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108 lines
3.6 KiB
C++
108 lines
3.6 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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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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ScreenCoords TransformUnit::ClipToScreen(const ClipCoords& coords)
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{
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ScreenCoords ret;
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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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// TODO: Check for invalid parameters (x2 < x1, etc)
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ret.x = (coords.x * vpx1 / coords.w + vpx2) * 16; // 16 = 0xFFFF / 4095.9375;
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ret.y = (coords.y * vpy1 / coords.w + vpy2) * 16; // 16 = 0xFFFF / 4095.9375;
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ret.z = (coords.z * vpz1 / coords.w + vpz2) * 16; // 16 = 0xFFFF / 4095.9375;
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return ret;
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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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return ret;
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}
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void TransformUnit::SubmitPrimitive(void* vertices, 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[102400]; // yolo
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vdecoder.DecodeVerts(buf, vertices, 0, vertex_count - 1);
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VertexReader vreader(buf, vtxfmt, vertex_type);
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// We only support triangle lists, for now.
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for (int vtx = 0; vtx < vertex_count; vtx+=3)
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{
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VertexData data[3];
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for (unsigned int i = 0; i < 3; ++i)
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{
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float pos[3];
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vreader.Goto(vtx+i);
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vreader.ReadPos(pos);
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if (gstate.textureMapEnable && vreader.hasUV())
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{
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float uv[2];
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vreader.ReadUV(uv);
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data[i].texturecoords = Vec2<float>(uv[0], uv[1]);
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}
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ModelCoords mcoords(pos[0], pos[1], pos[2]);
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data[i].clippos = ClipCoords(ClipCoords(TransformUnit::ViewToClip(TransformUnit::WorldToView(TransformUnit::ModelToWorld(mcoords)))));
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data[i].drawpos = DrawingCoords(TransformUnit::ScreenToDrawing(TransformUnit::ClipToScreen(data[i].clippos)));
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}
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// TODO: Should do lighting here!
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Clipper::ProcessTriangle(data);
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}
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}
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