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https://github.com/libretro/ppsspp.git
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166 lines
5.5 KiB
C++
166 lines
5.5 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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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, 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_8bit = (vertex_type & GE_VTYPE_IDX_MASK) == GE_VTYPE_IDX_8BIT;
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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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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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// We only support triangle lists, for now.
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for (int vtx = 0; vtx < vertex_count; vtx += vtcs_per_prim)
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{
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VertexData data[3];
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for (unsigned int i = 0; i < vtcs_per_prim; ++i)
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{
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float pos[3];
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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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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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data[i].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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data[i].normal = Vec3<float>(normal[0], normal[1], normal[2]);
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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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data[i].color0 = Vec4<int>(col[0]*255, col[1]*255, col[2]*255, col[3]*255);
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} else {
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data[i].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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data[i].color1 = Vec3<int>(col[0]*255, col[1]*255, col[2]*255);
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} else {
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data[i].color1 = Vec3<int>(0, 0, 0);
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}
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if (!gstate.isModeThrough()) {
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ModelCoords mcoords(pos[0], pos[1], pos[2]);
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data[i].worldpos = WorldCoords(TransformUnit::ModelToWorld(mcoords));
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data[i].viewpos = TransformUnit::WorldToView(data[i].worldpos);
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data[i].clippos = ClipCoords(TransformUnit::ViewToClip(data[i].viewpos));
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data[i].drawpos = DrawingCoords(TransformUnit::ScreenToDrawing(TransformUnit::ClipToScreen(data[i].clippos)));
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Lighting::Process(data[i]);
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} else {
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data[i].drawpos.x = pos[0];
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data[i].drawpos.y = pos[1];
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}
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}
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switch (prim_type) {
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case GE_PRIM_TRIANGLES:
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Clipper::ProcessTriangle(data);
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break;
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case GE_PRIM_RECTANGLES:
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Clipper::ProcessQuad(data);
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break;
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}
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}
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}
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