WiimoteEmu: Remove redundant Matrix library and use the one in Common.
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@ -4,10 +4,12 @@
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#include "Common/Matrix.h"
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#include "Common/Matrix.h"
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#include <cmath>
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#include <algorithm>
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#include <algorithm>
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#include <cmath>
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inline void MatrixMul(int n, const float* a, const float* b, float* result)
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namespace
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{
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void MatrixMul(int n, const float* a, const float* b, float* result)
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{
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{
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for (int i = 0; i < n; ++i)
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for (int i = 0; i < n; ++i)
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{
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{
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@ -22,7 +24,10 @@ inline void MatrixMul(int n, const float* a, const float* b, float* result)
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}
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}
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}
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}
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}
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}
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} // namespace
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namespace Common
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{
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Matrix33 Matrix33::Identity()
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Matrix33 Matrix33::Identity()
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{
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{
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Matrix33 mtx = {};
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Matrix33 mtx = {};
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@ -34,8 +39,8 @@ Matrix33 Matrix33::Identity()
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Matrix33 Matrix33::RotateX(float rad)
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Matrix33 Matrix33::RotateX(float rad)
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{
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{
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float s = sin(rad);
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const float s = sin(rad);
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float c = cos(rad);
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const float c = cos(rad);
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Matrix33 mtx = {};
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Matrix33 mtx = {};
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mtx.data[0] = 1;
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mtx.data[0] = 1;
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mtx.data[4] = c;
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mtx.data[4] = c;
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@ -47,8 +52,8 @@ Matrix33 Matrix33::RotateX(float rad)
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Matrix33 Matrix33::RotateY(float rad)
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Matrix33 Matrix33::RotateY(float rad)
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{
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{
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float s = sin(rad);
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const float s = sin(rad);
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float c = cos(rad);
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const float c = cos(rad);
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Matrix33 mtx = {};
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Matrix33 mtx = {};
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mtx.data[0] = c;
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mtx.data[0] = c;
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mtx.data[2] = s;
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mtx.data[2] = s;
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@ -60,8 +65,8 @@ Matrix33 Matrix33::RotateY(float rad)
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Matrix33 Matrix33::RotateZ(float rad)
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Matrix33 Matrix33::RotateZ(float rad)
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{
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{
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float s = sin(rad);
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const float s = sin(rad);
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float c = cos(rad);
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const float c = cos(rad);
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Matrix33 mtx = {};
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Matrix33 mtx = {};
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mtx.data[0] = c;
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mtx.data[0] = c;
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mtx.data[1] = -s;
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mtx.data[1] = -s;
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@ -128,10 +133,10 @@ Matrix44 Matrix44::FromMatrix33(const Matrix33& m33)
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return mtx;
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return mtx;
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}
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}
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Matrix44 Matrix44::FromArray(const float mtxArray[16])
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Matrix44 Matrix44::FromArray(const std::array<float, 16>& arr)
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{
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{
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Matrix44 mtx;
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Matrix44 mtx;
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std::copy_n(mtxArray, 16, std::begin(mtx.data));
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mtx.data = arr;
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return mtx;
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return mtx;
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}
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}
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@ -140,7 +145,7 @@ Matrix44 Matrix44::Translate(const Vec3& vec)
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Matrix44 mtx = Matrix44::Identity();
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Matrix44 mtx = Matrix44::Identity();
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mtx.data[3] = vec.x;
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mtx.data[3] = vec.x;
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mtx.data[7] = vec.y;
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mtx.data[7] = vec.y;
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mtx.data[11] = vec.y;
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mtx.data[11] = vec.z;
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return mtx;
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return mtx;
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}
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}
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@ -152,7 +157,8 @@ Matrix44 Matrix44::Shear(const float a, const float b)
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return mtx;
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return mtx;
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}
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}
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void Matrix44::Multiply(const Matrix44& a, const Matrix44& b, Matrix44& result)
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void Matrix44::Multiply(const Matrix44& a, const Matrix44& b, Matrix44* result)
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{
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{
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MatrixMul(4, a.data.data(), b.data.data(), result.data.data());
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MatrixMul(4, a.data.data(), b.data.data(), result->data.data());
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}
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}
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} // namespace Common
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@ -9,11 +9,21 @@
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// Tiny matrix/vector library.
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// Tiny matrix/vector library.
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// Used for things like Free-Look in the gfx backend.
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// Used for things like Free-Look in the gfx backend.
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namespace Common
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{
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union Vec3
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union Vec3
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{
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{
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Vec3() {}
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Vec3() = default;
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Vec3(float _x, float _y, float _z) : data{_x, _y, _z} {}
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Vec3(float _x, float _y, float _z) : data{_x, _y, _z} {}
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Vec3& operator+=(const Vec3& rhs)
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{
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x += rhs.x;
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y += rhs.y;
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z += rhs.z;
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return *this;
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}
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std::array<float, 3> data = {};
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std::array<float, 3> data = {};
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struct
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struct
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@ -24,6 +34,11 @@ union Vec3
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};
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};
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};
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};
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inline Vec3 operator+(Vec3 lhs, const Vec3& rhs)
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{
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return lhs += rhs;
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}
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class Matrix33
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class Matrix33
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{
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{
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public:
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public:
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@ -66,16 +81,16 @@ class Matrix44
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public:
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public:
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static Matrix44 Identity();
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static Matrix44 Identity();
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static Matrix44 FromMatrix33(const Matrix33& m33);
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static Matrix44 FromMatrix33(const Matrix33& m33);
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static Matrix44 FromArray(const float mtxArray[16]);
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static Matrix44 FromArray(const std::array<float, 16>& arr);
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static Matrix44 Translate(const Vec3& vec);
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static Matrix44 Translate(const Vec3& vec);
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static Matrix44 Shear(const float a, const float b = 0);
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static Matrix44 Shear(const float a, const float b = 0);
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static void Multiply(const Matrix44& a, const Matrix44& b, Matrix44& result);
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static void Multiply(const Matrix44& a, const Matrix44& b, Matrix44* result);
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Matrix44& operator*=(const Matrix44& rhs)
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Matrix44& operator*=(const Matrix44& rhs)
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{
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{
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Multiply(Matrix44(*this), rhs, *this);
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Multiply(Matrix44(*this), rhs, this);
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return *this;
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return *this;
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}
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}
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inline Matrix44 operator*(Matrix44 lhs, const Matrix44& rhs)
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inline Matrix44 operator*(Matrix44 lhs, const Matrix44& rhs)
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{
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{
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return lhs *= rhs;
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return lhs *= rhs;
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}
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}
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} // namespace Common
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@ -451,7 +451,6 @@
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<ClInclude Include="HW\WiimoteEmu\Extension\Nunchuk.h" />
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<ClInclude Include="HW\WiimoteEmu\Extension\Nunchuk.h" />
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<ClInclude Include="HW\WiimoteEmu\Extension\Turntable.h" />
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<ClInclude Include="HW\WiimoteEmu\Extension\Turntable.h" />
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<ClInclude Include="HW\WiimoteEmu\I2CBus.h" />
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<ClInclude Include="HW\WiimoteEmu\I2CBus.h" />
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<ClInclude Include="HW\WiimoteEmu\MatrixMath.h" />
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<ClInclude Include="HW\WiimoteEmu\MotionPlus.h" />
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<ClInclude Include="HW\WiimoteEmu\MotionPlus.h" />
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<ClInclude Include="HW\WiimoteEmu\Speaker.h" />
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<ClInclude Include="HW\WiimoteEmu\Speaker.h" />
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<ClInclude Include="HW\WiimoteEmu\WiimoteEmu.h" />
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<ClInclude Include="HW\WiimoteEmu\WiimoteEmu.h" />
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@ -616,4 +615,4 @@
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
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<ImportGroup Label="ExtensionTargets">
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<ImportGroup Label="ExtensionTargets">
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</ImportGroup>
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</ImportGroup>
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</Project>
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</Project>
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@ -1221,9 +1221,6 @@
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<ClInclude Include="HW\WiimoteEmu\Encryption.h">
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<ClInclude Include="HW\WiimoteEmu\Encryption.h">
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<Filter>HW %28Flipper/Hollywood%29\Wiimote\Emu</Filter>
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<Filter>HW %28Flipper/Hollywood%29\Wiimote\Emu</Filter>
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</ClInclude>
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</ClInclude>
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<ClInclude Include="HW\WiimoteEmu\MatrixMath.h">
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<Filter>HW %28Flipper/Hollywood%29\Wiimote\Emu</Filter>
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</ClInclude>
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<ClInclude Include="HW\WiimoteEmu\WiimoteEmu.h">
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<ClInclude Include="HW\WiimoteEmu\WiimoteEmu.h">
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<Filter>HW %28Flipper/Hollywood%29\Wiimote\Emu</Filter>
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<Filter>HW %28Flipper/Hollywood%29\Wiimote\Emu</Filter>
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</ClInclude>
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</ClInclude>
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#include "Core/HW/WiimoteEmu/Camera.h"
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#include "Core/HW/WiimoteEmu/Camera.h"
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#include <cmath>
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#include "Common/BitUtils.h"
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#include "Common/BitUtils.h"
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#include "Common/ChunkFile.h"
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#include "Common/ChunkFile.h"
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#include "Common/Matrix.h"
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#include "Core/HW/WiimoteCommon/WiimoteReport.h"
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#include "Core/HW/WiimoteCommon/WiimoteReport.h"
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#include "Core/HW/WiimoteEmu/MatrixMath.h"
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namespace WiimoteEmu
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namespace WiimoteEmu
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{
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{
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void CameraLogic::Update(const ControllerEmu::Cursor::StateData& cursor,
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void CameraLogic::Update(const ControllerEmu::Cursor::StateData& cursor,
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const NormalizedAccelData& accel, bool sensor_bar_on_top)
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const NormalizedAccelData& accel, bool sensor_bar_on_top)
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{
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{
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double nsin, ncos;
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double nsin;
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// Ugly code to figure out the wiimote's current angle.
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// Ugly code to figure out the wiimote's current angle.
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// TODO: Kill this.
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// TODO: Kill this.
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double ax = accel.x;
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double ax = accel.x;
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double az = accel.z;
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double az = accel.z;
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const double len = sqrt(ax * ax + az * az);
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const double len = std::sqrt(ax * ax + az * az);
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if (len)
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if (len)
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{
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{
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ax /= len;
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ax /= len;
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az /= len; // normalizing the vector
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az /= len; // normalizing the vector
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nsin = ax;
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nsin = ax;
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ncos = az;
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}
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}
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else
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else
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{
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{
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nsin = 0;
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nsin = 0;
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ncos = 1;
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}
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}
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const double ir_sin = nsin;
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const double ir_cos = ncos;
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static constexpr int camWidth = 1024;
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static constexpr int camWidth = 1024;
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static constexpr int camHeight = 768;
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static constexpr int camHeight = 768;
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static constexpr double bndleft = 0.78820266;
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static constexpr double bndleft = 0.78820266;
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constexpr int NUM_POINTS = 4;
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constexpr int NUM_POINTS = 4;
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std::array<Vertex, NUM_POINTS> v;
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std::array<Common::Vec3, NUM_POINTS> v;
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for (auto& vtx : v)
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for (auto& vtx : v)
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{
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{
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v[2].x -= (cursor.z * 0.5 + 1) * dist2;
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v[2].x -= (cursor.z * 0.5 + 1) * dist2;
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v[3].x += (cursor.z * 0.5 + 1) * dist2;
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v[3].x += (cursor.z * 0.5 + 1) * dist2;
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#define printmatrix(m) \
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const auto scale = Common::Matrix33::Scale({1, camWidth / camHeight, 1});
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PanicAlert("%f %f %f %f\n%f %f %f %f\n%f %f %f %f\n%f %f %f %f\n", m[0][0], m[0][1], m[0][2], \
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const auto rot = Common::Matrix33::RotateZ(std::asin(nsin));
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m[0][3], m[1][0], m[1][1], m[1][2], m[1][3], m[2][0], m[2][1], m[2][2], m[2][3], \
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const auto tot = scale * rot;
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m[3][0], m[3][1], m[3][2], m[3][3])
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Matrix rot, tot;
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static Matrix scale;
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MatrixScale(scale, 1, camWidth / camHeight, 1);
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MatrixRotationByZ(rot, ir_sin, ir_cos);
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MatrixMultiply(tot, scale, rot);
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u16 x[NUM_POINTS], y[NUM_POINTS];
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u16 x[NUM_POINTS], y[NUM_POINTS];
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memset(x, 0xFF, sizeof(x));
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memset(x, 0xFF, sizeof(x));
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for (std::size_t i = 0; i < v.size(); i++)
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for (std::size_t i = 0; i < v.size(); i++)
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{
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{
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MatrixTransformVertex(tot, v[i]);
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v[i] = tot * v[i];
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if ((v[i].x < -1) || (v[i].x > 1) || (v[i].y < -1) || (v[i].y > 1))
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if ((v[i].x < -1) || (v[i].x > 1) || (v[i].y < -1) || (v[i].y > 1))
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continue;
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continue;
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@ -1,141 +0,0 @@
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// Copyright 2010 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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#pragma once
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#include <cmath>
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// TODO: kill this whole file, we have Matrix functions in MathUtil.h
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#ifndef M_PI
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#define M_PI 3.14159265358979323846
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#endif
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typedef double Matrix[4][4];
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struct Vertex
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{
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double x, y, z;
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};
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inline void MatrixIdentity(Matrix& m)
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{
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m[0][0] = 1;
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m[0][1] = 0;
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m[0][2] = 0;
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m[0][3] = 0;
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m[1][0] = 0;
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m[1][1] = 1;
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m[1][2] = 0;
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m[1][3] = 0;
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m[2][0] = 0;
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m[2][1] = 0;
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m[2][2] = 1;
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m[2][3] = 0;
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m[3][0] = 0;
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m[3][1] = 0;
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m[3][2] = 0;
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m[3][3] = 1;
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}
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inline void MatrixFrustum(Matrix& m, double l, double r, double b, double t, double n, double f)
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{
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m[0][0] = 2 * n / (r - l);
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m[0][1] = 0;
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m[0][2] = 0;
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m[0][3] = 0;
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m[1][0] = 0;
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m[1][1] = 2 * n / (t - b);
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m[1][2] = 0;
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m[1][3] = 0;
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m[2][0] = (r + l) / (r - l);
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m[2][1] = (t + b) / (t - b);
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m[2][2] = (f + n) / (f - n);
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m[2][3] = -1;
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m[3][0] = 0;
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m[3][1] = 0;
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m[3][2] = 2 * f * n / (f - n);
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m[3][3] = 0;
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}
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inline void MatrixPerspective(Matrix& m, double fovy, double aspect, double nplane, double fplane)
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{
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double xmin, xmax, ymin, ymax;
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ymax = nplane * tan(fovy * M_PI / 360.0);
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ymin = -ymax;
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||||||
xmin = ymin * aspect;
|
|
||||||
xmax = ymax * aspect;
|
|
||||||
|
|
||||||
MatrixFrustum(m, xmin, xmax, ymin, ymax, nplane, fplane);
|
|
||||||
}
|
|
||||||
|
|
||||||
inline void MatrixRotationByZ(Matrix& m, double sin, double cos)
|
|
||||||
{
|
|
||||||
m[0][0] = cos;
|
|
||||||
m[0][1] = -sin;
|
|
||||||
m[0][2] = 0;
|
|
||||||
m[0][3] = 0;
|
|
||||||
m[1][0] = sin;
|
|
||||||
m[1][1] = cos;
|
|
||||||
m[1][2] = 0;
|
|
||||||
m[1][3] = 0;
|
|
||||||
m[2][0] = 0;
|
|
||||||
m[2][1] = 0;
|
|
||||||
m[2][2] = 1;
|
|
||||||
m[2][3] = 0;
|
|
||||||
m[3][0] = 0;
|
|
||||||
m[3][1] = 0;
|
|
||||||
m[3][2] = 0;
|
|
||||||
m[3][3] = 1;
|
|
||||||
}
|
|
||||||
|
|
||||||
inline void MatrixScale(Matrix& m, double xfact, double yfact, double zfact)
|
|
||||||
{
|
|
||||||
m[0][0] = xfact;
|
|
||||||
m[0][1] = 0;
|
|
||||||
m[0][2] = 0;
|
|
||||||
m[0][3] = 0;
|
|
||||||
m[1][0] = 0;
|
|
||||||
m[1][1] = yfact;
|
|
||||||
m[1][2] = 0;
|
|
||||||
m[1][3] = 0;
|
|
||||||
m[2][0] = 0;
|
|
||||||
m[2][1] = 0;
|
|
||||||
m[2][2] = zfact;
|
|
||||||
m[2][3] = 0;
|
|
||||||
m[3][0] = 0;
|
|
||||||
m[3][1] = 0;
|
|
||||||
m[3][2] = 0;
|
|
||||||
m[3][3] = 1;
|
|
||||||
}
|
|
||||||
|
|
||||||
inline void MatrixMultiply(Matrix& r, const Matrix& a, const Matrix& b)
|
|
||||||
{
|
|
||||||
for (int i = 0; i < 16; i++)
|
|
||||||
r[i >> 2][i & 3] = 0.0f;
|
|
||||||
|
|
||||||
for (int i = 0; i < 4; i++)
|
|
||||||
for (int j = 0; j < 4; j++)
|
|
||||||
for (int k = 0; k < 4; k++)
|
|
||||||
r[i][j] += a[i][k] * b[k][j];
|
|
||||||
}
|
|
||||||
|
|
||||||
inline void MatrixTransformVertex(Matrix const& m, Vertex& v)
|
|
||||||
{
|
|
||||||
Vertex ov;
|
|
||||||
double w;
|
|
||||||
ov.x = v.x;
|
|
||||||
ov.y = v.y;
|
|
||||||
ov.z = v.z;
|
|
||||||
v.x = m[0][0] * ov.x + m[0][1] * ov.y + m[0][2] * ov.z + m[0][3];
|
|
||||||
v.y = m[1][0] * ov.x + m[1][1] * ov.y + m[1][2] * ov.z + m[1][3];
|
|
||||||
v.z = m[2][0] * ov.x + m[2][1] * ov.y + m[2][2] * ov.z + m[2][3];
|
|
||||||
w = m[3][0] * ov.x + m[3][1] * ov.y + m[3][2] * ov.z + m[3][3];
|
|
||||||
if (w != 0)
|
|
||||||
{
|
|
||||||
v.x /= w;
|
|
||||||
v.y /= w;
|
|
||||||
v.z /= w;
|
|
||||||
}
|
|
||||||
}
|
|
|
@ -3,6 +3,7 @@
|
||||||
// Refer to the license.txt file included.
|
// Refer to the license.txt file included.
|
||||||
|
|
||||||
#include <algorithm>
|
#include <algorithm>
|
||||||
|
#include <array>
|
||||||
#include <cstring>
|
#include <cstring>
|
||||||
|
|
||||||
#include "Common/Assert.h"
|
#include "Common/Assert.h"
|
||||||
|
@ -847,4 +848,4 @@ void VulkanContext::InitDriverDetails()
|
||||||
static_cast<double>(m_device_properties.driverVersion),
|
static_cast<double>(m_device_properties.driverVersion),
|
||||||
DriverDetails::Family::UNKNOWN);
|
DriverDetails::Family::UNKNOWN);
|
||||||
}
|
}
|
||||||
}
|
} // namespace Vulkan
|
||||||
|
|
|
@ -27,7 +27,7 @@
|
||||||
#include "VideoCommon/VideoConfig.h"
|
#include "VideoCommon/VideoConfig.h"
|
||||||
#include "VideoCommon/XFMemory.h"
|
#include "VideoCommon/XFMemory.h"
|
||||||
|
|
||||||
alignas(16) static float g_fProjectionMatrix[16];
|
alignas(16) static std::array<float, 16> g_fProjectionMatrix;
|
||||||
|
|
||||||
// track changes
|
// track changes
|
||||||
static bool bTexMatricesChanged[2], bPosNormalMatrixChanged, bProjectionChanged, bViewportChanged;
|
static bool bTexMatricesChanged[2], bPosNormalMatrixChanged, bProjectionChanged, bViewportChanged;
|
||||||
|
@ -38,10 +38,10 @@ static int nNormalMatricesChanged[2]; // min,max
|
||||||
static int nPostTransformMatricesChanged[2]; // min,max
|
static int nPostTransformMatricesChanged[2]; // min,max
|
||||||
static int nLightsChanged[2]; // min,max
|
static int nLightsChanged[2]; // min,max
|
||||||
|
|
||||||
static Matrix44 s_viewportCorrection;
|
static Common::Matrix44 s_viewportCorrection;
|
||||||
static Matrix33 s_viewRotationMatrix;
|
static Common::Matrix33 s_viewRotationMatrix;
|
||||||
static Matrix33 s_viewInvRotationMatrix;
|
static Common::Matrix33 s_viewInvRotationMatrix;
|
||||||
static float s_fViewTranslationVector[3];
|
static Common::Vec3 s_fViewTranslationVector;
|
||||||
static float s_fViewRotation[2];
|
static float s_fViewRotation[2];
|
||||||
|
|
||||||
VertexShaderConstants VertexShaderManager::constants;
|
VertexShaderConstants VertexShaderManager::constants;
|
||||||
|
@ -57,7 +57,7 @@ bool VertexShaderManager::dirty;
|
||||||
// [ 0 (ih/ah) 0 ((-ih + 2*(ay-iy)) / ah + 1) ]
|
// [ 0 (ih/ah) 0 ((-ih + 2*(ay-iy)) / ah + 1) ]
|
||||||
// [ 0 0 1 0 ]
|
// [ 0 0 1 0 ]
|
||||||
// [ 0 0 0 1 ]
|
// [ 0 0 0 1 ]
|
||||||
static void ViewportCorrectionMatrix(Matrix44& result)
|
static void ViewportCorrectionMatrix(Common::Matrix44& result)
|
||||||
{
|
{
|
||||||
int scissorXOff = bpmem.scissorOffset.x * 2;
|
int scissorXOff = bpmem.scissorOffset.x * 2;
|
||||||
int scissorYOff = bpmem.scissorOffset.y * 2;
|
int scissorYOff = bpmem.scissorOffset.y * 2;
|
||||||
|
@ -86,7 +86,7 @@ static void ViewportCorrectionMatrix(Matrix44& result)
|
||||||
float Wd = (X + intendedWd <= EFB_WIDTH) ? intendedWd : (EFB_WIDTH - X);
|
float Wd = (X + intendedWd <= EFB_WIDTH) ? intendedWd : (EFB_WIDTH - X);
|
||||||
float Ht = (Y + intendedHt <= EFB_HEIGHT) ? intendedHt : (EFB_HEIGHT - Y);
|
float Ht = (Y + intendedHt <= EFB_HEIGHT) ? intendedHt : (EFB_HEIGHT - Y);
|
||||||
|
|
||||||
result = Matrix44::Identity();
|
result = Common::Matrix44::Identity();
|
||||||
if (Wd == 0 || Ht == 0)
|
if (Wd == 0 || Ht == 0)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
|
@ -121,10 +121,8 @@ void VertexShaderManager::Init()
|
||||||
ResetView();
|
ResetView();
|
||||||
|
|
||||||
// TODO: should these go inside ResetView()?
|
// TODO: should these go inside ResetView()?
|
||||||
s_viewportCorrection = Matrix44::Identity();
|
s_viewportCorrection = Common::Matrix44::Identity();
|
||||||
memset(g_fProjectionMatrix, 0, sizeof(g_fProjectionMatrix));
|
g_fProjectionMatrix = Common::Matrix44::Identity().data;
|
||||||
for (int i = 0; i < 4; ++i)
|
|
||||||
g_fProjectionMatrix[i * 5] = 1.0f;
|
|
||||||
|
|
||||||
dirty = true;
|
dirty = true;
|
||||||
}
|
}
|
||||||
|
@ -454,6 +452,8 @@ void VertexShaderManager::SetConstants()
|
||||||
|
|
||||||
if (g_ActiveConfig.bFreeLook && xfmem.projection.type == GX_PERSPECTIVE)
|
if (g_ActiveConfig.bFreeLook && xfmem.projection.type == GX_PERSPECTIVE)
|
||||||
{
|
{
|
||||||
|
using Common::Matrix44;
|
||||||
|
|
||||||
auto mtxA = Matrix44::Translate(s_fViewTranslationVector);
|
auto mtxA = Matrix44::Translate(s_fViewTranslationVector);
|
||||||
auto mtxB = Matrix44::FromMatrix33(s_viewRotationMatrix);
|
auto mtxB = Matrix44::FromMatrix33(s_viewRotationMatrix);
|
||||||
const auto viewMtx = mtxB * mtxA; // view = rotation x translation
|
const auto viewMtx = mtxB * mtxA; // view = rotation x translation
|
||||||
|
@ -464,7 +464,7 @@ void VertexShaderManager::SetConstants()
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
const auto projMtx = Matrix44::FromArray(g_fProjectionMatrix);
|
const auto projMtx = Common::Matrix44::FromArray(g_fProjectionMatrix);
|
||||||
const auto correctedMtx = s_viewportCorrection * projMtx;
|
const auto correctedMtx = s_viewportCorrection * projMtx;
|
||||||
memcpy(constants.projection.data(), correctedMtx.data.data(), 4 * sizeof(float4));
|
memcpy(constants.projection.data(), correctedMtx.data.data(), 4 * sizeof(float4));
|
||||||
}
|
}
|
||||||
|
@ -654,19 +654,15 @@ void VertexShaderManager::SetMaterialColorChanged(int index)
|
||||||
|
|
||||||
void VertexShaderManager::TranslateView(float x, float y, float z)
|
void VertexShaderManager::TranslateView(float x, float y, float z)
|
||||||
{
|
{
|
||||||
float result[3];
|
s_fViewTranslationVector += s_viewInvRotationMatrix * Common::Vec3{x, z, y};
|
||||||
float vector[3] = {x, z, y};
|
|
||||||
|
|
||||||
Matrix33::Multiply(s_viewInvRotationMatrix, vector, result);
|
|
||||||
|
|
||||||
for (size_t i = 0; i < ArraySize(result); i++)
|
|
||||||
s_fViewTranslationVector[i] += result[i];
|
|
||||||
|
|
||||||
bProjectionChanged = true;
|
bProjectionChanged = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
void VertexShaderManager::RotateView(float x, float y)
|
void VertexShaderManager::RotateView(float x, float y)
|
||||||
{
|
{
|
||||||
|
using Common::Matrix33;
|
||||||
|
|
||||||
s_fViewRotation[0] += x;
|
s_fViewRotation[0] += x;
|
||||||
s_fViewRotation[1] += y;
|
s_fViewRotation[1] += y;
|
||||||
|
|
||||||
|
@ -682,7 +678,9 @@ void VertexShaderManager::RotateView(float x, float y)
|
||||||
|
|
||||||
void VertexShaderManager::ResetView()
|
void VertexShaderManager::ResetView()
|
||||||
{
|
{
|
||||||
memset(s_fViewTranslationVector, 0, sizeof(s_fViewTranslationVector));
|
using Common::Matrix33;
|
||||||
|
|
||||||
|
s_fViewTranslationVector = {};
|
||||||
s_viewRotationMatrix = Matrix33::Identity();
|
s_viewRotationMatrix = Matrix33::Identity();
|
||||||
s_viewInvRotationMatrix = Matrix33::Identity();
|
s_viewInvRotationMatrix = Matrix33::Identity();
|
||||||
s_fViewRotation[0] = s_fViewRotation[1] = 0.0f;
|
s_fViewRotation[0] = s_fViewRotation[1] = 0.0f;
|
||||||
|
|
Loading…
Reference in New Issue