// Copyright (C) 2003-2009 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 "Common.h" #include #include "TransformUnit.h" #include "XFMemLoader.h" #include "CPMemLoader.h" #include "BPMemLoader.h" #include "NativeVertexFormat.h" #include "../../Plugin_VideoDX9/Src/Vec3.h" namespace TransformUnit { 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]; } 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]; } 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; } 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]; } void MultipleVec3Perspective(const Vec3 &vec, const float *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; } void MultipleVec3Ortho(const Vec3 &vec, const float *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 = (const float*)&xfregs.posMatrices[src->posMtx * 4]; MultiplyVec3Mat34(src->position, mat, dst->mvPosition); if (xfregs.projection[6] == 0) { MultipleVec3Perspective(dst->mvPosition, xfregs.projection, dst->projectedPosition); } else { MultipleVec3Ortho(dst->mvPosition, xfregs.projection, dst->projectedPosition); } } void TransformNormal(const InputVertexData *src, bool nbt, OutputVertexData *dst) { const float* mat = (const float*)&xfregs.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(); } } inline void TransformTexCoordRegular(const TexMtxInfo &texinfo, int coordNum, bool specialCase, const InputVertexData *srcVertex, OutputVertexData *dstVertex) { const Vec3 *src; switch (texinfo.sourcerow) { case XF_SRCGEOM_INROW: src = &srcVertex->position; break; case XF_SRCNORMAL_INROW: src = &srcVertex->normal[0]; break; case XF_SRCBINORMAL_T_INROW: src = &srcVertex->normal[1]; break; case XF_SRCBINORMAL_B_INROW: src = &srcVertex->normal[2]; break; default: _assert_(texinfo.sourcerow >= XF_SRCTEX0_INROW && texinfo.sourcerow <= XF_SRCTEX7_INROW); src = (Vec3*)srcVertex->texCoords[texinfo.sourcerow - XF_SRCTEX0_INROW]; break; } const float *mat = (const float*)&xfregs.posMatrices[srcVertex->texMtx[coordNum] * 4]; Vec3 *dst = &dstVertex->texCoords[coordNum]; if (texinfo.inputform == XF_TEXINPUT_AB11) { MultiplyVec2Mat34(*src, mat, *dst); } else { MultiplyVec3Mat34(*src, mat, *dst); } if (xfregs.dualTexTrans) { Vec3 tempCoord; // normalize const PostMtxInfo &postInfo = xfregs.postMtxInfo[coordNum]; const float *postMat = (const float*)&xfregs.postMatrices[postInfo.index * 4]; if (specialCase) { // no normalization // q of input is 1 // q of output is unknown tempCoord.x = dst->x; tempCoord.y = dst->y; dst->x = postMat[0] * tempCoord.x + postMat[1] * tempCoord.y + postMat[2] + postMat[3]; dst->y = postMat[4] * tempCoord.x + postMat[5] * tempCoord.y + postMat[6] + postMat[7]; dst->z = 1.0f; } else { if (postInfo.normalize) tempCoord = dst->normalized(); else tempCoord = *dst; MultiplyVec3Mat34(tempCoord, postMat, *dst); } } } struct LightPointer { u32 reserved[3]; u8 color[4]; Vec3 cosatt; Vec3 distatt; Vec3 pos; Vec3 dir; }; inline void AddIntegerColor(const u8 *src, Vec3 &dst) { dst.x += src[1]; dst.y += src[2]; dst.z += src[3]; } 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; } inline float Clamp(float val, float a, float b) { return valb?b:val; } inline float SafeDivide(float n, float d) { return (d==0)?(n>0?1:0):n/d; } void LightColor(const Vec3 &pos, const Vec3 &normal, u8 lightNum, const LitChannel &chan, Vec3 &lightCol) { const LightPointer *light = (const LightPointer*)&xfregs.lights[0x10*lightNum]; if (!(chan.attnfunc & 1)) { // atten disabled switch (chan.diffusefunc) { case LIGHTDIF_NONE: AddIntegerColor(light->color, lightCol); break; case LIGHTDIF_SIGN: { Vec3 ldir = (light->pos - pos).normalized(); float diffuse = ldir * normal; AddScaledIntegerColor(light->color, diffuse, lightCol); } break; case LIGHTDIF_CLAMP: { Vec3 ldir = (light->pos - pos).normalized(); float diffuse = max(0.0f, ldir * normal); AddScaledIntegerColor(light->color, diffuse, lightCol); } break; default: _assert_(0); } } else { // spec and spot // not sure about divide by zero checks Vec3 ldir = light->pos - pos; float attn; if (chan.attnfunc == 3) { // spot float dist2 = ldir.length2(); float dist = sqrtf(dist2); ldir = ldir / dist; attn = 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(max(0.0f, cosAtt), distAtt); } else if (chan.attnfunc == 1) { // specular // donko - what is going on here? 655.36 is a guess but seems about right. attn = (light->pos * normal) > -655.36 ? max(0.0f, (light->dir * normal)) : 0; ldir.set(1.0f, attn, attn * attn); float cosAtt = max(0.0f, light->cosatt * ldir); float distAtt = light->distatt * ldir; attn = SafeDivide(max(0.0f, cosAtt), distAtt); } else { PanicAlert("LightColor"); return; } switch (chan.diffusefunc) { case LIGHTDIF_NONE: AddScaledIntegerColor(light->color, attn, lightCol); break; case LIGHTDIF_SIGN: { float difAttn = ldir * normal; AddScaledIntegerColor(light->color, attn * difAttn, lightCol); } break; case LIGHTDIF_CLAMP: { float difAttn = max(0.0f, ldir * normal); AddScaledIntegerColor(light->color, attn * difAttn, lightCol); } break; default: _assert_(0); } } } void LightAlpha(const Vec3 &pos, const Vec3 &normal, u8 lightNum, const LitChannel &chan, float &lightCol) { const LightPointer *light = (const LightPointer*)&xfregs.lights[0x10*lightNum]; if (!(chan.attnfunc & 1)) { // atten disabled switch (chan.diffusefunc) { case LIGHTDIF_NONE: lightCol += light->color[0]; break; case LIGHTDIF_SIGN: { Vec3 ldir = (light->pos - pos).normalized(); float diffuse = ldir * normal; lightCol += light->color[0] * diffuse; } break; case LIGHTDIF_CLAMP: { Vec3 ldir = (light->pos - pos).normalized(); float diffuse = max(0.0f, ldir * normal); lightCol += light->color[0] * diffuse; } break; default: _assert_(0); } } else { // spec and spot Vec3 ldir = light->pos - pos; float attn; if (chan.attnfunc == 3) { // spot float dist2 = ldir.length2(); float dist = sqrtf(dist2); ldir = ldir / dist; attn = 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(max(0.0f, cosAtt), distAtt); } else /* if (chan.attnfunc == 1) */ { // specular // donko - what is going on here? 655.36 is a guess but seems about right. attn = (light->pos * normal) > -655.36 ? max(0.0f, (light->dir * normal)) : 0; ldir.set(1.0f, attn, attn * attn); float cosAtt = light->cosatt * ldir; float distAtt = light->distatt * ldir; attn = SafeDivide(max(0.0f, cosAtt), distAtt); } switch (chan.diffusefunc) { case LIGHTDIF_NONE: lightCol += light->color[0] * attn; break; case LIGHTDIF_SIGN: { float difAttn = ldir * normal; lightCol += light->color[0] * attn * difAttn; } break; case LIGHTDIF_CLAMP: { float difAttn = max(0.0f, ldir * normal); lightCol += light->color[0] * attn * difAttn; } break; default: _assert_(0); } } } void TransformColor(const InputVertexData *src, OutputVertexData *dst) { for (u32 chan = 0; chan < xfregs.nNumChans; chan++) { // abgr u8 matcolor[4]; u8 chancolor[4]; // color LitChannel &colorchan = xfregs.color[chan]; if (colorchan.matsource) *(u32*)matcolor = *(u32*)src->color[chan]; // vertex else *(u32*)matcolor = xfregs.matColor[chan]; if (colorchan.enablelighting) { Vec3 lightCol; if (colorchan.ambsource) { // vertex lightCol.x = src->color[chan][1]; lightCol.y = src->color[chan][2]; lightCol.z = src->color[chan][3]; } else { u8 *ambColor = (u8*)&xfregs.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<mvPosition, dst->normal[0], i, colorchan, lightCol); } float inv = 1.0f / 255.0f; chancolor[1] = (u8)(matcolor[1] * Clamp(lightCol.x * inv, 0.0f, 1.0f)); chancolor[2] = (u8)(matcolor[2] * Clamp(lightCol.y * inv, 0.0f, 1.0f)); chancolor[3] = (u8)(matcolor[3] * Clamp(lightCol.z * inv, 0.0f, 1.0f)); } else { *(u32*)chancolor = *(u32*)matcolor; } // alpha LitChannel &alphachan = xfregs.alpha[chan]; if (alphachan.matsource) matcolor[0] = src->color[chan][0]; // vertex else matcolor[0] = xfregs.matColor[chan] & 0xff; if (xfregs.alpha[chan].enablelighting) { float lightCol; if (alphachan.ambsource) lightCol = src->color[chan][0]; // vertex else lightCol = (float)(xfregs.ambColor[chan] & 0xff); u8 mask = alphachan.GetFullLightMask(); for (int i = 0; i < 8; ++i) { if (mask&(1<mvPosition, dst->normal[0], i, alphachan, lightCol); } chancolor[0] = (u8)(matcolor[0] * Clamp(lightCol / 255.0f, 0.0f, 1.0f)); } else { chancolor[0] = matcolor[0]; } // abgr -> rgba *(u32*)dst->color[chan] = Common::swap32(*(u32*)chancolor); } } void TransformTexCoord(const InputVertexData *src, OutputVertexData *dst, bool specialCase) { for (u32 coordNum = 0; coordNum < xfregs.numTexGens; coordNum++) { const TexMtxInfo &texinfo = xfregs.texMtxInfo[coordNum]; switch (texinfo.texgentype) { case XF_TEXGEN_REGULAR: TransformTexCoordRegular(texinfo, coordNum, specialCase, src, dst); break; case XF_TEXGEN_EMBOSS_MAP: { const LightPointer *light = (const LightPointer*)&xfregs.lights[0x10*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 XF_TEXGEN_COLOR_STRGBC0: _assert_(texinfo.sourcerow == XF_SRCCOLORS_INROW); _assert_(texinfo.inputform == XF_TEXINPUT_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 XF_TEXGEN_COLOR_STRGBC1: _assert_(texinfo.sourcerow == XF_SRCCOLORS_INROW); _assert_(texinfo.inputform == XF_TEXINPUT_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(VIDEO, "Bad tex gen type %i", texinfo.texgentype); } } for (u32 coordNum = 0; coordNum < xfregs.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); } } }