dolphin/Source/Plugins/Plugin_VideoDX9/Src/TransformEngine.cpp

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// Copyright (C) 2003-2008 Dolphin 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.
// 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 SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#include <fvec.h>
#include "Common.h"
#include "Profiler.h"
// #include "Globals.h"
#include "Vec3.h"
#include "TransformEngine.h"
#include "VertexHandler.h"
#include "VertexLoader.h"
#include "BPStructs.h"
#include "XFStructs.h"
#include "Utils.h"
#include "RGBAFloat.h"
float *CTransformEngine::m_pPosMatrix;
float *CTransformEngine::m_pNormalMatrix;
float *CTransformEngine::m_pTexMatrix[8];
float *CTransformEngine::m_pTexPostMatrix[8];
const Light *GetLight(int i)
{
return (const Light *)(xfmem + XFMEM_LIGHTS) + i;
}
float DoLighting(const Light *light, const LitChannel &chan, const Vec3 &pos, const Vec3 &normal)
{
float val;
if (chan.attnfunc == 0 || chan.attnfunc == 2) //no attn
{
Vec3 ldir = (Vec3(light->dpos) - pos);
val = ldir.normalized() * normal;
}
else
{
float aattn = 0;
float d;
float mul = 1.0f;
if (chan.attnfunc == 3)
{
Vec3 ldir = (Vec3(light->dpos) - pos);
d = ldir.length();
Vec3 ldirNorm = ldir / d; //normalize
float l = ldirNorm * normal;
aattn = Vec3(light->ddir) * ldirNorm;
mul = l;
}
else if (chan.attnfunc == 1)
{
d = aattn = Vec3(light->shalfangle) * normal;
mul = (Vec3(light->sdir) * normal > 0) ? (normal * Vec3(light->shalfangle)) : 0;
if (mul < 0)
mul = 0;
}
float spot = (light->a2*aattn*aattn + light->a1*aattn + light->a0);
float dist = 1.0f/(light->k2*d*d + light->k1*d + light->k0);
if (spot<0)
spot=0;
val = mul * spot * dist;
}
if (val < 0 && chan.diffusefunc == 2) // clamp
val = 0;
return val;
}
void VtxMulMtx43T(Vec3 &out, const Vec3 &in, const float pMatrix[12])
{
out.x = in.x * pMatrix[0] + in.y * pMatrix[1] + in.z * pMatrix[2] + 1 * pMatrix[3];
out.y = in.x * pMatrix[4] + in.y * pMatrix[5] + in.z * pMatrix[6] + 1 * pMatrix[7];
out.z = in.x * pMatrix[8] + in.y * pMatrix[9] + in.z * pMatrix[10] + 1 * pMatrix[11];
}
void VtxMulMtx43(Vec3 &out, const Vec3 &in, const float pMatrix[12])
{
VtxMulMtx43T(out,in,pMatrix);
//TODO(XK): Turns out that SSE2 computations are slower... Can anyone do
// anything about it?
/*
F32vec4 a(in.x, in.y, in.z, 1), b(pMatrix[0], pMatrix[1], pMatrix[2], pMatrix[3]);
out.x = add_horizontal(a * b);
b[0] = pMatrix[4]; b[1] = pMatrix[5]; b[2] = pMatrix[6]; b[3] = pMatrix[7];
out.y = add_horizontal(a * b);
b[0] = pMatrix[8]; b[1] = pMatrix[9]; b[2] = pMatrix[10]; b[3] = pMatrix[11];
out.z = add_horizontal(a * b);
*/
}
void VtxMulMtx42(Vec3 &out, const Vec3 &in, const float pMatrix[8])
{
out.x = in.x * pMatrix[0] + in.y * pMatrix[1] + in.z * pMatrix[2] + 1 * pMatrix[3];
out.y = in.x * pMatrix[4] + in.y * pMatrix[5] + in.z * pMatrix[6] + 1 * pMatrix[7];
}
void VtxMulMtx33(Vec3 &out, const Vec3 &in, const float pMatrix[9])
{
out.x = in.x * pMatrix[0] + in.y * pMatrix[1] + in.z * pMatrix[2];
out.y = in.x * pMatrix[3] + in.y * pMatrix[4] + in.z * pMatrix[5];
out.z = in.x * pMatrix[6] + in.y * pMatrix[7] + in.z * pMatrix[8];
}
void CTransformEngine::TransformVertices(int _numVertices, const DecodedVArray *varray, D3DVertex *vbuffer)
{
if (vbuffer == 0)
{
MessageBox(0,"TransformVertices : vbuffer == 0","WTF",0);
}
DVSTARTPROFILE();
RGBAFloat lightColors[8];
RGBAFloat lightVals[8];
RGBAFloat chans[2];
u32 components = varray->GetComponents();
// TODO: only for active lights
for (int i=0; i<8; i++)
lightColors[i].convert_GC(GetLight(i)->color);
for (int i=0; i<_numVertices; i++)
{
//////////////////////////////////////////////////////////////////////////
//Step 1: xform position and normal
//////////////////////////////////////////////////////////////////////////
Vec3 OrigPos = varray->GetPos(i);
if (varray->hasPosMatIdx)
{
int index = varray->GetPosMtxInd(i);
SetPosNormalMatrix(
(float*)xfmem + (index & 63) * 4, //CHECK
(float*)xfmem + 0x400 + 3 * (index & 31)); //CHECK
}
for (int j = 0; j < 8; j++)
{
if (varray->hasTexMatIdx[j])
{
float *flipmem = (float *)xfmem;
int index = varray->GetTexMtxInd(j, i);
SetTexMatrix(j, flipmem + index * 4);
}
}
Vec3 TempPos;
// m_pPosMatrix can be switched out, through matrixindex vertex components
VtxMulMtx43(TempPos, OrigPos, m_pPosMatrix);
Vec3 TempNormal;
Vec3 OrigNormal;
if (varray->hasNrm)
{
OrigNormal = varray->GetNormal(0, i);
VtxMulMtx33(TempNormal, OrigNormal, m_pNormalMatrix);
TempNormal.normalize();
}
else
{
OrigNormal.setZero();
TempNormal.setZero();
}
//////////////////////////////////////////////////////////////////////////
//Step 2: Light!
//////////////////////////////////////////////////////////////////////////
//find all used lights
u32 lightMask =
xfregs.colChans[0].color.GetFullLightMask() | xfregs.colChans[0].alpha.GetFullLightMask() |
xfregs.colChans[1].color.GetFullLightMask() | xfregs.colChans[1].alpha.GetFullLightMask();
float r0=0,g0=0,b0=0,a0=0;
//go through them and compute the lit colors
//Sum lighting for both two color channels if they're active
for (int j = 0; j < (int)bpmem.genMode.numcolchans; j++)
{
RGBAFloat material;
RGBAFloat lightSum(0,0,0,0);
bool hasColorJ = (components & (VertexLoader::VB_HAS_COL0 << j)) != 0;
//get basic material color from appropriate sources (this would compile nicely!:)
if (xfregs.colChans[j].color.matsource == GX_SRC_REG)
material.convertRGB_GC(xfregs.colChans[j].matColor);
else
{
if (hasColorJ)
material.convertRGB(varray->GetColor(j, i));
else
material.r=material.g=material.b=1.0f;
}
if (xfregs.colChans[j].alpha.matsource == GX_SRC_REG)
material.convertA_GC(xfregs.colChans[j].matColor);
else
{
if (hasColorJ)
material.convertA(varray->GetColor(j, i));
else
material.a=1.0f;
}
//combine together the light values from the lights that affect the color
if (xfregs.colChans[j].color.enablelighting)
{
//choose ambient source and start our lightsum accumulator with its value..
if (xfregs.colChans[j].color.ambsource == GX_SRC_REG)
lightSum.convertRGB_GC(xfregs.colChans[j].ambColor); //ambient
else
{
if (hasColorJ)
lightSum.convertRGB(varray->GetColor(j, i));
else
{
lightSum.r=0.0f;lightSum.g=0.0f;lightSum.b=0.0f;
}
}
//accumulate light colors
int cmask = xfregs.colChans[j].color.GetFullLightMask();
for (int l=0; l<8; l++)
{
if (cmask&1)
{
float val = DoLighting(GetLight(l), xfregs.colChans[j].color, TempPos, TempNormal);
float r = lightColors[l].r * val;
float g = lightColors[l].g * val;
float b = lightColors[l].b * val;
lightSum.r += r;
lightSum.g += g;
lightSum.b += b;
}
cmask >>= 1;
}
}
else
{
lightSum.r = lightSum.g = lightSum.b = 1.0f;
}
//combine together the light values from the lights that affect alpha (should be rare)
if (xfregs.colChans[j].alpha.enablelighting)
{
//choose ambient source..
if (xfregs.colChans[j].alpha.ambsource==GX_SRC_REG)
lightSum.convertA_GC(xfregs.colChans[j].ambColor);
else
{
if (hasColorJ)
lightSum.convertA(varray->GetColor(j, i));
else
lightSum.a=0.0f;
}
//accumulate light alphas
int amask = xfregs.colChans[j].alpha.GetFullLightMask();
for (int l = 0; l < 8; l++)
{
if (amask&1)
{
float val = DoLighting(GetLight(l), xfregs.colChans[j].alpha, TempPos, TempNormal);
float a = lightColors[l].a * val;
lightSum.a += a;
}
amask >>= 1;
}
}
else
{
lightSum.a=1.0f;
}
chans[j] = lightSum * material;
chans[j].clamp();
}
//////////////////////////////////////////////////////////////////////////
//Step 3: Generate texture coordinates!
//////////////////////////////////////////////////////////////////////////
Vec3 TempUVs[8];
for (int j = 0; j < xfregs.numTexGens; j++)
{
Vec3 t;
switch (xfregs.texcoords[j].texmtxinfo.sourcerow) {
case XF_SRCGEOM_INROW: t = OrigPos; break; //HACK WTFF???
case XF_SRCNORMAL_INROW: t = OrigNormal; break;
case XF_SRCCOLORS_INROW: break; //set uvs to something?
case XF_SRCBINORMAL_T_INROW: t=Vec3(0,0,0);break;
case XF_SRCBINORMAL_B_INROW: t=Vec3(0,0,0);break;
default:
{
int c = xfregs.texcoords[j].texmtxinfo.sourcerow - XF_SRCTEX0_INROW;
bool hasTCC = (components & (VertexLoader::VB_HAS_UV0 << c)) != 0;
if (c >= 0 && c <= 7 && hasTCC)
{
const DecUV &uv = varray->GetUV(c, i);
t = Vec3(uv.u, uv.v, 1);
}
}
}
Vec3 out,out2;
switch (xfregs.texcoords[j].texmtxinfo.texgentype)
{
case XF_TEXGEN_COLOR_STRGBC0:
out = Vec3(chans[0].r*255, chans[0].g*255, 1)/255.0f;
break;
case XF_TEXGEN_COLOR_STRGBC1:
out = Vec3(chans[1].r*255, chans[1].g*255, 1)/255.0f; //FIX: take color1 instead
break;
case XF_TEXGEN_REGULAR:
if (xfregs.texcoords[j].texmtxinfo.projection)
VtxMulMtx43(out, t, m_pTexMatrix[j]);
else
VtxMulMtx42(out, t, m_pTexMatrix[j]);
break;
}
if (xfregs.texcoords[j].postmtxinfo.normalize)
out.normalize();
int postMatrix = xfregs.texcoords[j].postmtxinfo.index;
float *pmtx = ((float*)xfmem) + 0x500 + postMatrix * 4; //CHECK
//multiply with postmatrix
VtxMulMtx43(TempUVs[j], out, pmtx);
}
//////////////////////////////////////////////////////////////////////////
//Step 4: Output the vertex!
//////////////////////////////////////////////////////////////////////////
for (int j = 0; j < 2; j++)
chans[j].convertToD3DColor(vbuffer[i].colors[j]);
vbuffer[i].pos = TempPos;
vbuffer[i].normal = TempNormal;
for (int j = 0; j < (int)bpmem.genMode.numtexgens; j++)
{
vbuffer[i].uv[j].u = TempUVs[j].x;
vbuffer[i].uv[j].v = TempUVs[j].y;
vbuffer[i].uv[j].w = TempUVs[j].z;
}
}
}