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flycast/core/rend/transform_matrix.h
2026-10-04 11:45:46 +02:00

101 lines
3.2 KiB
C++

/*
Created on: Oct 22, 2019
Copyright 2019 flyinghead
This file is part of Flycast.
Flycast 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, either version 2 of the License, or
(at your option) any later version.
Flycast 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 for more details.
You should have received a copy of the GNU General Public License
along with Flycast. If not, see <https://www.gnu.org/licenses/>.
*/
#pragma once
#include "hw/pvr/Renderer_if.h"
#include "hw/pvr/ta_ctx.h"
#include "cfg/option.h"
#include <glm/glm.hpp>
static inline Rect intersect(const Rect& l, const Rect& r)
{
Rect rect;
rect.origin = glm::max(l.origin, r.origin);
rect.size = glm::max(glm::min(l.bottomRight(), r.bottomRight()) - rect.origin + glm::ivec2(1, 1), glm::ivec2(0, 0));
return rect;
}
enum class TileClipping {
Inside, // Render stuff outside the region
Off, // Always passes
Outside // Render stuff inside the region
};
// Dreamcast:
// +Y is down
// OpenGL:
// +Y is up in clip, NDC and framebuffer coordinates. BUT we invert the Y coordinate in the renderer.
// Vulkan:
// +Y is down in clip, NDC and framebuffer coordinates
// DirectX9:
// +Y is up in clip and NDC coordinates, but down in framebuffer coordinates
// Y must also be flipped for render-to-texture so that the top of the texture comes first
class TransformMatrix
{
public:
TransformMatrix(bool directx = false)
: directx(directx)
{}
TransformMatrix(const rend_context& renderingContext, int width, int height, bool directx = false)
: directx(directx)
{
CalcMatrices(&renderingContext, width, height);
}
const glm::mat4& GetNormalMatrix() const {
return normalMatrix;
}
const glm::mat4& GetViewportMatrix() const {
return viewportMatrix;
}
void CalcMatrices(const rend_context *renderingContext, int width = 0, int height = 0);
Rect getBaseScissor() const;
TileClipping getTileClip(u32 val, Rect& clipRect);
private:
bool isClipped() const;
void getScissorScaling(float& scale_x, float& scale_y) const;
Rect intersectTileAndFBScissor() const;
const rend_context *renderingContext = nullptr;
const bool directx;
glm::mat4 normalMatrix;
glm::mat4 viewportMatrix;
};
void getPvrFramebufferSize(const rend_context& rendCtx, int& width, int& height);
void getScaledFramebufferSize(const rend_context& rendCtx, int& width, int& height);
float getOutputFramebufferAspectRatio();
void getDCFramebufferReadSize(const FramebufferInfo& info, int& width, int& height);
void getWriteFBToVramParams(const rend_context& ctx, glm::ivec2& scaledSize, Rect& finalClip);
inline static float getDCFramebufferAspectRatio() {
if (config::StretchToFill)
return (float)settings.display.width / settings.display.height;
float aspectRatio = config::Rotate90 ? 3.f / 4.f : 4.f / 3.f;
return aspectRatio * config::ScreenStretching / 100.f;
}
void getWindowboxDimensions(int outwidth, int outheight, float renderAR, int& dx, int& dy, bool rotate);
void getVideoShift(float& x, float& y);