ppsspp/GPU/Common/SoftwareTransformCommon.h
Henrik Rydgård 0b6ea4b2e5 Use the Tokimeki / old Juiced 2 method for Breath of Fire III
Allows us to delete a bunch of complex code.
2024-01-11 10:44:13 +01:00

80 lines
2.7 KiB
C++

// 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 "Common/CommonTypes.h"
#include "Common/Math/lin/matrix4x4.h"
#include "GPU/Common/VertexDecoderCommon.h"
class FramebufferManagerCommon;
class TextureCacheCommon;
enum SoftwareTransformAction {
SW_NOT_READY,
SW_DRAW_PRIMITIVES,
SW_CLEAR,
};
struct SoftwareTransformResult {
SoftwareTransformAction action;
u32 color;
float depth;
bool setStencil;
u8 stencilValue;
bool setSafeSize;
u32 safeWidth;
u32 safeHeight;
TransformedVertex *drawBuffer;
int drawNumTrans;
bool drawIndexed;
};
struct SoftwareTransformParams {
u8 *decoded;
TransformedVertex *transformed;
TransformedVertex *transformedExpanded;
FramebufferManagerCommon *fbman;
TextureCacheCommon *texCache;
bool allowClear;
bool allowSeparateAlphaClear;
bool provokeFlatFirst;
bool flippedY;
bool usesHalfZ;
};
class SoftwareTransform {
public:
SoftwareTransform(SoftwareTransformParams &params) : params_(params) {}
void SetProjMatrix(const float mtx[14], bool invertedX, bool invertedY, const Lin::Vec3 &trans, const Lin::Vec3 &scale);
void Transform(int prim, u32 vertexType, const DecVtxFormat &decVtxFormat, int maxIndex, SoftwareTransformResult *result);
void BuildDrawingParams(int prim, int vertexCount, u32 vertType, u16 *&inds, int &maxIndex, SoftwareTransformResult *result);
protected:
void CalcCullParams(float &minZValue, float &maxZValue);
void ExpandRectangles(int vertexCount, int &maxIndex, u16 *&inds, const TransformedVertex *transformed, TransformedVertex *transformedExpanded, int &numTrans, bool throughmode);
void ExpandLines(int vertexCount, int &maxIndex, u16 *&inds, const TransformedVertex *transformed, TransformedVertex *transformedExpanded, int &numTrans, bool throughmode);
void ExpandPoints(int vertexCount, int &maxIndex, u16 *&inds, const TransformedVertex *transformed, TransformedVertex *transformedExpanded, int &numTrans, bool throughmode);
const SoftwareTransformParams &params_;
Lin::Matrix4x4 projMatrix_;
};