mirror of
https://github.com/hrydgard/ppsspp.git
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405 lines
13 KiB
C++
405 lines
13 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 "../GPUState.h"
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#include "../GLES/VertexDecoder.h"
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#include "TransformUnit.h"
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#include "Clipper.h"
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#include "Lighting.h"
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WorldCoords TransformUnit::ModelToWorld(const ModelCoords& coords)
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{
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Mat3x3<float> world_matrix(gstate.worldMatrix);
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return WorldCoords(world_matrix * coords) + Vec3<float>(gstate.worldMatrix[9], gstate.worldMatrix[10], gstate.worldMatrix[11]);
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}
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ViewCoords TransformUnit::WorldToView(const WorldCoords& coords)
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{
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Mat3x3<float> view_matrix(gstate.viewMatrix);
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return ViewCoords(view_matrix * coords) + Vec3<float>(gstate.viewMatrix[9], gstate.viewMatrix[10], gstate.viewMatrix[11]);
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}
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ClipCoords TransformUnit::ViewToClip(const ViewCoords& coords)
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{
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Vec4<float> coords4(coords.x, coords.y, coords.z, 1.0f);
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Mat4x4<float> projection_matrix(gstate.projMatrix);
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return ClipCoords(projection_matrix * coords4);
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}
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static bool outside_range_flag = false;
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// TODO: This is ugly
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static inline ScreenCoords ClipToScreenInternal(const ClipCoords& coords, bool set_flag = true)
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{
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ScreenCoords ret;
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// TODO: Check for invalid parameters (x2 < x1, etc)
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float vpx1 = getFloat24(gstate.viewportx1);
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float vpx2 = getFloat24(gstate.viewportx2);
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float vpy1 = getFloat24(gstate.viewporty1);
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float vpy2 = getFloat24(gstate.viewporty2);
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float vpz1 = getFloat24(gstate.viewportz1);
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float vpz2 = getFloat24(gstate.viewportz2);
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float retx = coords.x * vpx1 / coords.w + vpx2;
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float rety = coords.y * vpy1 / coords.w + vpy2;
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float retz = coords.z * vpz1 / coords.w + vpz2;
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if (gstate.clipEnable & 0x1) {
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if (retz < 0.f) retz = 0.f;
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if (retz > 65535.f) retz = 65535.f;
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}
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if (set_flag && (retx > 4095.9375f || rety > 4096.9375f || retx < 0 || rety < 0 || retz < 0 || retz > 65535.f))
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outside_range_flag = true;
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// 16 = 0xFFFF / 4095.9375
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return ScreenCoords(retx * 16, rety * 16, retz);
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}
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ScreenCoords TransformUnit::ClipToScreen(const ClipCoords& coords)
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{
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return ClipToScreenInternal(coords, false);
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}
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DrawingCoords TransformUnit::ScreenToDrawing(const ScreenCoords& coords)
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{
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DrawingCoords ret;
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// TODO: What to do when offset > coord?
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ret.x = (((u32)coords.x - (gstate.offsetx&0xffff))/16) & 0x3ff;
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ret.y = (((u32)coords.y - (gstate.offsety&0xffff))/16) & 0x3ff;
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ret.z = coords.z;
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return ret;
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}
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ScreenCoords TransformUnit::DrawingToScreen(const DrawingCoords& coords)
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{
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ScreenCoords ret;
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ret.x = (((u32)coords.x * 16 + (gstate.offsetx&0xffff)));
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ret.y = (((u32)coords.y * 16 + (gstate.offsety&0xffff)));
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ret.z = coords.z;
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return ret;
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}
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static VertexData ReadVertex(VertexReader& vreader)
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{
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VertexData vertex;
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float pos[3];
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vreader.ReadPos(pos);
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if (!gstate.isModeClear() && gstate.textureMapEnable && vreader.hasUV()) {
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float uv[2];
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vreader.ReadUV(uv);
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vertex.texturecoords = Vec2<float>(uv[0], uv[1]);
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}
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if (vreader.hasNormal()) {
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float normal[3];
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vreader.ReadNrm(normal);
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vertex.normal = Vec3<float>(normal[0], normal[1], normal[2]);
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if (gstate.reversenormals & 1)
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vertex.normal = -vertex.normal;
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}
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if (gstate.isSkinningEnabled() && !gstate.isModeThrough()) {
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float W[8] = { 1.f, 0.f, 0.f, 0.f, 0.f, 0.f, 0.f, 0.f };
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vreader.ReadWeights(W);
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Vec3<float> tmppos(0.f, 0.f, 0.f);
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Vec3<float> tmpnrm(0.f, 0.f, 0.f);
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for (int i = 0; i < gstate.getNumBoneWeights(); ++i) {
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Mat3x3<float> bone(&gstate.boneMatrix[12*i]);
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tmppos += W[i] * (bone * ModelCoords(pos[0], pos[1], pos[2]) + Vec3<float>(gstate.boneMatrix[12*i+9], gstate.boneMatrix[12*i+10], gstate.boneMatrix[12*i+11]));
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if (vreader.hasNormal())
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tmpnrm += W[i] * (bone * vertex.normal);
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}
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pos[0] = tmppos.x;
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pos[1] = tmppos.y;
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pos[2] = tmppos.z;
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if (vreader.hasNormal())
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vertex.normal = tmpnrm;
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}
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if (vreader.hasColor0()) {
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float col[4];
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vreader.ReadColor0(col);
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vertex.color0 = Vec4<int>(col[0]*255, col[1]*255, col[2]*255, col[3]*255);
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} else {
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vertex.color0 = Vec4<int>(gstate.materialdiffuse&0xFF, (gstate.materialdiffuse>>8)&0xFF, (gstate.materialdiffuse>>16)&0xFF, gstate.materialalpha&0xFF);
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}
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if (vreader.hasColor1()) {
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float col[3];
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vreader.ReadColor0(col);
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vertex.color1 = Vec3<int>(col[0]*255, col[1]*255, col[2]*255);
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} else {
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vertex.color1 = Vec3<int>(0, 0, 0);
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}
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if (!gstate.isModeThrough()) {
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vertex.modelpos = ModelCoords(pos[0], pos[1], pos[2]);
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vertex.worldpos = WorldCoords(TransformUnit::ModelToWorld(vertex.modelpos));
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vertex.clippos = ClipCoords(TransformUnit::ViewToClip(TransformUnit::WorldToView(vertex.worldpos)));
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vertex.screenpos = ClipToScreenInternal(vertex.clippos);
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if (vreader.hasNormal()) {
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vertex.worldnormal = TransformUnit::ModelToWorld(vertex.normal) - Vec3<float>(gstate.worldMatrix[9], gstate.worldMatrix[10], gstate.worldMatrix[11]);
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vertex.worldnormal /= vertex.worldnormal.Length(); // TODO: Shouldn't be necessary..
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}
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Lighting::Process(vertex);
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} else {
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vertex.screenpos.x = (u32)pos[0] * 16 + (gstate.offsetx&0xffff);
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vertex.screenpos.y = (u32)pos[1] * 16 + (gstate.offsety&0xffff);
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vertex.screenpos.z = pos[2];
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vertex.clippos.w = 1.f;
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}
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return vertex;
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}
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#define START_OPEN_U 1
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#define END_OPEN_U 2
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#define START_OPEN_V 4
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#define END_OPEN_V 8
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struct SplinePatch {
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VertexData points[16];
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int type;
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};
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void TransformUnit::SubmitSpline(void* control_points, void* indices, int count_u, int count_v, int type_u, int type_v, u32 prim_type, u32 vertex_type)
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{
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VertexDecoder vdecoder;
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vdecoder.SetVertexType(vertex_type);
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const DecVtxFormat& vtxfmt = vdecoder.GetDecVtxFmt();
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static u8 buf[65536 * 48]; // yolo
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u16 index_lower_bound = 0;
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u16 index_upper_bound = count_u * count_v - 1;
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bool indices_16bit = (vertex_type & GE_VTYPE_IDX_MASK) == GE_VTYPE_IDX_16BIT;
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u8* indices8 = (u8*)indices;
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u16* indices16 = (u16*)indices;
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if (indices)
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GetIndexBounds(indices, count_u*count_v, vertex_type, &index_lower_bound, &index_upper_bound);
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vdecoder.DecodeVerts(buf, control_points, index_lower_bound, index_upper_bound);
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VertexReader vreader(buf, vtxfmt, vertex_type);
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int num_patches_u = count_u - 3;
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int num_patches_v = count_v - 3;
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// TODO: Do something less idiotic to manage this buffer
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SplinePatch* patches = new SplinePatch[num_patches_u * num_patches_v];
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for (int patch_u = 0; patch_u < num_patches_u; ++patch_u) {
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for (int patch_v = 0; patch_v < num_patches_v; ++patch_v) {
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SplinePatch& patch = patches[patch_u + patch_v * num_patches_u];
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for (int point = 0; point < 16; ++point) {
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int idx = (patch_u + point%4) + (patch_v + point/4) * count_u;
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if (indices)
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vreader.Goto(indices_16bit ? indices16[idx] : indices8[idx]);
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else
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vreader.Goto(idx);
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patch.points[point] = ReadVertex(vreader);
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}
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patch.type = (type_u | (type_v<<2));
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if (patch_u != 0) patch.type &= ~START_OPEN_U;
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if (patch_v != 0) patch.type &= ~START_OPEN_V;
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if (patch_u != num_patches_u-1) patch.type &= ~END_OPEN_U;
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if (patch_v != num_patches_v-1) patch.type &= ~END_OPEN_V;
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}
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}
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for (int patch_idx = 0; patch_idx < num_patches_u*num_patches_v; ++patch_idx) {
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SplinePatch& patch = patches[patch_idx];
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// TODO: Should do actual patch subdivision instead of just drawing the control points!
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const int tile_min_u = (patch.type & START_OPEN_U) ? 0 : 1;
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const int tile_min_v = (patch.type & START_OPEN_V) ? 0 : 1;
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const int tile_max_u = (patch.type & END_OPEN_U) ? 3 : 2;
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const int tile_max_v = (patch.type & END_OPEN_V) ? 3 : 2;
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for (int tile_u = tile_min_u; tile_u < tile_max_u; ++tile_u) {
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for (int tile_v = tile_min_v; tile_v < tile_max_v; ++tile_v) {
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int point_index = tile_u + tile_v*4;
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VertexData v0 = patch.points[point_index];
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VertexData v1 = patch.points[point_index+1];
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VertexData v2 = patch.points[point_index+4];
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VertexData v3 = patch.points[point_index+5];
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// TODO: Backface culling etc
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Clipper::ProcessTriangle(v0, v1, v2);
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Clipper::ProcessTriangle(v2, v1, v0);
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Clipper::ProcessTriangle(v2, v1, v3);
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Clipper::ProcessTriangle(v3, v1, v2);
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}
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}
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}
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delete[] patches;
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}
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void TransformUnit::SubmitPrimitive(void* vertices, void* indices, u32 prim_type, int vertex_count, u32 vertex_type)
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{
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// TODO: Cache VertexDecoder objects
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VertexDecoder vdecoder;
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vdecoder.SetVertexType(vertex_type);
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const DecVtxFormat& vtxfmt = vdecoder.GetDecVtxFmt();
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static u8 buf[65536 * 48]; // yolo
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u16 index_lower_bound = 0;
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u16 index_upper_bound = vertex_count - 1;
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bool indices_16bit = (vertex_type & GE_VTYPE_IDX_MASK) == GE_VTYPE_IDX_16BIT;
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u8* indices8 = (u8*)indices;
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u16* indices16 = (u16*)indices;
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if (indices)
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GetIndexBounds(indices, vertex_count, vertex_type, &index_lower_bound, &index_upper_bound);
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vdecoder.DecodeVerts(buf, vertices, index_lower_bound, index_upper_bound);
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VertexReader vreader(buf, vtxfmt, vertex_type);
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const int max_vtcs_per_prim = 3;
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int vtcs_per_prim = 0;
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if (prim_type == GE_PRIM_POINTS) vtcs_per_prim = 1;
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else if (prim_type == GE_PRIM_LINES) vtcs_per_prim = 2;
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else if (prim_type == GE_PRIM_TRIANGLES) vtcs_per_prim = 3;
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else if (prim_type == GE_PRIM_RECTANGLES) vtcs_per_prim = 2;
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else {
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// TODO: Unsupported
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}
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if (prim_type == GE_PRIM_POINTS || prim_type == GE_PRIM_LINES || prim_type == GE_PRIM_TRIANGLES || prim_type == GE_PRIM_RECTANGLES) {
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for (int vtx = 0; vtx < vertex_count; vtx += vtcs_per_prim) {
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VertexData data[max_vtcs_per_prim];
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for (int i = 0; i < vtcs_per_prim; ++i) {
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if (indices)
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vreader.Goto(indices_16bit ? indices16[vtx+i] : indices8[vtx+i]);
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else
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vreader.Goto(vtx+i);
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data[i] = ReadVertex(vreader);
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if (outside_range_flag)
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break;
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}
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if (outside_range_flag) {
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outside_range_flag = false;
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continue;
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}
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switch (prim_type) {
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case GE_PRIM_TRIANGLES:
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{
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if (!gstate.isCullEnabled() || gstate.isModeClear()) {
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Clipper::ProcessTriangle(data[0], data[1], data[2]);
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Clipper::ProcessTriangle(data[2], data[1], data[0]);
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} else if (!gstate.getCullMode())
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Clipper::ProcessTriangle(data[2], data[1], data[0]);
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else
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Clipper::ProcessTriangle(data[0], data[1], data[2]);
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break;
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}
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case GE_PRIM_RECTANGLES:
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Clipper::ProcessQuad(data[0], data[1]);
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break;
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}
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}
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} else if (prim_type == GE_PRIM_TRIANGLE_STRIP) {
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VertexData data[3];
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unsigned int skip_count = 2; // Don't draw a triangle when loading the first two vertices
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for (int vtx = 0; vtx < vertex_count; ++vtx) {
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if (indices)
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vreader.Goto(indices_16bit ? indices16[vtx] : indices8[vtx]);
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else
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vreader.Goto(vtx);
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data[vtx % 3] = ReadVertex(vreader);
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if (outside_range_flag) {
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// Drop all primitives containing the current vertex
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skip_count = 2;
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outside_range_flag = false;
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continue;
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}
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if (skip_count) {
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--skip_count;
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continue;
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}
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if (!gstate.isCullEnabled() || gstate.isModeClear()) {
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Clipper::ProcessTriangle(data[0], data[1], data[2]);
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Clipper::ProcessTriangle(data[2], data[1], data[0]);
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} else if ((!gstate.getCullMode()) ^ (vtx % 2)) {
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// We need to reverse the vertex order for each second primitive,
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// but we additionally need to do that for every primitive if CCW cullmode is used.
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Clipper::ProcessTriangle(data[2], data[1], data[0]);
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} else {
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Clipper::ProcessTriangle(data[0], data[1], data[2]);
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}
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}
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} else if (prim_type == GE_PRIM_TRIANGLE_FAN) {
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VertexData data[3];
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unsigned int skip_count = 1; // Don't draw a triangle when loading the first two vertices
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if (indices)
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vreader.Goto(indices_16bit ? indices16[0] : indices8[0]);
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else
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vreader.Goto(0);
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data[0] = ReadVertex(vreader);
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for (int vtx = 1; vtx < vertex_count; ++vtx) {
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if (indices)
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vreader.Goto(indices_16bit ? indices16[vtx] : indices8[vtx]);
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else
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vreader.Goto(vtx);
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data[2 - (vtx % 2)] = ReadVertex(vreader);
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if (outside_range_flag) {
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// Drop all primitives containing the current vertex
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skip_count = 2;
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outside_range_flag = false;
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continue;
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}
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if (skip_count) {
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--skip_count;
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continue;
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}
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if (!gstate.isCullEnabled() || gstate.isModeClear()) {
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Clipper::ProcessTriangle(data[0], data[1], data[2]);
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Clipper::ProcessTriangle(data[2], data[1], data[0]);
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} else if ((!gstate.getCullMode()) ^ (vtx % 2)) {
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// We need to reverse the vertex order for each second primitive,
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// but we additionally need to do that for every primitive if CCW cullmode is used.
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Clipper::ProcessTriangle(data[2], data[1], data[0]);
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} else {
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Clipper::ProcessTriangle(data[0], data[1], data[2]);
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}
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}
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}
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}
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