// Copyright 2009 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #include "VideoBackends/Software/TransformUnit.h" #include #include #include "Common/Assert.h" #include "Common/CommonTypes.h" #include "Common/Logging/Log.h" #include "Common/MathUtil.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 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; } static 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 = &xfmem.posMatrices[src->posMtx * 4]; MultiplyVec3Mat34(src->position, mat, dst->mvPosition); if (xfmem.projection.type == GX_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, bool specialCase, const InputVertexData* srcVertex, OutputVertexData* dstVertex) { 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.x = srcVertex->texCoords[texinfo.sourcerow - XF_SRCTEX0_INROW][0]; src.y = srcVertex->texCoords[texinfo.sourcerow - XF_SRCTEX0_INROW][1]; src.z = 1.0f; break; } const float* mat = &xfmem.posMatrices[srcVertex->texMtx[coordNum] * 4]; Vec3* dst = &dstVertex->texCoords[coordNum]; if (texinfo.projection == XF_TEXPROJ_ST) { if (texinfo.inputform == XF_TEXINPUT_AB11 || specialCase) MultiplyVec2Mat24(src, mat, *dst); else MultiplyVec3Mat24(src, mat, *dst); } else // texinfo.projection == XF_TEXPROJ_STQ { _assert_(!specialCase); if (texinfo.inputform == XF_TEXINPUT_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 (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); } } // 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 = MathUtil::Clamp(dst->x / 2.0f, -1.0f, 1.0f); dst->y = MathUtil::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 LIGHTATTN_NONE: case LIGHTATTN_DIR: { ldir = ldir.Normalized(); if (ldir == Vec3(0.0f, 0.0f, 0.0f)) ldir = normal; break; } case LIGHTATTN_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 != LIGHTDIF_NONE) distAttn = distAttn.Normalized(); attn = SafeDivide(std::max(0.0f, attLen * cosAttn), attLen * distAttn); break; } case LIGHTATTN_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: PanicAlert("LightColor"); } return attn; } static void LightColor(const Vec3& pos, const Vec3& normal, u8 lightNum, 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 LIGHTDIF_NONE: AddScaledIntegerColor(light->color, attn, lightCol); break; case LIGHTDIF_SIGN: AddScaledIntegerColor(light->color, attn * difAttn, lightCol); break; case LIGHTDIF_CLAMP: difAttn = std::max(0.0f, difAttn); AddScaledIntegerColor(light->color, attn * difAttn, lightCol); break; default: _assert_(0); } } 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 LIGHTDIF_NONE: lightCol += light->color[0] * attn; break; case LIGHTDIF_SIGN: lightCol += light->color[0] * attn * difAttn; break; case LIGHTDIF_CLAMP: difAttn = std::max(0.0f, difAttn); lightCol += light->color[0] * attn * difAttn; break; default: _assert_(0); } } void TransformColor(const InputVertexData* src, OutputVertexData* dst) { for (u32 chan = 0; chan < xfmem.numChan.numColorChans; chan++) { // abgr u8 matcolor[4]; u8 chancolor[4]; // color LitChannel& colorchan = xfmem.color[chan]; if (colorchan.matsource) *(u32*)matcolor = *(u32*)src->color[chan]; // vertex else *(u32*)matcolor = xfmem.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*)&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 = MathUtil::Clamp(static_cast(lightCol.x), 0, 255); int light_y = MathUtil::Clamp(static_cast(lightCol.y), 0, 255); int light_z = MathUtil::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 { *(u32*)chancolor = *(u32*)matcolor; } // alpha LitChannel& alphachan = xfmem.alpha[chan]; if (alphachan.matsource) matcolor[0] = src->color[chan][0]; // vertex else matcolor[0] = xfmem.matColor[chan] & 0xff; if (xfmem.alpha[chan].enablelighting) { float lightCol; if (alphachan.ambsource) lightCol = src->color[chan][0]; // vertex else lightCol = (float)(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 = MathUtil::Clamp(static_cast(lightCol), 0, 255); chancolor[0] = (matcolor[0] * (light_a + (light_a >> 7))) >> 8; } 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 < xfmem.numTexGen.numTexGens; coordNum++) { const TexMtxInfo& texinfo = xfmem.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*)&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 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.Value()); } } 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); } } }