448 lines
14 KiB
C++
448 lines
14 KiB
C++
// Copyright 2009 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include "VideoBackends/Software/TransformUnit.h"
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#include <algorithm>
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#include <array>
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#include <cmath>
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#include <cstring>
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#include "Common/Assert.h"
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#include "Common/CommonTypes.h"
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#include "Common/Logging/Log.h"
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#include "Common/MsgHandler.h"
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#include "Common/Swap.h"
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#include "VideoBackends/Software/NativeVertexFormat.h"
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#include "VideoBackends/Software/Vec3.h"
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#include "VideoCommon/BPMemory.h"
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#include "VideoCommon/XFMemory.h"
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namespace TransformUnit
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{
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static void MultiplyVec2Mat24(const Vec3& vec, const float* mat, Vec3& result)
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{
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result.x = mat[0] * vec.x + mat[1] * vec.y + mat[2] + mat[3];
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result.y = mat[4] * vec.x + mat[5] * vec.y + mat[6] + mat[7];
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result.z = 1.0f;
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}
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static void MultiplyVec2Mat34(const Vec3& vec, const float* mat, Vec3& result)
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{
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result.x = mat[0] * vec.x + mat[1] * vec.y + mat[2] + mat[3];
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result.y = mat[4] * vec.x + mat[5] * vec.y + mat[6] + mat[7];
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result.z = mat[8] * vec.x + mat[9] * vec.y + mat[10] + mat[11];
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}
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static void MultiplyVec3Mat33(const Vec3& vec, const float* mat, Vec3& result)
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{
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result.x = mat[0] * vec.x + mat[1] * vec.y + mat[2] * vec.z;
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result.y = mat[3] * vec.x + mat[4] * vec.y + mat[5] * vec.z;
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result.z = mat[6] * vec.x + mat[7] * vec.y + mat[8] * vec.z;
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}
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static void MultiplyVec3Mat24(const Vec3& vec, const float* mat, Vec3& result)
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{
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result.x = mat[0] * vec.x + mat[1] * vec.y + mat[2] * vec.z + mat[3];
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result.y = mat[4] * vec.x + mat[5] * vec.y + mat[6] * vec.z + mat[7];
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result.z = 1.0f;
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}
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static void MultiplyVec3Mat34(const Vec3& vec, const float* mat, Vec3& result)
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{
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result.x = mat[0] * vec.x + mat[1] * vec.y + mat[2] * vec.z + mat[3];
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result.y = mat[4] * vec.x + mat[5] * vec.y + mat[6] * vec.z + mat[7];
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result.z = mat[8] * vec.x + mat[9] * vec.y + mat[10] * vec.z + mat[11];
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}
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static void MultipleVec3Perspective(const Vec3& vec, const Projection::Raw& proj, Vec4& result)
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{
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result.x = proj[0] * vec.x + proj[1] * vec.z;
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result.y = proj[2] * vec.y + proj[3] * vec.z;
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// result.z = (proj[4] * vec.z + proj[5]);
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result.z = (proj[4] * vec.z + proj[5]) * (1.0f - (float)1e-7);
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result.w = -vec.z;
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}
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static void MultipleVec3Ortho(const Vec3& vec, const Projection::Raw& proj, Vec4& result)
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{
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result.x = proj[0] * vec.x + proj[1];
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result.y = proj[2] * vec.y + proj[3];
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result.z = proj[4] * vec.z + proj[5];
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result.w = 1;
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}
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void TransformPosition(const InputVertexData* src, OutputVertexData* dst)
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{
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const float* mat = &xfmem.posMatrices[src->posMtx * 4];
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MultiplyVec3Mat34(src->position, mat, dst->mvPosition);
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if (xfmem.projection.type == ProjectionType::Perspective)
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{
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MultipleVec3Perspective(dst->mvPosition, xfmem.projection.rawProjection,
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dst->projectedPosition);
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}
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else
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{
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MultipleVec3Ortho(dst->mvPosition, xfmem.projection.rawProjection, dst->projectedPosition);
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}
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}
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void TransformNormal(const InputVertexData* src, OutputVertexData* dst)
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{
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const float* mat = &xfmem.normalMatrices[(src->posMtx & 31) * 3];
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MultiplyVec3Mat33(src->normal[0], mat, dst->normal[0]);
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MultiplyVec3Mat33(src->normal[1], mat, dst->normal[1]);
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MultiplyVec3Mat33(src->normal[2], mat, dst->normal[2]);
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// The scale of the transform matrix is used to control the size of the emboss map effect, by
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// changing the scale of the transformed binormals (which only get used by emboss map texgens).
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// By normalising the first transformed normal (which is used by lighting calculations and needs
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// to be unit length), the same transform matrix can do double duty, scaling for emboss mapping,
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// and not scaling for lighting.
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dst->normal[0].Normalize();
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}
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static void TransformTexCoordRegular(const TexMtxInfo& texinfo, int coordNum,
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const InputVertexData* srcVertex, OutputVertexData* dstVertex)
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{
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Vec3 src;
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switch (texinfo.sourcerow)
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{
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case SourceRow::Geom:
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src = srcVertex->position;
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break;
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case SourceRow::Normal:
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src = srcVertex->normal[0];
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break;
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case SourceRow::BinormalT:
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src = srcVertex->normal[1];
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break;
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case SourceRow::BinormalB:
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src = srcVertex->normal[2];
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break;
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default:
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{
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ASSERT(texinfo.sourcerow >= SourceRow::Tex0 && texinfo.sourcerow <= SourceRow::Tex7);
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u32 texnum = static_cast<u32>(texinfo.sourcerow.Value()) - static_cast<u32>(SourceRow::Tex0);
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src.x = srcVertex->texCoords[texnum][0];
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src.y = srcVertex->texCoords[texnum][1];
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src.z = 1.0f;
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break;
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}
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}
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// Convert NaNs to 1 - needed to fix eyelids in Shadow the Hedgehog during cutscenes
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// See https://bugs.dolphin-emu.org/issues/11458
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if (std::isnan(src.x))
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src.x = 1;
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if (std::isnan(src.y))
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src.y = 1;
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if (std::isnan(src.z))
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src.z = 1;
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const float* mat = &xfmem.posMatrices[srcVertex->texMtx[coordNum] * 4];
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Vec3* dst = &dstVertex->texCoords[coordNum];
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if (texinfo.projection == TexSize::ST)
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{
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if (texinfo.inputform == TexInputForm::AB11)
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MultiplyVec2Mat24(src, mat, *dst);
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else
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MultiplyVec3Mat24(src, mat, *dst);
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}
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else // texinfo.projection == TexSize::STQ
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{
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if (texinfo.inputform == TexInputForm::AB11)
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MultiplyVec2Mat34(src, mat, *dst);
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else
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MultiplyVec3Mat34(src, mat, *dst);
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}
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if (xfmem.dualTexTrans.enabled)
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{
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Vec3 tempCoord;
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// normalize
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const PostMtxInfo& postInfo = xfmem.postMtxInfo[coordNum];
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const float* postMat = &xfmem.postMatrices[postInfo.index * 4];
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if (postInfo.normalize)
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tempCoord = dst->Normalized();
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else
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tempCoord = *dst;
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MultiplyVec3Mat34(tempCoord, postMat, *dst);
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}
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// When q is 0, the GameCube appears to have a special case
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// This can be seen in devkitPro's neheGX Lesson08 example for Wii
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// Makes differences in Rogue Squadron 3 (Hoth sky) and The Last Story (shadow culling)
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if (dst->z == 0.0f)
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{
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dst->x = std::clamp(dst->x / 2.0f, -1.0f, 1.0f);
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dst->y = std::clamp(dst->y / 2.0f, -1.0f, 1.0f);
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}
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}
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struct LightPointer
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{
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u32 reserved[3];
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u8 color[4];
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Vec3 cosatt;
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Vec3 distatt;
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Vec3 pos;
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Vec3 dir;
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};
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static inline void AddScaledIntegerColor(const u8* src, float scale, Vec3& dst)
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{
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dst.x += src[1] * scale;
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dst.y += src[2] * scale;
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dst.z += src[3] * scale;
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}
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static inline float SafeDivide(float n, float d)
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{
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return (d == 0) ? (n > 0 ? 1 : 0) : n / d;
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}
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static float CalculateLightAttn(const LightPointer* light, Vec3* _ldir, const Vec3& normal,
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const LitChannel& chan)
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{
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float attn = 1.0f;
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Vec3& ldir = *_ldir;
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switch (chan.attnfunc)
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{
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case AttenuationFunc::None:
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case AttenuationFunc::Dir:
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{
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ldir = ldir.Normalized();
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if (ldir == Vec3(0.0f, 0.0f, 0.0f))
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ldir = normal;
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break;
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}
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case AttenuationFunc::Spec:
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{
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ldir = ldir.Normalized();
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attn = (ldir * normal) >= 0.0 ? std::max(0.0f, light->dir * normal) : 0;
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Vec3 attLen = Vec3(1.0, attn, attn * attn);
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Vec3 cosAttn = light->cosatt;
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Vec3 distAttn = light->distatt;
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if (chan.diffusefunc != DiffuseFunc::None)
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distAttn = distAttn.Normalized();
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attn = SafeDivide(std::max(0.0f, attLen * cosAttn), attLen * distAttn);
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break;
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}
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case AttenuationFunc::Spot:
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{
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float dist2 = ldir.Length2();
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float dist = sqrtf(dist2);
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ldir = ldir / dist;
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attn = std::max(0.0f, ldir * light->dir);
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float cosAtt = light->cosatt.x + (light->cosatt.y * attn) + (light->cosatt.z * attn * attn);
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float distAtt = light->distatt.x + (light->distatt.y * dist) + (light->distatt.z * dist2);
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attn = SafeDivide(std::max(0.0f, cosAtt), distAtt);
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break;
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}
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default:
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PanicAlertFmt("Invalid attnfunc: {}", chan.attnfunc);
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}
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return attn;
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}
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static void LightColor(const Vec3& pos, const Vec3& normal, u8 lightNum, const LitChannel& chan,
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Vec3& lightCol)
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{
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const LightPointer* light = (const LightPointer*)&xfmem.lights[lightNum];
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Vec3 ldir = light->pos - pos;
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float attn = CalculateLightAttn(light, &ldir, normal, chan);
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float difAttn = ldir * normal;
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switch (chan.diffusefunc)
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{
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case DiffuseFunc::None:
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AddScaledIntegerColor(light->color, attn, lightCol);
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break;
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case DiffuseFunc::Sign:
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AddScaledIntegerColor(light->color, attn * difAttn, lightCol);
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break;
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case DiffuseFunc::Clamp:
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difAttn = std::max(0.0f, difAttn);
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AddScaledIntegerColor(light->color, attn * difAttn, lightCol);
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break;
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default:
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PanicAlertFmt("Invalid diffusefunc: {}", chan.attnfunc);
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}
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}
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static void LightAlpha(const Vec3& pos, const Vec3& normal, u8 lightNum, const LitChannel& chan,
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float& lightCol)
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{
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const LightPointer* light = (const LightPointer*)&xfmem.lights[lightNum];
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Vec3 ldir = light->pos - pos;
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float attn = CalculateLightAttn(light, &ldir, normal, chan);
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float difAttn = ldir * normal;
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switch (chan.diffusefunc)
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{
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case DiffuseFunc::None:
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lightCol += light->color[0] * attn;
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break;
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case DiffuseFunc::Sign:
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lightCol += light->color[0] * attn * difAttn;
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break;
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case DiffuseFunc::Clamp:
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difAttn = std::max(0.0f, difAttn);
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lightCol += light->color[0] * attn * difAttn;
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break;
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default:
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PanicAlertFmt("Invalid diffusefunc: {}", chan.attnfunc);
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}
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}
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void TransformColor(const InputVertexData* src, OutputVertexData* dst)
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{
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for (u32 chan = 0; chan < NUM_XF_COLOR_CHANNELS; chan++)
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{
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// abgr
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std::array<u8, 4> matcolor;
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std::array<u8, 4> chancolor;
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// color
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const LitChannel& colorchan = xfmem.color[chan];
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if (colorchan.matsource == MatSource::Vertex)
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matcolor = src->color[chan];
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else
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std::memcpy(matcolor.data(), &xfmem.matColor[chan], sizeof(u32));
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if (colorchan.enablelighting)
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{
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Vec3 lightCol;
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if (colorchan.ambsource == AmbSource::Vertex)
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{
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lightCol.x = src->color[chan][1];
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lightCol.y = src->color[chan][2];
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lightCol.z = src->color[chan][3];
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}
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else
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{
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const u8* ambColor = reinterpret_cast<u8*>(&xfmem.ambColor[chan]);
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lightCol.x = ambColor[1];
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lightCol.y = ambColor[2];
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lightCol.z = ambColor[3];
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}
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u8 mask = colorchan.GetFullLightMask();
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for (int i = 0; i < 8; ++i)
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{
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if (mask & (1 << i))
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LightColor(dst->mvPosition, dst->normal[0], i, colorchan, lightCol);
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}
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int light_x = std::clamp(static_cast<int>(lightCol.x), 0, 255);
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int light_y = std::clamp(static_cast<int>(lightCol.y), 0, 255);
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int light_z = std::clamp(static_cast<int>(lightCol.z), 0, 255);
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chancolor[1] = (matcolor[1] * (light_x + (light_x >> 7))) >> 8;
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chancolor[2] = (matcolor[2] * (light_y + (light_y >> 7))) >> 8;
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chancolor[3] = (matcolor[3] * (light_z + (light_z >> 7))) >> 8;
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}
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else
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{
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chancolor = matcolor;
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}
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// alpha
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const LitChannel& alphachan = xfmem.alpha[chan];
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if (alphachan.matsource == MatSource::Vertex)
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matcolor[0] = src->color[chan][0];
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else
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matcolor[0] = xfmem.matColor[chan] & 0xff;
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if (xfmem.alpha[chan].enablelighting)
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{
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float lightCol;
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if (alphachan.ambsource == AmbSource::Vertex)
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lightCol = src->color[chan][0];
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else
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lightCol = static_cast<float>(xfmem.ambColor[chan] & 0xff);
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u8 mask = alphachan.GetFullLightMask();
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for (int i = 0; i < 8; ++i)
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{
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if (mask & (1 << i))
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LightAlpha(dst->mvPosition, dst->normal[0], i, alphachan, lightCol);
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}
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int light_a = std::clamp(static_cast<int>(lightCol), 0, 255);
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chancolor[0] = (matcolor[0] * (light_a + (light_a >> 7))) >> 8;
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}
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else
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{
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chancolor[0] = matcolor[0];
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}
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// abgr -> rgba
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const u32 rgba_color = Common::swap32(chancolor.data());
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std::memcpy(dst->color[chan].data(), &rgba_color, sizeof(u32));
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}
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}
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void TransformTexCoord(const InputVertexData* src, OutputVertexData* dst)
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{
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for (u32 coordNum = 0; coordNum < xfmem.numTexGen.numTexGens; coordNum++)
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{
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const TexMtxInfo& texinfo = xfmem.texMtxInfo[coordNum];
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switch (texinfo.texgentype)
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{
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case TexGenType::Regular:
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TransformTexCoordRegular(texinfo, coordNum, src, dst);
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break;
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case TexGenType::EmbossMap:
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{
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const LightPointer* light = (const LightPointer*)&xfmem.lights[texinfo.embosslightshift];
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Vec3 ldir = (light->pos - dst->mvPosition).Normalized();
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float d1 = ldir * dst->normal[1];
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float d2 = ldir * dst->normal[2];
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dst->texCoords[coordNum].x = dst->texCoords[texinfo.embosssourceshift].x + d1;
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dst->texCoords[coordNum].y = dst->texCoords[texinfo.embosssourceshift].y + d2;
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dst->texCoords[coordNum].z = dst->texCoords[texinfo.embosssourceshift].z;
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}
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break;
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case TexGenType::Color0:
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ASSERT(texinfo.inputform == TexInputForm::AB11);
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dst->texCoords[coordNum].x = (float)dst->color[0][0] / 255.0f;
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dst->texCoords[coordNum].y = (float)dst->color[0][1] / 255.0f;
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dst->texCoords[coordNum].z = 1.0f;
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break;
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case TexGenType::Color1:
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ASSERT(texinfo.inputform == TexInputForm::AB11);
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dst->texCoords[coordNum].x = (float)dst->color[1][0] / 255.0f;
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dst->texCoords[coordNum].y = (float)dst->color[1][1] / 255.0f;
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dst->texCoords[coordNum].z = 1.0f;
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break;
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default:
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ERROR_LOG_FMT(VIDEO, "Bad tex gen type {}", texinfo.texgentype);
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break;
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}
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}
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for (u32 coordNum = 0; coordNum < xfmem.numTexGen.numTexGens; coordNum++)
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{
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dst->texCoords[coordNum][0] *= (bpmem.texcoords[coordNum].s.scale_minus_1 + 1);
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dst->texCoords[coordNum][1] *= (bpmem.texcoords[coordNum].t.scale_minus_1 + 1);
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}
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}
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} // namespace TransformUnit
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