dolphin/Source/Core/VideoCommon/BoundingBox.cpp

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// Copyright 2014 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
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#include "VideoBackends/Software/Clipper.h"
#include "VideoBackends/Software/Rasterizer.h"
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#include "VideoBackends/Software/SetupUnit.h"
#include "VideoBackends/Software/TransformUnit.h"
#include "VideoCommon/BoundingBox.h"
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#include "VideoCommon/PixelShaderManager.h"
namespace BoundingBox
{
// External vars
bool active = false;
u16 coords[4] = { 0x80, 0xA0, 0x80, 0xA0 };
u8 posMtxIdx;
u8 texMtxIdx[8];
// Internal vars
SetupUnit vtxUnit;
VAT myVat;
u8 * bufferPos;
TVtxDesc vertexDesc;
PortableVertexDeclaration vertexDecl;
// Gets the pointer to the current buffer position
void LOADERDECL SetVertexBufferPosition()
{
bufferPos = VertexManager::s_pCurBufferPointer;
}
// Prepares the bounding box for new primitive data
void Prepare(const VAT & vat, int primitive, const TVtxDesc & vtxDesc, const PortableVertexDeclaration & vtxDecl)
{
if (!active)
return;
myVat = vat;
vertexDesc = vtxDesc;
vertexDecl = vtxDecl;
vtxUnit.Init(primitive);
// Initialize the SW renderer
static bool SWinit = false;
if (!SWinit)
{
Clipper::Init();
Rasterizer::Init();
SWinit = true;
}
// Update SW renderer values
Clipper::SetViewOffset();
Rasterizer::SetScissor();
for (u8 i = 0; i < 4; ++i)
{
Rasterizer::SetTevReg(i, 0, true, (s16)PixelShaderManager::constants.kcolors[i][0]);
Rasterizer::SetTevReg(i, 1, true, (s16)PixelShaderManager::constants.kcolors[i][1]);
Rasterizer::SetTevReg(i, 2, true, (s16)PixelShaderManager::constants.kcolors[i][2]);
Rasterizer::SetTevReg(i, 3, true, (s16)PixelShaderManager::constants.kcolors[i][3]);
Rasterizer::SetTevReg(i, 0, false, (s16)PixelShaderManager::constants.colors[i][0]);
Rasterizer::SetTevReg(i, 1, false, (s16)PixelShaderManager::constants.colors[i][1]);
Rasterizer::SetTevReg(i, 2, false, (s16)PixelShaderManager::constants.colors[i][2]);
Rasterizer::SetTevReg(i, 3, false, (s16)PixelShaderManager::constants.colors[i][3]);
}
}
// Updates the bounding box
void LOADERDECL Update()
{
if (!active)
return;
// Grab vertex input data and transform to output vertex
InputVertexData myVertex;
OutputVertexData * outVertex = vtxUnit.GetVertex();
// Feed vertex position and matrix
myVertex.position = Vec3((const float *)bufferPos);
myVertex.posMtx = vertexDesc.PosMatIdx ? posMtxIdx : MatrixIndexA.PosNormalMtxIdx;
// Transform position
TransformUnit::TransformPosition(&myVertex, outVertex);
if (g_VtxDesc.Normal != NOT_PRESENT)
{
// Feed normal input data and transform
memcpy((u8 *)myVertex.normal, bufferPos + vertexDecl.normals[0].offset, sizeof(float) * 3 * ((myVat.g0.NormalElements) ? 3 : 1));
TransformUnit::TransformNormal(&myVertex, myVat.g0.NormalElements, outVertex);
}
// Feed color input data
for (int i = 0; i < 2; ++i)
{
if (vertexDecl.colors[i].enable)
{
u32 color;
memcpy((u8 *)&color, bufferPos + vertexDecl.colors[i].offset, sizeof(u32));
*(u32*)myVertex.color[i] = Common::swap32(color);
}
}
// Transform color
TransformUnit::TransformColor(&myVertex, outVertex);
// Feed texture matrices
int idx = 0;
myVertex.texMtx[0] = (vertexDesc.Tex0MatIdx) ? texMtxIdx[idx++] : MatrixIndexA.Tex0MtxIdx;
myVertex.texMtx[1] = (vertexDesc.Tex1MatIdx) ? texMtxIdx[idx++] : MatrixIndexA.Tex1MtxIdx;
myVertex.texMtx[2] = (vertexDesc.Tex2MatIdx) ? texMtxIdx[idx++] : MatrixIndexA.Tex2MtxIdx;
myVertex.texMtx[3] = (vertexDesc.Tex3MatIdx) ? texMtxIdx[idx++] : MatrixIndexA.Tex3MtxIdx;
myVertex.texMtx[4] = (vertexDesc.Tex4MatIdx) ? texMtxIdx[idx++] : MatrixIndexB.Tex4MtxIdx;
myVertex.texMtx[5] = (vertexDesc.Tex5MatIdx) ? texMtxIdx[idx++] : MatrixIndexB.Tex5MtxIdx;
myVertex.texMtx[6] = (vertexDesc.Tex6MatIdx) ? texMtxIdx[idx++] : MatrixIndexB.Tex6MtxIdx;
myVertex.texMtx[7] = (vertexDesc.Tex7MatIdx) ? texMtxIdx[idx++] : MatrixIndexB.Tex7MtxIdx;
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// Feed texture coordinate data
for (int i = 0; i < 8; ++i)
{
if (vertexDecl.texcoords[i].enable)
memcpy((u8 *)&myVertex.texCoords[i], bufferPos + vertexDecl.texcoords[i].offset, sizeof(float) * 2);
}
// Transform texture coordinate
TransformUnit::TransformTexCoord(&myVertex, outVertex, false);
// Render the vertex in SW to calculate bbox
vtxUnit.SetupVertex();
}
// Save state
void DoState(PointerWrap &p)
{
p.Do(active);
p.Do(coords);
}
} // namespace BoundingBox