// Copyright 2009 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #include "VideoBackends/Software/TransformUnit.h" #include #include #include #include #include "Common/Assert.h" #include "Common/CommonTypes.h" #include "Common/Logging/Log.h" #include "Common/MsgHandler.h" #include "Common/Swap.h" #include "VideoBackends/Software/NativeVertexFormat.h" #include "VideoBackends/Software/Vec3.h" #include "VideoCommon/BPMemory.h" #include "VideoCommon/XFMemory.h" namespace TransformUnit { static void MultiplyVec2Mat24(const Vec3& vec, const float* mat, Vec3& result) { result.x = mat[0] * vec.x + mat[1] * vec.y + mat[2] + mat[3]; result.y = mat[4] * vec.x + mat[5] * vec.y + mat[6] + mat[7]; result.z = 1.0f; } static void MultiplyVec2Mat34(const Vec3& vec, const float* mat, Vec3& result) { result.x = mat[0] * vec.x + mat[1] * vec.y + mat[2] + mat[3]; result.y = mat[4] * vec.x + mat[5] * vec.y + mat[6] + mat[7]; result.z = mat[8] * vec.x + mat[9] * vec.y + mat[10] + mat[11]; } static void MultiplyVec3Mat33(const Vec3& vec, const float* mat, Vec3& result) { result.x = mat[0] * vec.x + mat[1] * vec.y + mat[2] * vec.z; result.y = mat[3] * vec.x + mat[4] * vec.y + mat[5] * vec.z; result.z = mat[6] * vec.x + mat[7] * vec.y + mat[8] * vec.z; } static void MultiplyVec3Mat24(const Vec3& vec, const float* mat, Vec3& result) { result.x = mat[0] * vec.x + mat[1] * vec.y + mat[2] * vec.z + mat[3]; result.y = mat[4] * vec.x + mat[5] * vec.y + mat[6] * vec.z + mat[7]; result.z = 1.0f; } static void MultiplyVec3Mat34(const Vec3& vec, const float* mat, Vec3& result) { result.x = mat[0] * vec.x + mat[1] * vec.y + mat[2] * vec.z + mat[3]; result.y = mat[4] * vec.x + mat[5] * vec.y + mat[6] * vec.z + mat[7]; result.z = mat[8] * vec.x + mat[9] * vec.y + mat[10] * vec.z + mat[11]; } static void MultipleVec3Perspective(const Vec3& vec, const Projection::Raw& proj, Vec4& result) { result.x = proj[0] * vec.x + proj[1] * vec.z; result.y = proj[2] * vec.y + proj[3] * vec.z; // result.z = (proj[4] * vec.z + proj[5]); result.z = (proj[4] * vec.z + proj[5]) * (1.0f - (float)1e-7); result.w = -vec.z; } static void MultipleVec3Ortho(const Vec3& vec, const Projection::Raw& proj, Vec4& result) { result.x = proj[0] * vec.x + proj[1]; result.y = proj[2] * vec.y + proj[3]; result.z = proj[4] * vec.z + proj[5]; result.w = 1; } void TransformPosition(const InputVertexData* src, OutputVertexData* dst) { const float* mat = &xfmem.posMatrices[src->posMtx * 4]; MultiplyVec3Mat34(src->position, mat, dst->mvPosition); if (xfmem.projection.type == ProjectionType::Perspective) { MultipleVec3Perspective(dst->mvPosition, xfmem.projection.rawProjection, dst->projectedPosition); } else { MultipleVec3Ortho(dst->mvPosition, xfmem.projection.rawProjection, dst->projectedPosition); } } void TransformNormal(const InputVertexData* src, bool nbt, OutputVertexData* dst) { const float* mat = &xfmem.normalMatrices[(src->posMtx & 31) * 3]; if (nbt) { MultiplyVec3Mat33(src->normal[0], mat, dst->normal[0]); MultiplyVec3Mat33(src->normal[1], mat, dst->normal[1]); MultiplyVec3Mat33(src->normal[2], mat, dst->normal[2]); dst->normal[0].Normalize(); } else { MultiplyVec3Mat33(src->normal[0], mat, dst->normal[0]); dst->normal[0].Normalize(); } } static void TransformTexCoordRegular(const TexMtxInfo& texinfo, int coordNum, const InputVertexData* srcVertex, OutputVertexData* dstVertex) { Vec3 src; switch (texinfo.sourcerow) { case SourceRow::Geom: src = srcVertex->position; break; case SourceRow::Normal: src = srcVertex->normal[0]; break; case SourceRow::BinormalT: src = srcVertex->normal[1]; break; case SourceRow::BinormalB: src = srcVertex->normal[2]; break; default: { ASSERT(texinfo.sourcerow >= SourceRow::Tex0 && texinfo.sourcerow <= SourceRow::Tex7); u32 texnum = static_cast(texinfo.sourcerow.Value()) - static_cast(SourceRow::Tex0); src.x = srcVertex->texCoords[texnum][0]; src.y = srcVertex->texCoords[texnum][1]; src.z = 1.0f; break; } } const float* mat = &xfmem.posMatrices[srcVertex->texMtx[coordNum] * 4]; Vec3* dst = &dstVertex->texCoords[coordNum]; if (texinfo.projection == TexSize::ST) { if (texinfo.inputform == TexInputForm::AB11) MultiplyVec2Mat24(src, mat, *dst); else MultiplyVec3Mat24(src, mat, *dst); } else // texinfo.projection == TexSize::STQ { if (texinfo.inputform == TexInputForm::AB11) MultiplyVec2Mat34(src, mat, *dst); else MultiplyVec3Mat34(src, mat, *dst); } if (xfmem.dualTexTrans.enabled) { Vec3 tempCoord; // normalize const PostMtxInfo& postInfo = xfmem.postMtxInfo[coordNum]; const float* postMat = &xfmem.postMatrices[postInfo.index * 4]; if (postInfo.normalize) tempCoord = dst->Normalized(); else tempCoord = *dst; MultiplyVec3Mat34(tempCoord, postMat, *dst); } // When q is 0, the GameCube appears to have a special case // This can be seen in devkitPro's neheGX Lesson08 example for Wii // Makes differences in Rogue Squadron 3 (Hoth sky) and The Last Story (shadow culling) if (dst->z == 0.0f) { dst->x = std::clamp(dst->x / 2.0f, -1.0f, 1.0f); dst->y = std::clamp(dst->y / 2.0f, -1.0f, 1.0f); } } struct LightPointer { u32 reserved[3]; u8 color[4]; Vec3 cosatt; Vec3 distatt; Vec3 pos; Vec3 dir; }; static inline void AddScaledIntegerColor(const u8* src, float scale, Vec3& dst) { dst.x += src[1] * scale; dst.y += src[2] * scale; dst.z += src[3] * scale; } static inline float SafeDivide(float n, float d) { return (d == 0) ? (n > 0 ? 1 : 0) : n / d; } static float CalculateLightAttn(const LightPointer* light, Vec3* _ldir, const Vec3& normal, const LitChannel& chan) { float attn = 1.0f; Vec3& ldir = *_ldir; switch (chan.attnfunc) { case AttenuationFunc::None: case AttenuationFunc::Dir: { ldir = ldir.Normalized(); if (ldir == Vec3(0.0f, 0.0f, 0.0f)) ldir = normal; break; } case AttenuationFunc::Spec: { ldir = ldir.Normalized(); attn = (ldir * normal) >= 0.0 ? std::max(0.0f, light->dir * normal) : 0; Vec3 attLen = Vec3(1.0, attn, attn * attn); Vec3 cosAttn = light->cosatt; Vec3 distAttn = light->distatt; if (chan.diffusefunc != DiffuseFunc::None) distAttn = distAttn.Normalized(); attn = SafeDivide(std::max(0.0f, attLen * cosAttn), attLen * distAttn); break; } case AttenuationFunc::Spot: { float dist2 = ldir.Length2(); float dist = sqrtf(dist2); ldir = ldir / dist; attn = std::max(0.0f, ldir * light->dir); float cosAtt = light->cosatt.x + (light->cosatt.y * attn) + (light->cosatt.z * attn * attn); float distAtt = light->distatt.x + (light->distatt.y * dist) + (light->distatt.z * dist2); attn = SafeDivide(std::max(0.0f, cosAtt), distAtt); break; } default: PanicAlertFmt("Invalid attnfunc: {}", chan.attnfunc); } return attn; } static void LightColor(const Vec3& pos, const Vec3& normal, u8 lightNum, const LitChannel& chan, Vec3& lightCol) { const LightPointer* light = (const LightPointer*)&xfmem.lights[lightNum]; Vec3 ldir = light->pos - pos; float attn = CalculateLightAttn(light, &ldir, normal, chan); float difAttn = ldir * normal; switch (chan.diffusefunc) { case DiffuseFunc::None: AddScaledIntegerColor(light->color, attn, lightCol); break; case DiffuseFunc::Sign: AddScaledIntegerColor(light->color, attn * difAttn, lightCol); break; case DiffuseFunc::Clamp: difAttn = std::max(0.0f, difAttn); AddScaledIntegerColor(light->color, attn * difAttn, lightCol); break; default: PanicAlertFmt("Invalid diffusefunc: {}", chan.attnfunc); } } static void LightAlpha(const Vec3& pos, const Vec3& normal, u8 lightNum, const LitChannel& chan, float& lightCol) { const LightPointer* light = (const LightPointer*)&xfmem.lights[lightNum]; Vec3 ldir = light->pos - pos; float attn = CalculateLightAttn(light, &ldir, normal, chan); float difAttn = ldir * normal; switch (chan.diffusefunc) { case DiffuseFunc::None: lightCol += light->color[0] * attn; break; case DiffuseFunc::Sign: lightCol += light->color[0] * attn * difAttn; break; case DiffuseFunc::Clamp: difAttn = std::max(0.0f, difAttn); lightCol += light->color[0] * attn * difAttn; break; default: PanicAlertFmt("Invalid diffusefunc: {}", chan.attnfunc); } } void TransformColor(const InputVertexData* src, OutputVertexData* dst) { for (u32 chan = 0; chan < NUM_XF_COLOR_CHANNELS; chan++) { // abgr std::array matcolor; std::array chancolor; // color const LitChannel& colorchan = xfmem.color[chan]; if (colorchan.matsource == MatSource::Vertex) matcolor = src->color[chan]; else std::memcpy(matcolor.data(), &xfmem.matColor[chan], sizeof(u32)); if (colorchan.enablelighting) { Vec3 lightCol; if (colorchan.ambsource == AmbSource::Vertex) { lightCol.x = src->color[chan][1]; lightCol.y = src->color[chan][2]; lightCol.z = src->color[chan][3]; } else { const u8* ambColor = reinterpret_cast(&xfmem.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); } int light_x = std::clamp(static_cast(lightCol.x), 0, 255); int light_y = std::clamp(static_cast(lightCol.y), 0, 255); int light_z = std::clamp(static_cast(lightCol.z), 0, 255); chancolor[1] = (matcolor[1] * (light_x + (light_x >> 7))) >> 8; chancolor[2] = (matcolor[2] * (light_y + (light_y >> 7))) >> 8; chancolor[3] = (matcolor[3] * (light_z + (light_z >> 7))) >> 8; } else { chancolor = matcolor; } // alpha const LitChannel& alphachan = xfmem.alpha[chan]; if (alphachan.matsource == MatSource::Vertex) matcolor[0] = src->color[chan][0]; else matcolor[0] = xfmem.matColor[chan] & 0xff; if (xfmem.alpha[chan].enablelighting) { float lightCol; if (alphachan.ambsource == AmbSource::Vertex) lightCol = src->color[chan][0]; else lightCol = static_cast(xfmem.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); } int light_a = std::clamp(static_cast(lightCol), 0, 255); chancolor[0] = (matcolor[0] * (light_a + (light_a >> 7))) >> 8; } else { chancolor[0] = matcolor[0]; } // abgr -> rgba const u32 rgba_color = Common::swap32(chancolor.data()); std::memcpy(dst->color[chan].data(), &rgba_color, sizeof(u32)); } } void TransformTexCoord(const InputVertexData* src, OutputVertexData* dst) { for (u32 coordNum = 0; coordNum < xfmem.numTexGen.numTexGens; coordNum++) { const TexMtxInfo& texinfo = xfmem.texMtxInfo[coordNum]; switch (texinfo.texgentype) { case TexGenType::Regular: TransformTexCoordRegular(texinfo, coordNum, src, dst); break; case TexGenType::EmbossMap: { const LightPointer* light = (const LightPointer*)&xfmem.lights[texinfo.embosslightshift]; Vec3 ldir = (light->pos - dst->mvPosition).Normalized(); float d1 = ldir * dst->normal[1]; float d2 = ldir * dst->normal[2]; dst->texCoords[coordNum].x = dst->texCoords[texinfo.embosssourceshift].x + d1; dst->texCoords[coordNum].y = dst->texCoords[texinfo.embosssourceshift].y + d2; dst->texCoords[coordNum].z = dst->texCoords[texinfo.embosssourceshift].z; } break; case TexGenType::Color0: ASSERT(texinfo.sourcerow == SourceRow::Colors); ASSERT(texinfo.inputform == TexInputForm::AB11); dst->texCoords[coordNum].x = (float)dst->color[0][0] / 255.0f; dst->texCoords[coordNum].y = (float)dst->color[0][1] / 255.0f; dst->texCoords[coordNum].z = 1.0f; break; case TexGenType::Color1: ASSERT(texinfo.sourcerow == SourceRow::Colors); ASSERT(texinfo.inputform == TexInputForm::AB11); dst->texCoords[coordNum].x = (float)dst->color[1][0] / 255.0f; dst->texCoords[coordNum].y = (float)dst->color[1][1] / 255.0f; dst->texCoords[coordNum].z = 1.0f; break; default: ERROR_LOG_FMT(VIDEO, "Bad tex gen type {}", texinfo.texgentype); break; } } for (u32 coordNum = 0; coordNum < xfmem.numTexGen.numTexGens; coordNum++) { dst->texCoords[coordNum][0] *= (bpmem.texcoords[coordNum].s.scale_minus_1 + 1); dst->texCoords[coordNum][1] *= (bpmem.texcoords[coordNum].t.scale_minus_1 + 1); } } } // namespace TransformUnit