// Copyright (c) 2013- PPSSPP Project. // 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, version 2.0 or later versions. // 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 2.0 for more details. // A copy of the GPL 2.0 should have been included with the program. // If not, see http://www.gnu.org/licenses/ // Official git repository and contact information can be found at // https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/. #pragma once #include "CommonTypes.h" #include "GPU/Common/DrawEngineCommon.h" #include "GPU/Common/GPUDebugInterface.h" #include "GPU/Math3D.h" using namespace Math3D; typedef u16 u10; // TODO: erm... :/ typedef Vec3 ModelCoords; typedef Vec3 WorldCoords; typedef Vec3 ViewCoords; typedef Vec4 ClipCoords; // Range: -w <= x/y/z <= w struct SplinePatch; struct ScreenCoords { ScreenCoords() {} ScreenCoords(int x, int y, u16 z) : x(x), y(y), z(z) {} int x; int y; u16 z; Vec2 xy() const { return Vec2(x, y); } ScreenCoords operator * (const float t) const { return ScreenCoords((int)(x * t), (int)(y * t), (u16)(z * t)); } ScreenCoords operator / (const int t) const { return ScreenCoords(x / t, y / t, z / t); } ScreenCoords operator + (const ScreenCoords& oth) const { return ScreenCoords(x + oth.x, y + oth.y, z + oth.z); } }; struct DrawingCoords { DrawingCoords() {} DrawingCoords(s16 x, s16 y, u16 z) : x(x), y(y), z(z) {} s16 x; s16 y; u16 z; Vec2 xy() const { return Vec2(x, y); } DrawingCoords operator * (const float t) const { return DrawingCoords((s16)(x * t), (s16)(y * t), (u16)(z * t)); } DrawingCoords operator + (const DrawingCoords& oth) const { return DrawingCoords(x + oth.x, y + oth.y, z + oth.z); } }; struct VertexData { void Lerp(float t, const VertexData& a, const VertexData& b) { // World coords only needed for lighting, so we don't Lerp those modelpos = ::Lerp(a.modelpos, b.modelpos, t); clippos = ::Lerp(a.clippos, b.clippos, t); screenpos = ::Lerp(a.screenpos, b.screenpos, t); // TODO: Should use a LerpInt (?) texturecoords = ::Lerp(a.texturecoords, b.texturecoords, t); normal = ::Lerp(a.normal, b.normal, t); fogdepth = ::Lerp(a.fogdepth, b.fogdepth, t); u16 t_int = (u16)(t*256); color0 = LerpInt,256>(a.color0, b.color0, t_int); color1 = LerpInt,256>(a.color1, b.color1, t_int); } ModelCoords modelpos; WorldCoords worldpos; // TODO: Storing this is dumb, should transform the light to clip space instead ClipCoords clippos; ScreenCoords screenpos; // TODO: Shouldn't store this ? Vec2 texturecoords; Vec3 normal; WorldCoords worldnormal; Vec4 color0; Vec3 color1; float fogdepth; }; class VertexReader; class SoftwareDrawEngine; class TransformUnit { public: TransformUnit(); ~TransformUnit(); static WorldCoords ModelToWorldNormal(const ModelCoords& coords); static WorldCoords ModelToWorld(const ModelCoords& coords); static ViewCoords WorldToView(const WorldCoords& coords); static ClipCoords ViewToClip(const ViewCoords& coords); static ScreenCoords ClipToScreen(const ClipCoords& coords); static DrawingCoords ScreenToDrawing(const ScreenCoords& coords); static ScreenCoords DrawingToScreen(const DrawingCoords& coords); void SubmitPrimitive(void* vertices, void* indices, GEPrimitiveType prim_type, int vertex_count, u32 vertex_type, int *bytesRead, SoftwareDrawEngine *drawEngine); bool GetCurrentSimpleVertices(int count, std::vector &vertices, std::vector &indices); VertexData ReadVertex(VertexReader& vreader); bool outside_range_flag = false; u8 *buf; }; class SoftwareDrawEngine : public DrawEngineCommon { public: SoftwareDrawEngine(); ~SoftwareDrawEngine(); void DispatchFlush() override; void DispatchSubmitPrim(void *verts, void *inds, GEPrimitiveType prim, int vertexCount, u32 vertType, int *bytesRead) override; VertexDecoder *FindVertexDecoder(u32 vtype); TransformUnit transformUnit; };