right] ),
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"m"( projection_view_frustum[plane_index_top] )
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);
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__asm__ volatile (
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"ulv.q C500, %4\n" // Load plane into register
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"ulv.q C510, %5\n" // Load plane into register
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"ulv.q C520, %6\n" // Load plane into register
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"ulv.q C530, %7\n" // Load plane into register
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"sv.q C500, %0\n" // Store plane from register
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"sv.q C510, %1\n" // Store plane from register
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"sv.q C520, %2\n" // Store plane from register
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"sv.q C530, %3\n" // Store plane from register
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: "=m"( wide_clipping_frustum[plane_index_bottom] ),
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"=m"( wide_clipping_frustum[plane_index_left] ),
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"=m"( wide_clipping_frustum[plane_index_right] ),
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"=m"( wide_clipping_frustum[plane_index_top] )
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: "m"( wide_projection_view_frustum[plane_index_bottom] ),
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"m"( wide_projection_view_frustum[plane_index_left] ),
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"m"( wide_projection_view_frustum[plane_index_right] ),
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"m"( wide_projection_view_frustum[plane_index_top] )
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);
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}
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// Is clipping required?
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bool is_clipping_required(const struct glvert_s* vertices, std::size_t vertex_count)
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{
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int res;
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@ -293,7 +382,7 @@ namespace quake
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"lv.s S610, 8($8)\n" // S610 = v[i].xyz[0]
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"lv.s S611, 12($8)\n" // S611 = v[i].xyz[1]
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"lv.s S612, 16($8)\n" // S612 = v[i].xyz[2]
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"vhtfm4.q C620, M700, C610\n" // C620 = frustrum * v[i].xyz
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"vhtfm4.q C620, M500, C610\n" // C620 = frustrum * v[i].xyz, note: 500 is wide frustum, 700 is regular frustum
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"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
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"addiu $8, $8, 20\n" // $8 = $8 + 20( sizeof( gu_vert_t ) ) ( delay slot )
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@ -470,4 +559,4 @@ namespace quake
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*clipped_vertex_count = vertex_count;
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}
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}
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}
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}
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@ -30,7 +30,7 @@ namespace quake
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namespace clipping
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{
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// Calculates clipping planes from the GU view and projection matrices.
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void begin_frame();
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void begin_frame(float regularfov, float wideclippingfov, float screenaspect);
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// Calculates clipping planes from the GU view and projection matrices.
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void begin_brush_model();
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@ -3832,7 +3832,19 @@ void R_RenderScene (void)
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sceGumMatrixMode(GU_MODEL);
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clipping::begin_frame();
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// the value 2.2 is a bit of a sweet spot found by trial and error
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// the bigger the number, the more polys skip clipping entirely and less polys also rejected
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// the smaller the number, the more polys get clipped and by extension more polys also rejected
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// at a sweet spot we want to maximize rejected polys but minimize (clipped - rejected) amount at the same time
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// it's a balancing act and every change has to be benchmarked. between 2.5, 2.2 and 2.0, 2.2 was the fastest.
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clipping::begin_frame(fovy, fmin(165.f, fovy * 2.2f), fovx);
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sceGumMatrixMode(GU_PROJECTION);
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sceGumLoadIdentity();
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sceGumPerspective(fovy, fovx, 4, r_maxrange.value);
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sceGumUpdateMatrix();
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sceGumMatrixMode(GU_MODEL);
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// set drawing parms
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sceGuDisable(GU_BLEND);
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