forked from dolphin-emu/dolphin
		
	
		
			
				
	
	
		
			457 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			457 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| // Copyright 2009 Dolphin Emulator Project
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| // Licensed under GPLv2+
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| // Refer to the license.txt file included.
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| 
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| #include "VideoBackends/Software/TransformUnit.h"
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| 
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| #include <algorithm>
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| #include <cmath>
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| 
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| #include "Common/Assert.h"
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| #include "Common/CommonFuncs.h"
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| #include "Common/CommonTypes.h"
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| #include "Common/Logging/Log.h"
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| #include "Common/MathUtil.h"
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| #include "Common/MsgHandler.h"
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| 
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| #include "VideoBackends/Software/NativeVertexFormat.h"
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| #include "VideoBackends/Software/Vec3.h"
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| 
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| #include "VideoCommon/BPMemory.h"
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| #include "VideoCommon/XFMemory.h"
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| 
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| namespace TransformUnit
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| {
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| static void MultiplyVec2Mat24(const Vec3& vec, const float* mat, Vec3& result)
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| {
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|   result.x = mat[0] * vec.x + mat[1] * vec.y + mat[2] + mat[3];
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|   result.y = mat[4] * vec.x + mat[5] * vec.y + mat[6] + mat[7];
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|   result.z = 1.0f;
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| }
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| 
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| static void MultiplyVec2Mat34(const Vec3& vec, const float* mat, Vec3& result)
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| {
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|   result.x = mat[0] * vec.x + mat[1] * vec.y + mat[2] + mat[3];
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|   result.y = mat[4] * vec.x + mat[5] * vec.y + mat[6] + mat[7];
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|   result.z = mat[8] * vec.x + mat[9] * vec.y + mat[10] + mat[11];
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| }
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| 
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| static void MultiplyVec3Mat33(const Vec3& vec, const float* mat, Vec3& result)
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| {
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|   result.x = mat[0] * vec.x + mat[1] * vec.y + mat[2] * vec.z;
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|   result.y = mat[3] * vec.x + mat[4] * vec.y + mat[5] * vec.z;
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|   result.z = mat[6] * vec.x + mat[7] * vec.y + mat[8] * vec.z;
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| }
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| 
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| static void MultiplyVec3Mat24(const Vec3& vec, const float* mat, Vec3& result)
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| {
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|   result.x = mat[0] * vec.x + mat[1] * vec.y + mat[2] * vec.z + mat[3];
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|   result.y = mat[4] * vec.x + mat[5] * vec.y + mat[6] * vec.z + mat[7];
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|   result.z = 1.0f;
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| }
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| 
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| static void MultiplyVec3Mat34(const Vec3& vec, const float* mat, Vec3& result)
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| {
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|   result.x = mat[0] * vec.x + mat[1] * vec.y + mat[2] * vec.z + mat[3];
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|   result.y = mat[4] * vec.x + mat[5] * vec.y + mat[6] * vec.z + mat[7];
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|   result.z = mat[8] * vec.x + mat[9] * vec.y + mat[10] * vec.z + mat[11];
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| }
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| 
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| static void MultipleVec3Perspective(const Vec3& vec, const float* proj, Vec4& result)
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| {
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|   result.x = proj[0] * vec.x + proj[1] * vec.z;
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|   result.y = proj[2] * vec.y + proj[3] * vec.z;
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|   // result.z = (proj[4] * vec.z + proj[5]);
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|   result.z = (proj[4] * vec.z + proj[5]) * (1.0f - (float)1e-7);
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|   result.w = -vec.z;
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| }
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| 
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| static void MultipleVec3Ortho(const Vec3& vec, const float* proj, Vec4& result)
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| {
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|   result.x = proj[0] * vec.x + proj[1];
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|   result.y = proj[2] * vec.y + proj[3];
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|   result.z = proj[4] * vec.z + proj[5];
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|   result.w = 1;
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| }
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| 
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| void TransformPosition(const InputVertexData* src, OutputVertexData* dst)
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| {
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|   const float* mat = &xfmem.posMatrices[src->posMtx * 4];
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|   MultiplyVec3Mat34(src->position, mat, dst->mvPosition);
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| 
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|   if (xfmem.projection.type == GX_PERSPECTIVE)
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|   {
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|     MultipleVec3Perspective(dst->mvPosition, xfmem.projection.rawProjection,
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|                             dst->projectedPosition);
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|   }
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|   else
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|   {
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|     MultipleVec3Ortho(dst->mvPosition, xfmem.projection.rawProjection, dst->projectedPosition);
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|   }
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| }
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| 
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| void TransformNormal(const InputVertexData* src, bool nbt, OutputVertexData* dst)
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| {
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|   const float* mat = &xfmem.normalMatrices[(src->posMtx & 31) * 3];
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| 
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|   if (nbt)
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|   {
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|     MultiplyVec3Mat33(src->normal[0], mat, dst->normal[0]);
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|     MultiplyVec3Mat33(src->normal[1], mat, dst->normal[1]);
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|     MultiplyVec3Mat33(src->normal[2], mat, dst->normal[2]);
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|     dst->normal[0].Normalize();
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|   }
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|   else
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|   {
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|     MultiplyVec3Mat33(src->normal[0], mat, dst->normal[0]);
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|     dst->normal[0].Normalize();
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|   }
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| }
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| 
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| static void TransformTexCoordRegular(const TexMtxInfo& texinfo, int coordNum, bool specialCase,
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|                                      const InputVertexData* srcVertex, OutputVertexData* dstVertex)
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| {
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|   Vec3 src;
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|   switch (texinfo.sourcerow)
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|   {
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|   case XF_SRCGEOM_INROW:
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|     src = srcVertex->position;
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|     break;
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|   case XF_SRCNORMAL_INROW:
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|     src = srcVertex->normal[0];
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|     break;
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|   case XF_SRCBINORMAL_T_INROW:
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|     src = srcVertex->normal[1];
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|     break;
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|   case XF_SRCBINORMAL_B_INROW:
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|     src = srcVertex->normal[2];
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|     break;
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|   default:
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|     _assert_(texinfo.sourcerow >= XF_SRCTEX0_INROW && texinfo.sourcerow <= XF_SRCTEX7_INROW);
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|     src.x = srcVertex->texCoords[texinfo.sourcerow - XF_SRCTEX0_INROW][0];
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|     src.y = srcVertex->texCoords[texinfo.sourcerow - XF_SRCTEX0_INROW][1];
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|     src.z = 1.0f;
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|     break;
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|   }
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| 
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|   const float* mat = &xfmem.posMatrices[srcVertex->texMtx[coordNum] * 4];
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|   Vec3* dst = &dstVertex->texCoords[coordNum];
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| 
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|   if (texinfo.projection == XF_TEXPROJ_ST)
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|   {
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|     if (texinfo.inputform == XF_TEXINPUT_AB11 || specialCase)
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|       MultiplyVec2Mat24(src, mat, *dst);
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|     else
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|       MultiplyVec3Mat24(src, mat, *dst);
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|   }
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|   else  // texinfo.projection == XF_TEXPROJ_STQ
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|   {
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|     _assert_(!specialCase);
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| 
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|     if (texinfo.inputform == XF_TEXINPUT_AB11)
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|       MultiplyVec2Mat34(src, mat, *dst);
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|     else
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|       MultiplyVec3Mat34(src, mat, *dst);
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|   }
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| 
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|   if (xfmem.dualTexTrans.enabled)
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|   {
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|     Vec3 tempCoord;
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| 
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|     // normalize
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|     const PostMtxInfo& postInfo = xfmem.postMtxInfo[coordNum];
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|     const float* postMat = &xfmem.postMatrices[postInfo.index * 4];
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| 
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|     if (specialCase)
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|     {
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|       // no normalization
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|       // q of input is 1
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|       // q of output is unknown
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|       tempCoord.x = dst->x;
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|       tempCoord.y = dst->y;
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| 
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|       dst->x = postMat[0] * tempCoord.x + postMat[1] * tempCoord.y + postMat[2] + postMat[3];
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|       dst->y = postMat[4] * tempCoord.x + postMat[5] * tempCoord.y + postMat[6] + postMat[7];
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|       dst->z = 1.0f;
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|     }
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|     else
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|     {
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|       if (postInfo.normalize)
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|         tempCoord = dst->Normalized();
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|       else
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|         tempCoord = *dst;
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| 
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|       MultiplyVec3Mat34(tempCoord, postMat, *dst);
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|     }
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|   }
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| 
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|   // When q is 0, the GameCube appears to have a special case
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|   // This can be seen in devkitPro's neheGX Lesson08 example for Wii
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|   // Makes differences in Rogue Squadron 3 (Hoth sky) and The Last Story (shadow culling)
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|   if (dst->z == 0.0f)
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|   {
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|     dst->x = MathUtil::Clamp(dst->x / 2.0f, -1.0f, 1.0f);
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|     dst->y = MathUtil::Clamp(dst->y / 2.0f, -1.0f, 1.0f);
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|   }
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| }
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| 
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| struct LightPointer
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| {
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|   u32 reserved[3];
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|   u8 color[4];
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|   Vec3 cosatt;
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|   Vec3 distatt;
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|   Vec3 pos;
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|   Vec3 dir;
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| };
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| 
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| static inline void AddScaledIntegerColor(const u8* src, float scale, Vec3& dst)
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| {
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|   dst.x += src[1] * scale;
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|   dst.y += src[2] * scale;
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|   dst.z += src[3] * scale;
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| }
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| 
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| static inline float SafeDivide(float n, float d)
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| {
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|   return (d == 0) ? (n > 0 ? 1 : 0) : n / d;
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| }
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| 
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| static float CalculateLightAttn(const LightPointer* light, Vec3* _ldir, const Vec3& normal,
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|                                 const LitChannel& chan)
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| {
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|   float attn = 1.0f;
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|   Vec3& ldir = *_ldir;
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| 
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|   switch (chan.attnfunc)
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|   {
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|   case LIGHTATTN_NONE:
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|   case LIGHTATTN_DIR:
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|   {
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|     ldir = ldir.Normalized();
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|     if (ldir == Vec3(0.0f, 0.0f, 0.0f))
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|       ldir = normal;
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|     break;
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|   }
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|   case LIGHTATTN_SPEC:
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|   {
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|     ldir = ldir.Normalized();
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|     attn = (ldir * normal) >= 0.0 ? std::max(0.0f, light->dir * normal) : 0;
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|     Vec3 attLen = Vec3(1.0, attn, attn * attn);
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|     Vec3 cosAttn = light->cosatt;
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|     Vec3 distAttn = light->distatt;
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|     if (chan.diffusefunc != LIGHTDIF_NONE)
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|       distAttn = distAttn.Normalized();
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| 
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|     attn = SafeDivide(std::max(0.0f, attLen * cosAttn), attLen * distAttn);
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|     break;
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|   }
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|   case LIGHTATTN_SPOT:
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|   {
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|     float dist2 = ldir.Length2();
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|     float dist = sqrtf(dist2);
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|     ldir = ldir / dist;
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|     attn = std::max(0.0f, ldir * light->dir);
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| 
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|     float cosAtt = light->cosatt.x + (light->cosatt.y * attn) + (light->cosatt.z * attn * attn);
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|     float distAtt = light->distatt.x + (light->distatt.y * dist) + (light->distatt.z * dist2);
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|     attn = SafeDivide(std::max(0.0f, cosAtt), distAtt);
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|     break;
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|   }
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|   default:
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|     PanicAlert("LightColor");
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|   }
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| 
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|   return attn;
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| }
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| 
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| static void LightColor(const Vec3& pos, const Vec3& normal, u8 lightNum, LitChannel& chan,
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|                        Vec3& lightCol)
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| {
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|   const LightPointer* light = (const LightPointer*)&xfmem.lights[lightNum];
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| 
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|   Vec3 ldir = light->pos - pos;
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|   float attn = CalculateLightAttn(light, &ldir, normal, chan);
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| 
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|   float difAttn = ldir * normal;
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|   switch (chan.diffusefunc)
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|   {
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|   case LIGHTDIF_NONE:
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|     AddScaledIntegerColor(light->color, attn, lightCol);
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|     break;
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|   case LIGHTDIF_SIGN:
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|     AddScaledIntegerColor(light->color, attn * difAttn, lightCol);
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|     break;
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|   case LIGHTDIF_CLAMP:
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|     difAttn = std::max(0.0f, difAttn);
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|     AddScaledIntegerColor(light->color, attn * difAttn, lightCol);
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|     break;
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|   default:
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|     _assert_(0);
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|   }
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| }
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| 
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| static void LightAlpha(const Vec3& pos, const Vec3& normal, u8 lightNum, const LitChannel& chan,
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|                        float& lightCol)
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| {
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|   const LightPointer* light = (const LightPointer*)&xfmem.lights[lightNum];
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| 
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|   Vec3 ldir = light->pos - pos;
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|   float attn = CalculateLightAttn(light, &ldir, normal, chan);
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| 
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|   float difAttn = ldir * normal;
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|   switch (chan.diffusefunc)
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|   {
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|   case LIGHTDIF_NONE:
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|     lightCol += light->color[0] * attn;
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|     break;
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|   case LIGHTDIF_SIGN:
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|     lightCol += light->color[0] * attn * difAttn;
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|     break;
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|   case LIGHTDIF_CLAMP:
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|     difAttn = std::max(0.0f, difAttn);
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|     lightCol += light->color[0] * attn * difAttn;
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|     break;
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|   default:
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|     _assert_(0);
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|   }
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| }
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| 
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| void TransformColor(const InputVertexData* src, OutputVertexData* dst)
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| {
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|   for (u32 chan = 0; chan < xfmem.numChan.numColorChans; chan++)
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|   {
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|     // abgr
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|     u8 matcolor[4];
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|     u8 chancolor[4];
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| 
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|     // color
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|     LitChannel& colorchan = xfmem.color[chan];
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|     if (colorchan.matsource)
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|       *(u32*)matcolor = *(u32*)src->color[chan];  // vertex
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|     else
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|       *(u32*)matcolor = xfmem.matColor[chan];
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| 
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|     if (colorchan.enablelighting)
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|     {
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|       Vec3 lightCol;
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|       if (colorchan.ambsource)
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|       {
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|         // vertex
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|         lightCol.x = src->color[chan][1];
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|         lightCol.y = src->color[chan][2];
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|         lightCol.z = src->color[chan][3];
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|       }
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|       else
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|       {
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|         u8* ambColor = (u8*)&xfmem.ambColor[chan];
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|         lightCol.x = ambColor[1];
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|         lightCol.y = ambColor[2];
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|         lightCol.z = ambColor[3];
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|       }
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| 
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|       u8 mask = colorchan.GetFullLightMask();
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|       for (int i = 0; i < 8; ++i)
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|       {
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|         if (mask & (1 << i))
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|           LightColor(dst->mvPosition, dst->normal[0], i, colorchan, lightCol);
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|       }
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| 
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|       int light_x = MathUtil::Clamp(static_cast<int>(lightCol.x), 0, 255);
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|       int light_y = MathUtil::Clamp(static_cast<int>(lightCol.y), 0, 255);
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|       int light_z = MathUtil::Clamp(static_cast<int>(lightCol.z), 0, 255);
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|       chancolor[1] = (matcolor[1] * (light_x + (light_x >> 7))) >> 8;
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|       chancolor[2] = (matcolor[2] * (light_y + (light_y >> 7))) >> 8;
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|       chancolor[3] = (matcolor[3] * (light_z + (light_z >> 7))) >> 8;
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|     }
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|     else
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|     {
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|       *(u32*)chancolor = *(u32*)matcolor;
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|     }
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| 
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|     // alpha
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|     LitChannel& alphachan = xfmem.alpha[chan];
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|     if (alphachan.matsource)
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|       matcolor[0] = src->color[chan][0];  // vertex
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|     else
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|       matcolor[0] = xfmem.matColor[chan] & 0xff;
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| 
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|     if (xfmem.alpha[chan].enablelighting)
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|     {
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|       float lightCol;
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|       if (alphachan.ambsource)
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|         lightCol = src->color[chan][0];  // vertex
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|       else
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|         lightCol = (float)(xfmem.ambColor[chan] & 0xff);
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| 
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|       u8 mask = alphachan.GetFullLightMask();
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|       for (int i = 0; i < 8; ++i)
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|       {
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|         if (mask & (1 << i))
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|           LightAlpha(dst->mvPosition, dst->normal[0], i, alphachan, lightCol);
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|       }
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| 
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|       int light_a = MathUtil::Clamp(static_cast<int>(lightCol), 0, 255);
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|       chancolor[0] = (matcolor[0] * (light_a + (light_a >> 7))) >> 8;
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|     }
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|     else
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|     {
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|       chancolor[0] = matcolor[0];
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|     }
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| 
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|     // abgr -> rgba
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|     *(u32*)dst->color[chan] = Common::swap32(*(u32*)chancolor);
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|   }
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| }
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| 
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| void TransformTexCoord(const InputVertexData* src, OutputVertexData* dst, bool specialCase)
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| {
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|   for (u32 coordNum = 0; coordNum < xfmem.numTexGen.numTexGens; coordNum++)
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|   {
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|     const TexMtxInfo& texinfo = xfmem.texMtxInfo[coordNum];
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| 
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|     switch (texinfo.texgentype)
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|     {
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|     case XF_TEXGEN_REGULAR:
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|       TransformTexCoordRegular(texinfo, coordNum, specialCase, src, dst);
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|       break;
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|     case XF_TEXGEN_EMBOSS_MAP:
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|     {
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|       const LightPointer* light = (const LightPointer*)&xfmem.lights[texinfo.embosslightshift];
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| 
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|       Vec3 ldir = (light->pos - dst->mvPosition).Normalized();
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|       float d1 = ldir * dst->normal[1];
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|       float d2 = ldir * dst->normal[2];
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| 
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|       dst->texCoords[coordNum].x = dst->texCoords[texinfo.embosssourceshift].x + d1;
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|       dst->texCoords[coordNum].y = dst->texCoords[texinfo.embosssourceshift].y + d2;
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|       dst->texCoords[coordNum].z = dst->texCoords[texinfo.embosssourceshift].z;
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|     }
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|     break;
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|     case XF_TEXGEN_COLOR_STRGBC0:
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|       _assert_(texinfo.sourcerow == XF_SRCCOLORS_INROW);
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|       _assert_(texinfo.inputform == XF_TEXINPUT_AB11);
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|       dst->texCoords[coordNum].x = (float)dst->color[0][0] / 255.0f;
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|       dst->texCoords[coordNum].y = (float)dst->color[0][1] / 255.0f;
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|       dst->texCoords[coordNum].z = 1.0f;
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|       break;
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|     case XF_TEXGEN_COLOR_STRGBC1:
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|       _assert_(texinfo.sourcerow == XF_SRCCOLORS_INROW);
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|       _assert_(texinfo.inputform == XF_TEXINPUT_AB11);
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|       dst->texCoords[coordNum].x = (float)dst->color[1][0] / 255.0f;
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|       dst->texCoords[coordNum].y = (float)dst->color[1][1] / 255.0f;
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|       dst->texCoords[coordNum].z = 1.0f;
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|       break;
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|     default:
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|       ERROR_LOG(VIDEO, "Bad tex gen type %i", texinfo.texgentype);
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|     }
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|   }
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| 
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|   for (u32 coordNum = 0; coordNum < xfmem.numTexGen.numTexGens; coordNum++)
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|   {
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|     dst->texCoords[coordNum][0] *= (bpmem.texcoords[coordNum].s.scale_minus_1 + 1);
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|     dst->texCoords[coordNum][1] *= (bpmem.texcoords[coordNum].t.scale_minus_1 + 1);
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|   }
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| }
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| }
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