mirror of
https://github.com/dolphin-emu/dolphin.git
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Adding software rendering plugin. This is aimed at accurate emulation, not fast. Its more like a debugging tool than actually useful.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4407 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
486
Source/Plugins/Plugin_VideoSoftware/Src/TransformUnit.cpp
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486
Source/Plugins/Plugin_VideoSoftware/Src/TransformUnit.cpp
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@ -0,0 +1,486 @@
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// Copyright (C) 2003-2009 Dolphin 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.
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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 SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include "Common.h"
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#include <math.h>
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#include "TransformUnit.h"
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#include "XFMemLoader.h"
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#include "CPMemLoader.h"
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#include "NativeVertexFormat.h"
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#include "../../Plugin_VideoDX9/Src/Vec3.h"
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namespace TransformUnit
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{
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void MultiplyVec2Mat24(const float *vec, const float *mat, float *result)
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{
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result[0] = mat[0] * vec[0] + mat[1] * vec[1] + mat[2] + mat[3];
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result[1] = mat[4] * vec[0] + mat[5] * vec[1] + mat[6] + mat[7];
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}
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void MultiplyVec2Mat34(const float *vec, const float *mat, float *result)
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{
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result[0] = mat[0] * vec[0] + mat[1] * vec[1] + mat[2] + mat[3];
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result[1] = mat[4] * vec[0] + mat[5] * vec[1] + mat[6] + mat[7];
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result[2] = mat[8] * vec[0] + mat[9] * vec[1] + mat[10] + mat[11];
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}
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void MultiplyVec3Mat33(const float *vec, const float *mat, float *result)
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{
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result[0] = mat[0] * vec[0] + mat[1] * vec[1] + mat[2] * vec[2];
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result[1] = mat[3] * vec[0] + mat[4] * vec[1] + mat[5] * vec[2];
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result[2] = mat[6] * vec[0] + mat[7] * vec[1] + mat[8] * vec[2];
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}
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void MultiplyVec3Mat34(const float *vec, const float *mat, float *result)
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{
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result[0] = mat[0] * vec[0] + mat[1] * vec[1] + mat[2] * vec[2] + mat[3];
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result[1] = mat[4] * vec[0] + mat[5] * vec[1] + mat[6] * vec[2] + mat[7];
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result[2] = mat[8] * vec[0] + mat[9] * vec[1] + mat[10] * vec[2] + mat[11];
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}
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void MultipleVec3Perspective(const float *vec, const float *proj, float *result)
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{
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result[0] = proj[0] * vec[0] + proj[1] * vec[2];
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result[1] = proj[2] * vec[1] + proj[3] * vec[2];
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//result[2] = (proj[4] * vec[2] + proj[5]);
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result[2] = (proj[4] * vec[2] + proj[5]) * (1.0f - (float)1e-7);
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result[3] = -vec[2];
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}
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void MultipleVec3Ortho(const float *vec, const float *proj, float *result)
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{
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result[0] = proj[0] * vec[0] + proj[1];
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result[1] = proj[2] * vec[1] + proj[3];
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result[2] = proj[4] * vec[2] + proj[5];
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result[3] = 1;
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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 = (const float*)&xfregs.posMatrices[src->posMtx * 4];
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MultiplyVec3Mat34(src->position, mat, dst->mvPosition);
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if (xfregs.projection[6] == 0)
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{
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MultipleVec3Perspective(dst->mvPosition, xfregs.projection, dst->projectedPosition);
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}
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else
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{
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MultipleVec3Ortho(dst->mvPosition, xfregs.projection, dst->projectedPosition);
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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 = (const float*)&xfregs.normalMatrices[(src->posMtx & 31) * 3];
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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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Vec3 *norm0 = (Vec3*)dst->normal[0];
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norm0->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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Vec3 *norm0 = (Vec3*)dst->normal[0];
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norm0->normalize();
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}
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}
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inline void TransformTexCoordRegular(const TexMtxInfo &texinfo, int coordNum, const InputVertexData *srcVertex, OutputVertexData *dstVertex)
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{
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const float *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 = srcVertex->texCoords[texinfo.sourcerow - XF_SRCTEX0_INROW];
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break;
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}
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const float *mat = (const float*)&xfregs.posMatrices[srcVertex->texMtx[coordNum] * 4];
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float *dst = dstVertex->texCoords[coordNum];
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if (texinfo.inputform == XF_TEXINPUT_AB11)
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{
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MultiplyVec2Mat34(src, mat, dst);
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}
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else
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{
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MultiplyVec3Mat34(src, mat, dst);
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}
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if (xfregs.dualTexTrans)
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{
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float tempCoord[3];
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// normalize
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const PostMtxInfo &postInfo = xfregs.postMtxInfo[coordNum];
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if (postInfo.normalize)
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{
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float length = sqrtf(dst[0] * dst[0] + dst[1] * dst[1] + dst[2] * dst[2]);
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float invL = 1.0f / length;
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tempCoord[0] = invL * dst[0];
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tempCoord[1] = invL * dst[1];
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tempCoord[2] = invL * dst[2];
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}
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else
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{
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tempCoord[0] = dst[0];
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tempCoord[1] = dst[1];
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tempCoord[2] = dst[2];
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}
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const float *postMat = (const float*)&xfregs.postMatrices[postInfo.index * 4];
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MultiplyVec3Mat34(tempCoord, postMat, dst);
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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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inline void AddIntegerColor(const u8 *src, Vec3 &dst)
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{
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dst.x += src[1];
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dst.y += src[2];
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dst.z += src[3];
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}
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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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inline float Clamp(float val, float a, float b)
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{
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return val<a?a:val>b?b:val;
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}
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void LightColor(const float *vertexPos, const float *normal, u8 lightNum, const LitChannel &chan, Vec3 &lightCol)
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{
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// must be the size of 3 32bit floats for the light pointer to be valid
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_assert_(sizeof(Vec3) == 12);
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const Vec3 *pos = (const Vec3*)vertexPos;
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const Vec3 *norm0 = (const Vec3*)normal;
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const LightPointer *light = (const LightPointer*)&xfregs.lights[0x10*lightNum];
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if (!(chan.attnfunc & 1)) {
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// atten disabled
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switch (chan.diffusefunc) {
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case LIGHTDIF_NONE:
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AddIntegerColor(light->color, lightCol);
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break;
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case LIGHTDIF_SIGN:
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{
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Vec3 ldir = (light->pos - *pos).normalized();
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float diffuse = ldir * (*norm0);
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AddScaledIntegerColor(light->color, diffuse, lightCol);
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}
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break;
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case LIGHTDIF_CLAMP:
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{
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Vec3 ldir = (light->pos - *pos).normalized();
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float diffuse = max(0.0f, ldir * (*norm0));
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AddScaledIntegerColor(light->color, diffuse, lightCol);
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}
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break;
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default: _assert_(0);
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}
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}
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else { // spec and spot
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// not sure about divide by zero checks
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Vec3 ldir = light->pos - *pos;
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float attn;
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if (chan.attnfunc == 3) { // spot
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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 = max(0.0f, ldir * light->dir);
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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 = distAtt==0.0f?0.0f:(max(0.0f, cosAtt) / distAtt);
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}
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else if (chan.attnfunc == 1) { // specular
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attn = (light->pos * (*norm0)) > 0 ? max(0.0f, (light->dir * (*norm0))) : 0;
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ldir.set(1.0f, attn, attn * attn);
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float cosAtt = light->cosatt * ldir;
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float distAtt = light->distatt * ldir;
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attn = distAtt==0.0f?1.0f:(max(0.0f, cosAtt) / distAtt);
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}
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switch (chan.diffusefunc) {
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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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{
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float difAttn = ldir * (*norm0);
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AddScaledIntegerColor(light->color, attn * difAttn, lightCol);
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}
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break;
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case LIGHTDIF_CLAMP:
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{
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float difAttn = max(0.0f, ldir * (*norm0));
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AddScaledIntegerColor(light->color, attn * difAttn, lightCol);
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}
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break;
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default: _assert_(0);
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}
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}
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}
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void LightAlpha(const float *vertexPos, const float *normal, u8 lightNum, const LitChannel &chan, float &lightCol)
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{
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// must be the size of 3 32bit floats for the light pointer to be valid
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_assert_(sizeof(Vec3) == 12);
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const Vec3 *pos = (const Vec3*)vertexPos;
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const Vec3 *norm0 = (const Vec3*)normal;
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const LightPointer *light = (const LightPointer*)&xfregs.lights[0x10*lightNum];
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if (!(chan.attnfunc & 1)) {
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// atten disabled
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switch (chan.diffusefunc) {
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case LIGHTDIF_NONE:
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lightCol += light->color[0];
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break;
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case LIGHTDIF_SIGN:
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{
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Vec3 ldir = (light->pos - *pos).normalized();
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float diffuse = ldir * (*norm0);
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lightCol += light->color[0] * diffuse;
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}
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break;
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case LIGHTDIF_CLAMP:
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{
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Vec3 ldir = (light->pos - *pos).normalized();
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float diffuse = max(0.0f, ldir * (*norm0));
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lightCol += light->color[0] * diffuse;
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}
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break;
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default: _assert_(0);
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}
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}
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else { // spec and spot
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Vec3 ldir = light->pos - *pos;
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float attn;
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if (chan.attnfunc == 3) { // spot
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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 = max(0.0f, ldir * light->dir);
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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 = distAtt==0.0f?0.0f:(max(0.0f, cosAtt) / distAtt);
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}
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else if (chan.attnfunc == 1) { // specular
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attn = (light->pos * (*norm0)) > 0 ? max(0.0f, (light->dir * (*norm0))) : 0;
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ldir.set(1.0f, attn, attn * attn);
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float cosAtt = light->cosatt * ldir;
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float distAtt = light->distatt * ldir;
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attn = distAtt==0.0f?1.0f:(max(0.0f, cosAtt) / distAtt);
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}
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switch (chan.diffusefunc) {
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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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{
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float difAttn = ldir * (*norm0);
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lightCol += light->color[0] * attn * difAttn;
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}
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break;
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case LIGHTDIF_CLAMP:
|
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{
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float difAttn = max(0.0f, ldir * (*norm0));
|
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lightCol += light->color[0] * attn * difAttn;
|
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}
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break;
|
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default: _assert_(0);
|
||||
}
|
||||
}
|
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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 < xfregs.nNumChans; 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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// color
|
||||
LitChannel &colorchan = xfregs.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
|
||||
*(u32*)matcolor = xfregs.matColor[chan];
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||||
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if (colorchan.enablelighting)
|
||||
{
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Vec3 lightCol;
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if (colorchan.ambsource)
|
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{
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||||
// vertex
|
||||
lightCol.x = src->color[chan][1];
|
||||
lightCol.y = src->color[chan][2];
|
||||
lightCol.z = src->color[chan][3];
|
||||
}
|
||||
else
|
||||
{
|
||||
u8 *ambColor = (u8*)&xfregs.ambColor[chan];
|
||||
lightCol.x = ambColor[1];
|
||||
lightCol.y = ambColor[2];
|
||||
lightCol.z = ambColor[3];
|
||||
}
|
||||
|
||||
u8 mask = colorchan.GetFullLightMask();
|
||||
for (int i = 0; i < 8; ++i) {
|
||||
if (mask&(1<<i))
|
||||
LightColor(dst->mvPosition, dst->normal[0], i, colorchan, lightCol);
|
||||
}
|
||||
|
||||
float inv = 1.0f / 255.0f;
|
||||
chancolor[1] = (u8)(matcolor[1] * Clamp(lightCol.x * inv, 0.0f, 1.0f));
|
||||
chancolor[2] = (u8)(matcolor[2] * Clamp(lightCol.y * inv, 0.0f, 1.0f));
|
||||
chancolor[3] = (u8)(matcolor[3] * Clamp(lightCol.z * inv, 0.0f, 1.0f));
|
||||
}
|
||||
else
|
||||
{
|
||||
*(u32*)chancolor = *(u32*)matcolor;
|
||||
}
|
||||
|
||||
// alpha
|
||||
LitChannel &alphachan = xfregs.alpha[chan];
|
||||
if (alphachan.matsource)
|
||||
matcolor[0] = src->color[chan][0]; // vertex
|
||||
else
|
||||
matcolor[0] = xfregs.matColor[chan] & 0xff;
|
||||
|
||||
if (xfregs.alpha[chan].enablelighting)
|
||||
{
|
||||
float lightCol;
|
||||
if (alphachan.ambsource)
|
||||
lightCol = src->color[chan][0]; // vertex
|
||||
else
|
||||
lightCol = (float)(xfregs.ambColor[chan] & 0xff);
|
||||
|
||||
u8 mask = alphachan.GetFullLightMask();
|
||||
for (int i = 0; i < 8; ++i) {
|
||||
if (mask&(1<<i))
|
||||
LightAlpha(dst->mvPosition, dst->normal[0], i, alphachan, lightCol);
|
||||
}
|
||||
|
||||
chancolor[0] = (u8)(matcolor[0] * Clamp(lightCol / 255.0f, 0.0f, 1.0f));
|
||||
}
|
||||
else
|
||||
{
|
||||
chancolor[0] = matcolor[0];
|
||||
}
|
||||
|
||||
// abgr -> rgba
|
||||
*(u32*)dst->color[chan] = Common::swap32(*(u32*)chancolor);
|
||||
}
|
||||
}
|
||||
|
||||
void TransformTexCoord(const InputVertexData *src, OutputVertexData *dst)
|
||||
{
|
||||
for (u32 coordNum = 0; coordNum < xfregs.numTexGens; coordNum++)
|
||||
{
|
||||
const TexMtxInfo &texinfo = xfregs.texMtxInfo[coordNum];
|
||||
|
||||
switch (texinfo.texgentype)
|
||||
{
|
||||
case XF_TEXGEN_REGULAR:
|
||||
TransformTexCoordRegular(texinfo, coordNum, src, dst);
|
||||
break;
|
||||
case XF_TEXGEN_EMBOSS_MAP:
|
||||
{
|
||||
const Vec3 *pos = (const Vec3*)dst->mvPosition;
|
||||
const Vec3 *norm1 = (const Vec3*)dst->normal[1];
|
||||
const Vec3 *norm2 = (const Vec3*)dst->normal[2];
|
||||
const LightPointer *light = (const LightPointer*)&xfregs.lights[0x10*texinfo.embosslightshift];
|
||||
|
||||
Vec3 ldir = (light->pos - *pos).normalized();
|
||||
float d1 = ldir * (*norm1);
|
||||
float d2 = ldir * (*norm2);
|
||||
|
||||
dst->texCoords[coordNum][0] = dst->texCoords[texinfo.embosssourceshift][0] + d1;
|
||||
dst->texCoords[coordNum][1] = dst->texCoords[texinfo.embosssourceshift][1] + d2;
|
||||
dst->texCoords[coordNum][2] = dst->texCoords[texinfo.embosssourceshift][2];
|
||||
}
|
||||
break;
|
||||
case XF_TEXGEN_COLOR_STRGBC0:
|
||||
_assert_(texinfo.sourcerow == XF_SRCCOLORS_INROW);
|
||||
_assert_(texinfo.inputform == XF_TEXINPUT_AB11);
|
||||
dst->texCoords[coordNum][0] = (float)dst->color[0][0] / 255.0f;
|
||||
dst->texCoords[coordNum][1] = (float)dst->color[0][1] / 255.0f;
|
||||
dst->texCoords[coordNum][2] = 1.0f;
|
||||
break;
|
||||
case XF_TEXGEN_COLOR_STRGBC1:
|
||||
_assert_(texinfo.sourcerow == XF_SRCCOLORS_INROW);
|
||||
_assert_(texinfo.inputform == XF_TEXINPUT_AB11);
|
||||
dst->texCoords[coordNum][0] = (float)dst->color[1][0] / 255.0f;
|
||||
dst->texCoords[coordNum][1] = (float)dst->color[1][1] / 255.0f;
|
||||
dst->texCoords[coordNum][2] = 1.0f;
|
||||
break;
|
||||
default:
|
||||
ERROR_LOG(VIDEO, "Bad tex gen type %i", texinfo.texgentype);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
Reference in New Issue
Block a user