mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-23 21:39:52 +00:00
797327eecd
From tests, it seems they're just treated as valid exponents. Using 65535 since that's the range of depth, can't think of a game using a larger value for a fog parameter, probably never even this large.
610 lines
20 KiB
C++
610 lines
20 KiB
C++
// Copyright (c) 2013- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#include <cmath>
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#include "math/math_util.h"
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#include "gfx_es2/gpu_features.h"
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#include "Core/Config.h"
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#include "GPU/GPUState.h"
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#include "GPU/Math3D.h"
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#include "GPU/Common/FramebufferCommon.h"
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#include "GPU/Common/GPUStateUtils.h"
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#include "GPU/Common/SoftwareTransformCommon.h"
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#include "GPU/Common/TransformCommon.h"
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#include "GPU/Common/TextureCacheCommon.h"
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#include "GPU/Common/VertexDecoderCommon.h"
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// This is the software transform pipeline, which is necessary for supporting RECT
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// primitives correctly without geometry shaders, and may be easier to use for
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// debugging than the hardware transform pipeline.
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// There's code here that simply expands transformed RECTANGLES into plain triangles.
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// We're gonna have to keep software transforming RECTANGLES, unless we use a geom shader which we can't on OpenGL ES 2.0 or DX9.
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// Usually, though, these primitives don't use lighting etc so it's no biggie performance wise, but it would be nice to get rid of
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// this code.
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// Actually, if we find the camera-relative right and down vectors, it might even be possible to add the extra points in pre-transformed
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// space and thus make decent use of hardware transform.
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// Actually again, single quads could be drawn more efficiently using GL_TRIANGLE_STRIP, no need to duplicate verts as for
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// GL_TRIANGLES. Still need to sw transform to compute the extra two corners though.
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//
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// The verts are in the order: BR BL TL TR
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static void SwapUVs(TransformedVertex &a, TransformedVertex &b) {
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float tempu = a.u;
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float tempv = a.v;
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a.u = b.u;
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a.v = b.v;
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b.u = tempu;
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b.v = tempv;
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}
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// 2 3 3 2 0 3 2 1
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// to to or
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// 1 0 0 1 1 2 3 0
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// Note: 0 is BR and 2 is TL.
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static void RotateUV(TransformedVertex v[4], float flippedMatrix[16], float ySign) {
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// Transform these two coordinates to figure out whether they're flipped or not.
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Vec4f tl;
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Vec3ByMatrix44(tl.AsArray(), v[2].pos, flippedMatrix);
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Vec4f br;
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Vec3ByMatrix44(br.AsArray(), v[0].pos, flippedMatrix);
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const float invtlw = 1.0f / tl.w;
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const float invbrw = 1.0f / br.w;
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const float x1 = tl.x * invtlw;
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const float x2 = br.x * invbrw;
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const float y1 = tl.y * invtlw * ySign;
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const float y2 = br.y * invbrw * ySign;
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if ((x1 < x2 && y1 < y2) || (x1 > x2 && y1 > y2))
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SwapUVs(v[1], v[3]);
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}
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static void RotateUVThrough(TransformedVertex v[4]) {
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float x1 = v[2].x;
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float x2 = v[0].x;
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float y1 = v[2].y;
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float y2 = v[0].y;
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if ((x1 < x2 && y1 > y2) || (x1 > x2 && y1 < y2))
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SwapUVs(v[1], v[3]);
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}
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// Clears on the PSP are best done by drawing a series of vertical strips
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// in clear mode. This tries to detect that.
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static bool IsReallyAClear(const TransformedVertex *transformed, int numVerts, float x2, float y2) {
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if (transformed[0].x != 0.0f || transformed[0].y != 0.0f)
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return false;
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// Color and Z are decided by the second vertex, so only need to check those for matching color.
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u32 matchcolor = transformed[1].color0_32;
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float matchz = transformed[1].z;
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for (int i = 1; i < numVerts; i++) {
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if ((i & 1) == 0) {
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// Top left of a rectangle
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if (transformed[i].y != 0.0f)
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return false;
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if (i > 0 && transformed[i].x != transformed[i - 1].x)
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return false;
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} else {
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if (transformed[i].color0_32 != matchcolor || transformed[i].z != matchz)
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return false;
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// Bottom right
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if (transformed[i].y < y2)
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return false;
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if (transformed[i].x <= transformed[i - 1].x)
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return false;
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}
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}
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// The last vertical strip often extends outside the drawing area.
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if (transformed[numVerts - 1].x < x2)
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return false;
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return true;
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}
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static int ColorIndexOffset(int prim, GEShadeMode shadeMode, bool clearMode) {
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if (shadeMode != GE_SHADE_FLAT || clearMode) {
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return 0;
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}
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switch (prim) {
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case GE_PRIM_LINES:
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case GE_PRIM_LINE_STRIP:
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return 1;
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case GE_PRIM_TRIANGLES:
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case GE_PRIM_TRIANGLE_STRIP:
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return 2;
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case GE_PRIM_TRIANGLE_FAN:
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return 1;
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case GE_PRIM_RECTANGLES:
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// We already use BR color when expanding, so no need to offset.
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return 0;
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default:
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break;
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}
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return 0;
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}
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void SoftwareTransform(
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int prim, int vertexCount, u32 vertType, u16 *&inds, int indexType,
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const DecVtxFormat &decVtxFormat, int &maxIndex, TransformedVertex *&drawBuffer, int &numTrans, bool &drawIndexed, const SoftwareTransformParams *params, SoftwareTransformResult *result) {
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u8 *decoded = params->decoded;
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FramebufferManagerCommon *fbman = params->fbman;
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TextureCacheCommon *texCache = params->texCache;
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TransformedVertex *transformed = params->transformed;
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TransformedVertex *transformedExpanded = params->transformedExpanded;
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float ySign = 1.0f;
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bool throughmode = (vertType & GE_VTYPE_THROUGH_MASK) != 0;
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bool lmode = gstate.isUsingSecondaryColor() && gstate.isLightingEnabled();
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float uscale = 1.0f;
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float vscale = 1.0f;
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if (throughmode) {
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uscale /= gstate_c.curTextureWidth;
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vscale /= gstate_c.curTextureHeight;
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}
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bool skinningEnabled = vertTypeIsSkinningEnabled(vertType);
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const int w = gstate.getTextureWidth(0);
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const int h = gstate.getTextureHeight(0);
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float widthFactor = (float) w / (float) gstate_c.curTextureWidth;
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float heightFactor = (float) h / (float) gstate_c.curTextureHeight;
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Lighter lighter(vertType);
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float fog_end = getFloat24(gstate.fog1);
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float fog_slope = getFloat24(gstate.fog2);
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// Same fixup as in ShaderManagerGLES.cpp
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if (my_isnanorinf(fog_end)) {
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// Not really sure what a sensible value might be, but let's try 64k.
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fog_end = std::signbit(fog_end) ? -65535.0f : 65535.0f;
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}
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if (my_isnanorinf(fog_slope)) {
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fog_slope = std::signbit(fog_slope) ? -65535.0f : 65535.0f;
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}
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int colorIndOffset = 0;
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if (params->provokeFlatFirst) {
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colorIndOffset = ColorIndexOffset(prim, gstate.getShadeMode(), gstate.isModeClear());
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}
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VertexReader reader(decoded, decVtxFormat, vertType);
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if (throughmode) {
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for (int index = 0; index < maxIndex; index++) {
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// Do not touch the coordinates or the colors. No lighting.
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reader.Goto(index);
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// TODO: Write to a flexible buffer, we don't always need all four components.
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TransformedVertex &vert = transformed[index];
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reader.ReadPos(vert.pos);
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if (reader.hasColor0()) {
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if (colorIndOffset != 0 && index + colorIndOffset < maxIndex) {
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reader.Goto(index + colorIndOffset);
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reader.ReadColor0_8888(vert.color0);
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reader.Goto(index);
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} else {
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reader.ReadColor0_8888(vert.color0);
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}
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} else {
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vert.color0_32 = gstate.getMaterialAmbientRGBA();
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}
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if (reader.hasUV()) {
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reader.ReadUV(vert.uv);
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vert.u *= uscale;
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vert.v *= vscale;
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} else {
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vert.u = 0.0f;
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vert.v = 0.0f;
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}
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// Ignore color1 and fog, never used in throughmode anyway.
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// The w of uv is also never used (hardcoded to 1.0.)
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}
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} else {
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// Okay, need to actually perform the full transform.
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for (int index = 0; index < maxIndex; index++) {
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reader.Goto(index);
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float v[3] = {0, 0, 0};
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Vec4f c0 = Vec4f(1, 1, 1, 1);
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Vec4f c1 = Vec4f(0, 0, 0, 0);
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float uv[3] = {0, 0, 1};
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float fogCoef = 1.0f;
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float out[3];
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float pos[3];
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Vec3f normal(0, 0, 1);
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Vec3f worldnormal(0, 0, 1);
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reader.ReadPos(pos);
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if (!skinningEnabled) {
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Vec3ByMatrix43(out, pos, gstate.worldMatrix);
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if (reader.hasNormal()) {
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reader.ReadNrm(normal.AsArray());
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if (gstate.areNormalsReversed()) {
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normal = -normal;
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}
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Norm3ByMatrix43(worldnormal.AsArray(), normal.AsArray(), gstate.worldMatrix);
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worldnormal = worldnormal.Normalized();
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}
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} else {
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float weights[8];
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reader.ReadWeights(weights);
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if (reader.hasNormal())
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reader.ReadNrm(normal.AsArray());
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// Skinning
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Vec3f psum(0, 0, 0);
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Vec3f nsum(0, 0, 0);
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for (int i = 0; i < vertTypeGetNumBoneWeights(vertType); i++) {
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if (weights[i] != 0.0f) {
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Vec3ByMatrix43(out, pos, gstate.boneMatrix+i*12);
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Vec3f tpos(out);
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psum += tpos * weights[i];
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if (reader.hasNormal()) {
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Vec3f norm;
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Norm3ByMatrix43(norm.AsArray(), normal.AsArray(), gstate.boneMatrix+i*12);
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nsum += norm * weights[i];
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}
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}
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}
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// Yes, we really must multiply by the world matrix too.
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Vec3ByMatrix43(out, psum.AsArray(), gstate.worldMatrix);
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if (reader.hasNormal()) {
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normal = nsum;
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if (gstate.areNormalsReversed()) {
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normal = -normal;
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}
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Norm3ByMatrix43(worldnormal.AsArray(), normal.AsArray(), gstate.worldMatrix);
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worldnormal = worldnormal.Normalized();
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}
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}
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// Perform lighting here if enabled. don't need to check through, it's checked above.
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Vec4f unlitColor = Vec4f(1, 1, 1, 1);
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if (reader.hasColor0()) {
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if (colorIndOffset != 0 && index + colorIndOffset < maxIndex) {
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reader.Goto(index + colorIndOffset);
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reader.ReadColor0(&unlitColor.x);
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reader.Goto(index);
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} else {
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reader.ReadColor0(&unlitColor.x);
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}
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} else {
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unlitColor = Vec4f::FromRGBA(gstate.getMaterialAmbientRGBA());
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}
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if (gstate.isLightingEnabled()) {
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float litColor0[4];
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float litColor1[4];
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lighter.Light(litColor0, litColor1, unlitColor.AsArray(), out, worldnormal);
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// Don't ignore gstate.lmode - we should send two colors in that case
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for (int j = 0; j < 4; j++) {
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c0[j] = litColor0[j];
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}
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if (lmode) {
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// Separate colors
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for (int j = 0; j < 4; j++) {
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c1[j] = litColor1[j];
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}
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} else {
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// Summed color into c0 (will clamp in ToRGBA().)
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for (int j = 0; j < 4; j++) {
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c0[j] += litColor1[j];
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}
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}
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} else {
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if (reader.hasColor0()) {
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for (int j = 0; j < 4; j++) {
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c0[j] = unlitColor[j];
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}
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} else {
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c0 = Vec4f::FromRGBA(gstate.getMaterialAmbientRGBA());
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}
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if (lmode) {
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// c1 is already 0.
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}
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}
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float ruv[2] = {0.0f, 0.0f};
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if (reader.hasUV())
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reader.ReadUV(ruv);
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// Perform texture coordinate generation after the transform and lighting - one style of UV depends on lights.
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switch (gstate.getUVGenMode()) {
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case GE_TEXMAP_TEXTURE_COORDS: // UV mapping
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case GE_TEXMAP_UNKNOWN: // Seen in Riviera. Unsure of meaning, but this works.
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// We always prescale in the vertex decoder now.
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uv[0] = ruv[0];
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uv[1] = ruv[1];
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uv[2] = 1.0f;
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break;
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case GE_TEXMAP_TEXTURE_MATRIX:
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{
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// Projection mapping
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Vec3f source;
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switch (gstate.getUVProjMode()) {
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case GE_PROJMAP_POSITION: // Use model space XYZ as source
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source = pos;
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break;
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case GE_PROJMAP_UV: // Use unscaled UV as source
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source = Vec3f(ruv[0], ruv[1], 0.0f);
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break;
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case GE_PROJMAP_NORMALIZED_NORMAL: // Use normalized normal as source
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source = normal.Normalized();
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if (!reader.hasNormal()) {
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ERROR_LOG_REPORT(G3D, "Normal projection mapping without normal?");
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}
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break;
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case GE_PROJMAP_NORMAL: // Use non-normalized normal as source!
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source = normal;
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if (!reader.hasNormal()) {
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ERROR_LOG_REPORT(G3D, "Normal projection mapping without normal?");
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}
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break;
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}
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float uvw[3];
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Vec3ByMatrix43(uvw, &source.x, gstate.tgenMatrix);
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uv[0] = uvw[0];
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uv[1] = uvw[1];
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uv[2] = uvw[2];
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}
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break;
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case GE_TEXMAP_ENVIRONMENT_MAP:
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// Shade mapping - use two light sources to generate U and V.
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{
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Vec3f lightpos0 = Vec3f(&lighter.lpos[gstate.getUVLS0() * 3]).Normalized();
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Vec3f lightpos1 = Vec3f(&lighter.lpos[gstate.getUVLS1() * 3]).Normalized();
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uv[0] = (1.0f + Dot(lightpos0, worldnormal))/2.0f;
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uv[1] = (1.0f + Dot(lightpos1, worldnormal))/2.0f;
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uv[2] = 1.0f;
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}
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break;
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default:
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// Illegal
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ERROR_LOG_REPORT(G3D, "Impossible UV gen mode? %d", gstate.getUVGenMode());
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break;
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}
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uv[0] = uv[0] * widthFactor;
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uv[1] = uv[1] * heightFactor;
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// Transform the coord by the view matrix.
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Vec3ByMatrix43(v, out, gstate.viewMatrix);
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fogCoef = (v[2] + fog_end) * fog_slope;
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// TODO: Write to a flexible buffer, we don't always need all four components.
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memcpy(&transformed[index].x, v, 3 * sizeof(float));
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transformed[index].fog = fogCoef;
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memcpy(&transformed[index].u, uv, 3 * sizeof(float));
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transformed[index].color0_32 = c0.ToRGBA();
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transformed[index].color1_32 = c1.ToRGBA();
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// The multiplication by the projection matrix is still performed in the vertex shader.
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// So is vertex depth rounding, to simulate the 16-bit depth buffer.
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}
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}
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// Here's the best opportunity to try to detect rectangles used to clear the screen, and
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// replace them with real clears. This can provide a speedup on certain mobile chips.
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//
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// An alternative option is to simply ditch all the verts except the first and last to create a single
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// rectangle out of many. Quite a small optimization though.
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// Experiment: Disable on PowerVR (see issue #6290)
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// TODO: This bleeds outside the play area in non-buffered mode. Big deal? Probably not.
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// TODO: Allow creating a depth clear and a color draw.
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bool reallyAClear = false;
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if (maxIndex > 1 && prim == GE_PRIM_RECTANGLES && gstate.isModeClear() && params->allowClear) {
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int scissorX2 = gstate.getScissorX2() + 1;
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int scissorY2 = gstate.getScissorY2() + 1;
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reallyAClear = IsReallyAClear(transformed, maxIndex, scissorX2, scissorY2);
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}
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if (reallyAClear && gl_extensions.gpuVendor != GPU_VENDOR_IMGTEC) {
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// If alpha is not allowed to be separate, it must match for both depth/stencil and color. Vulkan requires this.
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bool alphaMatchesColor = gstate.isClearModeColorMask() == gstate.isClearModeAlphaMask();
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bool depthMatchesStencil = gstate.isClearModeAlphaMask() == gstate.isClearModeDepthMask();
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if (params->allowSeparateAlphaClear || (alphaMatchesColor && depthMatchesStencil)) {
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result->color = transformed[1].color0_32;
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// Need to rescale from a [0, 1] float. This is the final transformed value.
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result->depth = ToScaledDepth((s16)(int)(transformed[1].z * 65535.0f));
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result->action = SW_CLEAR;
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gpuStats.numClears++;
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return;
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}
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}
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// This means we're using a framebuffer (and one that isn't big enough.)
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if (gstate_c.curTextureHeight < (u32)h && maxIndex >= 2) {
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// Even if not rectangles, this will detect if either of the first two are outside the framebuffer.
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// HACK: Adding one pixel margin to this detection fixes issues in Assassin's Creed : Bloodlines,
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// while still keeping BOF working (see below).
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const float invTexH = 1.0f / gstate_c.curTextureHeight; // size of one texel.
|
|
bool tlOutside;
|
|
bool tlAlmostOutside;
|
|
bool brOutside;
|
|
// If we're outside heightFactor, then v must be wrapping or clamping. Avoid this workaround.
|
|
// If we're <= 1.0f, we're inside the framebuffer (workaround not needed.)
|
|
// We buffer that 1.0f a little more with a texel to avoid some false positives.
|
|
tlOutside = transformed[0].v <= heightFactor && transformed[0].v > 1.0f + invTexH;
|
|
brOutside = transformed[1].v <= heightFactor && transformed[1].v > 1.0f + invTexH;
|
|
// Careful: if br is outside, but tl is well inside, this workaround still doesn't make sense.
|
|
// We go with halfway, since we overestimate framebuffer heights sometimes but not by much.
|
|
tlAlmostOutside = transformed[0].v <= heightFactor && transformed[0].v >= 0.5f;
|
|
if (tlOutside || (brOutside && tlAlmostOutside)) {
|
|
// Okay, so we're texturing from outside the framebuffer, but inside the texture height.
|
|
// Breath of Fire 3 does this to access a render surface at an offset.
|
|
const u32 bpp = fbman->GetTargetFormat() == GE_FORMAT_8888 ? 4 : 2;
|
|
const u32 prevH = texCache->AttachedDrawingHeight();
|
|
const u32 fb_size = bpp * fbman->GetTargetStride() * prevH;
|
|
const u32 prevYOffset = gstate_c.curTextureYOffset;
|
|
if (texCache->SetOffsetTexture(fb_size)) {
|
|
const float oldWidthFactor = widthFactor;
|
|
const float oldHeightFactor = heightFactor;
|
|
widthFactor = (float) w / (float) gstate_c.curTextureWidth;
|
|
heightFactor = (float) h / (float) gstate_c.curTextureHeight;
|
|
|
|
// We've already baked in the old gstate_c.curTextureYOffset, so correct.
|
|
const float yDiff = (float) (prevH + prevYOffset - gstate_c.curTextureYOffset) / (float) h;
|
|
for (int index = 0; index < maxIndex; ++index) {
|
|
transformed[index].u *= widthFactor / oldWidthFactor;
|
|
// Inverse it back to scale to the new FBO, and add 1.0f to account for old FBO.
|
|
transformed[index].v = (transformed[index].v / oldHeightFactor - yDiff) * heightFactor;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Step 2: expand rectangles.
|
|
drawBuffer = transformed;
|
|
numTrans = 0;
|
|
drawIndexed = false;
|
|
|
|
if (prim != GE_PRIM_RECTANGLES) {
|
|
// We can simply draw the unexpanded buffer.
|
|
numTrans = vertexCount;
|
|
drawIndexed = true;
|
|
} else {
|
|
bool useBufferedRendering = g_Config.iRenderingMode != FB_NON_BUFFERED_MODE;
|
|
if (useBufferedRendering)
|
|
ySign = -ySign;
|
|
|
|
float flippedMatrix[16];
|
|
if (!throughmode) {
|
|
memcpy(&flippedMatrix, gstate.projMatrix, 16 * sizeof(float));
|
|
|
|
const bool invertedY = useBufferedRendering ? (gstate_c.vpHeight < 0) : (gstate_c.vpHeight > 0);
|
|
if (invertedY) {
|
|
flippedMatrix[1] = -flippedMatrix[1];
|
|
flippedMatrix[5] = -flippedMatrix[5];
|
|
flippedMatrix[9] = -flippedMatrix[9];
|
|
flippedMatrix[13] = -flippedMatrix[13];
|
|
}
|
|
const bool invertedX = gstate_c.vpWidth < 0;
|
|
if (invertedX) {
|
|
flippedMatrix[0] = -flippedMatrix[0];
|
|
flippedMatrix[4] = -flippedMatrix[4];
|
|
flippedMatrix[8] = -flippedMatrix[8];
|
|
flippedMatrix[12] = -flippedMatrix[12];
|
|
}
|
|
}
|
|
|
|
//rectangles always need 2 vertices, disregard the last one if there's an odd number
|
|
vertexCount = vertexCount & ~1;
|
|
numTrans = 0;
|
|
drawBuffer = transformedExpanded;
|
|
TransformedVertex *trans = &transformedExpanded[0];
|
|
const u16 *indsIn = (const u16 *)inds;
|
|
u16 *newInds = inds + vertexCount;
|
|
u16 *indsOut = newInds;
|
|
maxIndex = 4 * (vertexCount / 2);
|
|
for (int i = 0; i < vertexCount; i += 2) {
|
|
const TransformedVertex &transVtxTL = transformed[indsIn[i + 0]];
|
|
const TransformedVertex &transVtxBR = transformed[indsIn[i + 1]];
|
|
|
|
// We have to turn the rectangle into two triangles, so 6 points.
|
|
// This is 4 verts + 6 indices.
|
|
|
|
// bottom right
|
|
trans[0] = transVtxBR;
|
|
|
|
// top right
|
|
trans[1] = transVtxBR;
|
|
trans[1].y = transVtxTL.y;
|
|
trans[1].v = transVtxTL.v;
|
|
|
|
// top left
|
|
trans[2] = transVtxBR;
|
|
trans[2].x = transVtxTL.x;
|
|
trans[2].y = transVtxTL.y;
|
|
trans[2].u = transVtxTL.u;
|
|
trans[2].v = transVtxTL.v;
|
|
|
|
// bottom left
|
|
trans[3] = transVtxBR;
|
|
trans[3].x = transVtxTL.x;
|
|
trans[3].u = transVtxTL.u;
|
|
|
|
// That's the four corners. Now process UV rotation.
|
|
if (throughmode)
|
|
RotateUVThrough(trans);
|
|
else
|
|
RotateUV(trans, flippedMatrix, ySign);
|
|
|
|
// Triangle: BR-TR-TL
|
|
indsOut[0] = i * 2 + 0;
|
|
indsOut[1] = i * 2 + 1;
|
|
indsOut[2] = i * 2 + 2;
|
|
// Triangle: BL-BR-TL
|
|
indsOut[3] = i * 2 + 3;
|
|
indsOut[4] = i * 2 + 0;
|
|
indsOut[5] = i * 2 + 2;
|
|
trans += 4;
|
|
indsOut += 6;
|
|
|
|
numTrans += 6;
|
|
}
|
|
inds = newInds;
|
|
drawIndexed = true;
|
|
|
|
// We don't know the color until here, so we have to do it now, instead of in StateMapping.
|
|
// Might want to reconsider the order of things later...
|
|
if (gstate.isModeClear() && gstate.isClearModeAlphaMask()) {
|
|
result->setStencil = true;
|
|
if (vertexCount > 1) {
|
|
// Take the bottom right alpha value of the first rect as the stencil value.
|
|
// Technically, each rect could individually fill its stencil, but most of the
|
|
// time they use the same one.
|
|
result->stencilValue = transformed[indsIn[1]].color0[3];
|
|
} else {
|
|
result->stencilValue = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (gstate.isModeClear()) {
|
|
gpuStats.numClears++;
|
|
}
|
|
|
|
result->action = SW_DRAW_PRIMITIVES;
|
|
}
|