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https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-29 07:22:07 +00:00
- Handle degenerate triangles either sent as input or caused by clipping
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7ad61a97ed
commit
f492e92cb5
3 changed files with 43 additions and 22 deletions
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@ -152,8 +152,28 @@ ShadedTriVertex PolyTriangleDrawer::shade_vertex(const TriMatrix &objectToClip,
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return sv;
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}
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bool PolyTriangleDrawer::is_degenerate(const ShadedTriVertex *vert)
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{
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// A degenerate triangle has a zero cross product for two of its sides.
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float ax = vert[1].x - vert[0].x;
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float ay = vert[1].y - vert[0].y;
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float az = vert[1].w - vert[0].w;
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float bx = vert[2].x - vert[0].x;
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float by = vert[2].y - vert[0].y;
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float bz = vert[2].w - vert[0].w;
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float crossx = ay * bz - az * by;
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float crossy = az * bx - ax * bz;
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float crossz = ax * by - ay * bx;
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float crosslengthsqr = crossx * crossx + crossy * crossy + crossz * crossz;
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return crosslengthsqr <= 1.e-6f;
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}
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void PolyTriangleDrawer::draw_shaded_triangle(const ShadedTriVertex *vert, bool ccw, TriDrawTriangleArgs *args, WorkerThreadData *thread)
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{
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// Reject triangle if degenerate
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if (is_degenerate(vert))
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return;
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// Cull, clip and generate additional vertices as needed
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TriVertex clippedvert[max_additional_vertices];
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int numclipvert = clipedge(vert, clippedvert);
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@ -224,13 +244,12 @@ void PolyTriangleDrawer::draw_shaded_triangle(const ShadedTriVertex *vert, bool
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// Draw screen triangles
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if (ccw)
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{
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for (int i = numclipvert; i > 1; i--)
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for (int i = numclipvert - 1; i > 1; i--)
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{
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args->v1 = &clippedvert[numclipvert - 1];
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args->v2 = &clippedvert[i - 1];
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args->v3 = &clippedvert[i - 2];
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args->CalculateGradients();
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if (args->CalculateGradients())
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ScreenTriangle::Draw(args, thread);
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}
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}
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@ -241,8 +260,7 @@ void PolyTriangleDrawer::draw_shaded_triangle(const ShadedTriVertex *vert, bool
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args->v1 = &clippedvert[0];
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args->v2 = &clippedvert[i - 1];
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args->v3 = &clippedvert[i];
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args->CalculateGradients();
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if (args->CalculateGradients())
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ScreenTriangle::Draw(args, thread);
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}
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}
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@ -47,6 +47,7 @@ private:
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static ShadedTriVertex shade_vertex(const TriMatrix &objectToClip, const float *clipPlane, const TriVertex &v);
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static void draw_arrays(const PolyDrawArgs &args, WorkerThreadData *thread);
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static void draw_shaded_triangle(const ShadedTriVertex *vertices, bool ccw, TriDrawTriangleArgs *args, WorkerThreadData *thread);
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static bool is_degenerate(const ShadedTriVertex *vertices);
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static int clipedge(const ShadedTriVertex *verts, TriVertex *clippedvert);
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@ -66,29 +66,31 @@ struct TriDrawTriangleArgs
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ScreenTriangleStepVariables gradientX;
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ScreenTriangleStepVariables gradientY;
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void CalculateGradients()
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bool CalculateGradients()
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{
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gradientX.W = FindGradientX(v1->x, v1->y, v2->x, v2->y, v3->x, v3->y, v1->w, v2->w, v3->w);
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gradientY.W = FindGradientY(v1->x, v1->y, v2->x, v2->y, v3->x, v3->y, v1->w, v2->w, v3->w);
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gradientX.U = FindGradientX(v1->x, v1->y, v2->x, v2->y, v3->x, v3->y, v1->u * v1->w, v2->u * v2->w, v3->u * v3->w);
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gradientY.U = FindGradientY(v1->x, v1->y, v2->x, v2->y, v3->x, v3->y, v1->u * v1->w, v2->u * v2->w, v3->u * v3->w);
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gradientX.V = FindGradientX(v1->x, v1->y, v2->x, v2->y, v3->x, v3->y, v1->v * v1->w, v2->v * v2->w, v3->v * v3->w);
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gradientY.V = FindGradientY(v1->x, v1->y, v2->x, v2->y, v3->x, v3->y, v1->v * v1->w, v2->v * v2->w, v3->v * v3->w);
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float bottomX = (v2->x - v3->x) * (v1->y - v3->y) - (v1->x - v3->x) * (v2->y - v3->y);
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float bottomY = (v1->x - v3->x) * (v2->y - v3->y) - (v2->x - v3->x) * (v1->y - v3->y);
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if ((bottomX >= -FLT_EPSILON && bottomX <= FLT_EPSILON) || (bottomY >= -FLT_EPSILON && bottomY <= FLT_EPSILON))
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return false;
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gradientX.W = FindGradientX(bottomX, v1->w, v2->w, v3->w);
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gradientY.W = FindGradientY(bottomY, v1->w, v2->w, v3->w);
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gradientX.U = FindGradientX(bottomX, v1->u * v1->w, v2->u * v2->w, v3->u * v3->w);
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gradientY.U = FindGradientY(bottomY, v1->u * v1->w, v2->u * v2->w, v3->u * v3->w);
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gradientX.V = FindGradientX(bottomX, v1->v * v1->w, v2->v * v2->w, v3->v * v3->w);
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gradientY.V = FindGradientY(bottomY, v1->v * v1->w, v2->v * v2->w, v3->v * v3->w);
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return true;
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}
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private:
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static float FindGradientX(float x0, float y0, float x1, float y1, float x2, float y2, float c0, float c1, float c2)
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float FindGradientX(float bottomX, float c0, float c1, float c2)
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{
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float top = (c1 - c2) * (y0 - y2) - (c0 - c2) * (y1 - y2);
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float bottom = (x1 - x2) * (y0 - y2) - (x0 - x2) * (y1 - y2);
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return top / bottom;
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return ((c1 - c2) * (v1->y - v3->y) - (c0 - c2) * (v2->y - v3->y)) / bottomX;
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}
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static float FindGradientY(float x0, float y0, float x1, float y1, float x2, float y2, float c0, float c1, float c2)
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float FindGradientY(float bottomY, float c0, float c1, float c2)
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{
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float top = (c1 - c2) * (x0 - x2) - (c0 - c2) * (x1 - x2);
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float bottom = (x0 - x2) * (y1 - y2) - (x1 - x2) * (y0 - y2);
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return top / bottom;
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return ((c1 - c2) * (v1->x - v3->x) - (c0 - c2) * (v2->x - v3->x)) / bottomY;
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}
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};
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