Vertex Shading / Projection Matrix done right (D3D)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2343 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -199,7 +199,7 @@ void VertexShaderManager::SetConstants(bool proj_hax_1, bool proj_hax_2)
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static float GC_ALIGNED16(g_fProjectionMatrix[16]);
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if (xfregs.rawProjection[6] == 0) {
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if (xfregs.rawProjection[6] == 0) { // Model View
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g_fProjectionMatrix[0] = xfregs.rawProjection[0];
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g_fProjectionMatrix[1] = 0.0f;
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g_fProjectionMatrix[2] = xfregs.rawProjection[1];
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@ -252,7 +252,7 @@ void VertexShaderManager::SetConstants(bool proj_hax_1, bool proj_hax_2)
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SETSTAT_FT(stats.gproj_14, g_fProjectionMatrix[14]);
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SETSTAT_FT(stats.gproj_15, g_fProjectionMatrix[15]);
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}
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else {
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else { // Orthogonal
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g_fProjectionMatrix[0] = xfregs.rawProjection[0];
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g_fProjectionMatrix[1] = 0.0f;
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g_fProjectionMatrix[2] = 0.0f;
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@ -337,48 +337,50 @@ void Renderer::SetScissorBox(RECT &rc)
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void Renderer::SetProjection(float* pMatrix, int constantIndex)
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{
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D3DXMATRIX mtx;
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if (pMatrix[6] == 0)
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if (pMatrix[6] == 0) // Model View
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{
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mtx.m[0][0] = pMatrix[0];
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mtx.m[1][0] = 0.0f;
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mtx.m[2][0] = pMatrix[1];
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mtx.m[3][0] = -0.5f/m_width;
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mtx.m[0][1] = 0.0f;
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mtx.m[0][2] = pMatrix[1];
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mtx.m[0][3] = 0; // -0.5f/m_height; <-- fix d3d pixel center?
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mtx.m[1][0] = 0.0f;
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mtx.m[1][1] = pMatrix[2];
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mtx.m[2][1] = pMatrix[3];
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mtx.m[3][1] = +0.5f/m_height;
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mtx.m[1][2] = pMatrix[3];
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mtx.m[1][3] = 0; // +0.5f/m_height; <-- fix d3d pixel center?
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mtx.m[0][2] = 0.0f;
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mtx.m[1][2] = 0.0f;
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mtx.m[2][2] = -(1-pMatrix[4]);
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mtx.m[3][2] = pMatrix[5];
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mtx.m[2][0] = 0.0f;
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mtx.m[2][1] = 0.0f;
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mtx.m[2][2] = -(1.0f - pMatrix[4]);
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mtx.m[2][3] = pMatrix[5]; // Problematic in OGL
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mtx.m[0][3] = 0.0f;
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mtx.m[1][3] = 0.0f;
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mtx.m[2][3] = -1.0f;
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mtx.m[3][0] = 0.0f;
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mtx.m[3][1] = 0.0f;
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// donkopunchstania: GC GPU rounds differently?
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// -(1 + epsilon) so objects are clipped as they are on the real HW
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mtx.m[3][2] = -1.00000011921f;
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mtx.m[3][3] = 0.0f;
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}
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else
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else // Orthogonal
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{
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mtx.m[0][0] = pMatrix[0];
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mtx.m[1][0] = 0.0f;
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mtx.m[2][0] = 0.0f;
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mtx.m[3][0] = pMatrix[1]-0.5f/m_width; // fix d3d pixel center
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mtx.m[0][1] = 0.0f;
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mtx.m[1][1] = pMatrix[2];
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mtx.m[2][1] = 0.0f;
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mtx.m[3][1] = pMatrix[3]+0.5f/m_height; // fix d3d pixel center
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mtx.m[0][2] = 0.0f;
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mtx.m[0][3] = pMatrix[1]; // -0.5f/m_width; <-- fix d3d pixel center?
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mtx.m[1][0] = 0.0f;
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mtx.m[1][1] = pMatrix[2];
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mtx.m[1][2] = 0.0f;
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mtx.m[1][3] = pMatrix[3]; // +0.5f/m_height; <-- fix d3d pixel center?
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mtx.m[2][0] = 0.0f;
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mtx.m[2][1] = 0.0f;
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mtx.m[2][2] = pMatrix[4];
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mtx.m[3][2] = -(-1 - pMatrix[5]);
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mtx.m[2][3] = -(-1.0f - pMatrix[5]);
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mtx.m[0][3] = 0;
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mtx.m[1][3] = 0;
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mtx.m[2][3] = 0.0f;
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mtx.m[3][0] = 0;
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mtx.m[3][1] = 0;
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mtx.m[3][2] = 0.0f;
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mtx.m[3][3] = 1.0f;
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}
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D3D::dev->SetVertexShaderConstantF(constantIndex, mtx, 4);
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@ -27,7 +27,7 @@ struct VS_INPUT {\n\
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float4 pos : POSITION;\n\
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float3 normal : NORMAL;\n\
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float4 colors[2] : COLOR0;\n\
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float3 uv[8] : TEXCOORD0;\n\
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float4 uv[5] : TEXCOORD0;\n\
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};\n\
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\n\
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struct VS_OUTPUT {\n\
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@ -43,10 +43,9 @@ VS_OUTPUT main(const VS_INPUT input)\n\
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{\n\
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VS_OUTPUT output;\n\
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\n\
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output.pos = mul(matWorldViewProj, input.pos);\n\
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output.pos = mul(input.pos, matWorldViewProj);\n\
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// texgen\n\
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for (int i=0; i<5; i++)\n\
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output.uv[i] = float4(input.uv[i].xyz,1);\n\
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for (int i=0; i<5; i++)\n output.uv[i] = input.uv[i];\n\
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\n\
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for (int i=0; i<2; i++)\n output.colors[i] = input.colors[i];\n\
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return output;\n\
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