ppsspp/GPU/Software/TransformUnit.cpp
2013-08-16 23:48:59 +02:00

166 lines
5.5 KiB
C++

// Copyright (c) 2013- PPSSPP Project.
// This program 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, version 2.0 or later versions.
// This program 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 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#include "../GPUState.h"
#include "../GLES/VertexDecoder.h"
#include "TransformUnit.h"
#include "Clipper.h"
#include "Lighting.h"
WorldCoords TransformUnit::ModelToWorld(const ModelCoords& coords)
{
Mat3x3<float> world_matrix(gstate.worldMatrix);
return WorldCoords(world_matrix * coords) + Vec3<float>(gstate.worldMatrix[9], gstate.worldMatrix[10], gstate.worldMatrix[11]);
}
ViewCoords TransformUnit::WorldToView(const WorldCoords& coords)
{
Mat3x3<float> view_matrix(gstate.viewMatrix);
return ViewCoords(view_matrix * coords) + Vec3<float>(gstate.viewMatrix[9], gstate.viewMatrix[10], gstate.viewMatrix[11]);
}
ClipCoords TransformUnit::ViewToClip(const ViewCoords& coords)
{
Vec4<float> coords4(coords.x, coords.y, coords.z, 1.0f);
Mat4x4<float> projection_matrix(gstate.projMatrix);
return ClipCoords(projection_matrix * coords4);
}
ScreenCoords TransformUnit::ClipToScreen(const ClipCoords& coords)
{
ScreenCoords ret;
float vpx1 = getFloat24(gstate.viewportx1);
float vpx2 = getFloat24(gstate.viewportx2);
float vpy1 = getFloat24(gstate.viewporty1);
float vpy2 = getFloat24(gstate.viewporty2);
float vpz1 = getFloat24(gstate.viewportz1);
float vpz2 = getFloat24(gstate.viewportz2);
// TODO: Check for invalid parameters (x2 < x1, etc)
ret.x = (coords.x * vpx1 / coords.w + vpx2) * 16; // 16 = 0xFFFF / 4095.9375;
ret.y = (coords.y * vpy1 / coords.w + vpy2) * 16; // 16 = 0xFFFF / 4095.9375;
ret.z = (coords.z * vpz1 / coords.w + vpz2) * 16; // 16 = 0xFFFF / 4095.9375;
return ret;
}
DrawingCoords TransformUnit::ScreenToDrawing(const ScreenCoords& coords)
{
DrawingCoords ret;
// TODO: What to do when offset > coord?
ret.x = (((u32)coords.x - (gstate.offsetx&0xffff))/16) & 0x3ff;
ret.y = (((u32)coords.y - (gstate.offsety&0xffff))/16) & 0x3ff;
return ret;
}
void TransformUnit::SubmitPrimitive(void* vertices, void* indices, u32 prim_type, int vertex_count, u32 vertex_type)
{
// TODO: Cache VertexDecoder objects
VertexDecoder vdecoder;
vdecoder.SetVertexType(vertex_type);
const DecVtxFormat& vtxfmt = vdecoder.GetDecVtxFmt();
static u8 buf[65536 * 48]; // yolo
u16 index_lower_bound = 0;
u16 index_upper_bound = vertex_count - 1;
bool indices_8bit = (vertex_type & GE_VTYPE_IDX_MASK) == GE_VTYPE_IDX_8BIT;
bool indices_16bit = (vertex_type & GE_VTYPE_IDX_MASK) == GE_VTYPE_IDX_16BIT;
u8* indices8 = (u8*)indices;
u16* indices16 = (u16*)indices;
if (indices)
GetIndexBounds(indices, vertex_count, vertex_type, &index_lower_bound, &index_upper_bound);
vdecoder.DecodeVerts(buf, vertices, index_lower_bound, index_upper_bound);
VertexReader vreader(buf, vtxfmt, vertex_type);
int vtcs_per_prim = 0;
if (prim_type == GE_PRIM_POINTS) vtcs_per_prim = 1;
else if (prim_type == GE_PRIM_LINES) vtcs_per_prim = 2;
else if (prim_type == GE_PRIM_TRIANGLES) vtcs_per_prim = 3;
else if (prim_type == GE_PRIM_RECTANGLES) vtcs_per_prim = 2;
else {
// TODO: Unsupported
}
// We only support triangle lists, for now.
for (int vtx = 0; vtx < vertex_count; vtx += vtcs_per_prim)
{
VertexData data[3];
for (unsigned int i = 0; i < vtcs_per_prim; ++i)
{
float pos[3];
if (indices)
vreader.Goto(indices_16bit ? indices16[vtx+i] : indices8[vtx+i]);
else
vreader.Goto(vtx+i);
vreader.ReadPos(pos);
if (!gstate.isModeClear() && gstate.textureMapEnable && vreader.hasUV()) {
float uv[2];
vreader.ReadUV(uv);
data[i].texturecoords = Vec2<float>(uv[0], uv[1]);
}
if (vreader.hasNormal()) {
float normal[3];
vreader.ReadNrm(normal);
data[i].normal = Vec3<float>(normal[0], normal[1], normal[2]);
}
if (vreader.hasColor0()) {
float col[4];
vreader.ReadColor0(col);
data[i].color0 = Vec4<int>(col[0]*255, col[1]*255, col[2]*255, col[3]*255);
} else {
data[i].color0 = Vec4<int>(gstate.materialdiffuse&0xFF, (gstate.materialdiffuse>>8)&0xFF, (gstate.materialdiffuse>>16)&0xFF, gstate.materialalpha&0xFF);
}
if (vreader.hasColor1()) {
float col[3];
vreader.ReadColor0(col);
data[i].color1 = Vec3<int>(col[0]*255, col[1]*255, col[2]*255);
} else {
data[i].color1 = Vec3<int>(0, 0, 0);
}
if (!gstate.isModeThrough()) {
ModelCoords mcoords(pos[0], pos[1], pos[2]);
data[i].worldpos = WorldCoords(TransformUnit::ModelToWorld(mcoords));
data[i].viewpos = TransformUnit::WorldToView(data[i].worldpos);
data[i].clippos = ClipCoords(TransformUnit::ViewToClip(data[i].viewpos));
data[i].drawpos = DrawingCoords(TransformUnit::ScreenToDrawing(TransformUnit::ClipToScreen(data[i].clippos)));
Lighting::Process(data[i]);
} else {
data[i].drawpos.x = pos[0];
data[i].drawpos.y = pos[1];
}
}
switch (prim_type) {
case GE_PRIM_TRIANGLES:
Clipper::ProcessTriangle(data);
break;
case GE_PRIM_RECTANGLES:
Clipper::ProcessQuad(data);
break;
}
}
}