project64/Source/Glide64/3dmath.cpp

653 lines
18 KiB
C++

/*
* Glide64 - Glide video plugin for Nintendo 64 emulators.
* Copyright (c) 2002 Dave2001
* Copyright (c) 2003-2009 Sergey 'Gonetz' Lipski
*
* 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; either version 2 of the License, or
* any later version.
*
* 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 for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
//****************************************************************
//
// Glide64 - Glide Plugin for Nintendo 64 emulators
// Project started on December 29th, 2001
//
// Authors:
// Dave2001, original author, founded the project in 2001, left it in 2002
// Gugaman, joined the project in 2002, left it in 2002
// Sergey 'Gonetz' Lipski, joined the project in 2002, main author since fall of 2002
// Hiroshi 'KoolSmoky' Morii, joined the project in 2007
//
//****************************************************************
//
// To modify Glide64:
// * Write your name and (optional)email, commented by your work, so I know who did it, and so that you can find which parts you modified when it comes time to send it to me.
// * Do NOT send me the whole project or file that you modified. Take out your modified code sections, and tell me where to put them. If people sent the whole thing, I would have many different versions, but no idea how to combine them all.
//
//****************************************************************
#include "Gfx #1.3.h"
#include "3dmath.h"
void calc_light (VERTEX *v)
{
float light_intensity = 0.0f;
register float color[3] = {rdp.light[rdp.num_lights].r, rdp.light[rdp.num_lights].g, rdp.light[rdp.num_lights].b};
for (wxUint32 l=0; l<rdp.num_lights; l++)
{
light_intensity = DotProduct (rdp.light_vector[l], v->vec);
if (light_intensity > 0.0f)
{
color[0] += rdp.light[l].r * light_intensity;
color[1] += rdp.light[l].g * light_intensity;
color[2] += rdp.light[l].b * light_intensity;
}
}
if (color[0] > 1.0f) color[0] = 1.0f;
if (color[1] > 1.0f) color[1] = 1.0f;
if (color[2] > 1.0f) color[2] = 1.0f;
v->r = (wxUint8)(color[0]*255.0f);
v->g = (wxUint8)(color[1]*255.0f);
v->b = (wxUint8)(color[2]*255.0f);
}
//*
void calc_linear (VERTEX *v)
{
if (settings.force_calc_sphere)
{
calc_sphere(v);
return;
}
DECLAREALIGN16VAR(vec[3]);
TransformVector (v->vec, vec, rdp.model);
// TransformVector (v->vec, vec, rdp.combined);
NormalizeVector (vec);
float x, y;
if (!rdp.use_lookat)
{
x = vec[0];
y = vec[1];
}
else
{
x = DotProduct (rdp.lookat[0], vec);
y = DotProduct (rdp.lookat[1], vec);
}
if (x > 1.0f)
x = 1.0f;
else if (x < -1.0f)
x = -1.0f;
if (y > 1.0f)
y = 1.0f;
else if (y < -1.0f)
y = -1.0f;
if (rdp.cur_cache[0])
{
// scale >> 6 is size to map to
v->ou = (acosf(x)/3.141592654f) * (rdp.tiles[rdp.cur_tile].org_s_scale >> 6);
v->ov = (acosf(y)/3.141592654f) * (rdp.tiles[rdp.cur_tile].org_t_scale >> 6);
}
v->uv_scaled = 1;
#ifdef EXTREME_LOGGING
FRDP ("calc linear u: %f, v: %f\n", v->ou, v->ov);
#endif
}
void calc_sphere (VERTEX *v)
{
// LRDP("calc_sphere\n");
DECLAREALIGN16VAR(vec[3]);
int s_scale, t_scale;
if (settings.hacks&hack_Chopper)
{
s_scale = min(rdp.tiles[rdp.cur_tile].org_s_scale >> 6, rdp.tiles[rdp.cur_tile].lr_s);
t_scale = min(rdp.tiles[rdp.cur_tile].org_t_scale >> 6, rdp.tiles[rdp.cur_tile].lr_t);
}
else
{
s_scale = rdp.tiles[rdp.cur_tile].org_s_scale >> 6;
t_scale = rdp.tiles[rdp.cur_tile].org_t_scale >> 6;
}
TransformVector (v->vec, vec, rdp.model);
// TransformVector (v->vec, vec, rdp.combined);
NormalizeVector (vec);
float x, y;
if (!rdp.use_lookat)
{
x = vec[0];
y = vec[1];
}
else
{
x = DotProduct (rdp.lookat[0], vec);
y = DotProduct (rdp.lookat[1], vec);
}
v->ou = (x * 0.5f + 0.5f) * s_scale;
v->ov = (y * 0.5f + 0.5f) * t_scale;
v->uv_scaled = 1;
#ifdef EXTREME_LOGGING
FRDP ("calc sphere u: %f, v: %f\n", v->ou, v->ov);
#endif
}
float DotProductC(register float *v1, register float *v2)
{
register float result;
result = v1[0]*v2[0] + v1[1]*v2[1] + v1[2]*v2[2];
return(result);
}
void NormalizeVectorC(float *v)
{
register float len;
len = sqrtf(v[0]*v[0] + v[1]*v[1] + v[2]*v[2]);
if (len > 0.0f)
{
v[0] /= len;
v[1] /= len;
v[2] /= len;
}
}
void TransformVectorC(float *src, float *dst, float mat[4][4])
{
dst[0] = mat[0][0]*src[0] + mat[1][0]*src[1] + mat[2][0]*src[2];
dst[1] = mat[0][1]*src[0] + mat[1][1]*src[1] + mat[2][1]*src[2];
dst[2] = mat[0][2]*src[0] + mat[1][2]*src[1] + mat[2][2]*src[2];
}
void InverseTransformVectorC (float *src, float *dst, float mat[4][4])
{
dst[0] = mat[0][0]*src[0] + mat[0][1]*src[1] + mat[0][2]*src[2];
dst[1] = mat[1][0]*src[0] + mat[1][1]*src[1] + mat[1][2]*src[2];
dst[2] = mat[2][0]*src[0] + mat[2][1]*src[1] + mat[2][2]*src[2];
}
void MulMatricesC(float m1[4][4],float m2[4][4],float r[4][4])
{
for (int i=0; i<4; i++)
{
for (int j=0; j<4; j++)
{
r[i][j] = m1[i][0] * m2[0][j] +
m1[i][1] * m2[1][j] +
m1[i][2] * m2[2][j] +
m1[i][3] * m2[3][j];
}
}
}
// 2008.03.29 H.Morii - added SSE 3DNOW! 3x3 1x3 matrix multiplication
// and 3DNOW! 4x4 4x4 matrix multiplication
MULMATRIX MulMatrices = MulMatricesC;
TRANSFORMVECTOR TransformVector = TransformVectorC;
TRANSFORMVECTOR InverseTransformVector = InverseTransformVectorC;
DOTPRODUCT DotProduct = DotProductC;
NORMALIZEVECTOR NormalizeVector = NormalizeVectorC;
void TransformVectorSSE(float *src, float *dst, float mat[4][4])
{
__asm
{
mov ecx,[src]
mov eax,[dst]
mov edx,[mat]
movss xmm0,[ecx] ; 0 0 0 src[0]
movss xmm5,[edx] ; 0 0 0 mat[0][0]
movhps xmm5,[edx+4] ; mat[0][2] mat[0][1] 0 mat[0][0]
shufps xmm0,xmm0, 0 ; src[0] src[0] src[0] src[0]
movss xmm1,[ecx+4] ; 0 0 0 src[1]
movss xmm3,[edx+16] ; 0 0 0 mat[1][0]
movhps xmm3,[edx+20] ; mat[1][2] mat[1][1] 0 mat[1][0]
shufps xmm1,xmm1, 0 ; src[1] src[1] src[1] src[1]
mulps xmm0,xmm5 ; mat[0][2]*src[0] mat[0][1]*src[0] 0 mat[0][0]*src[0]
mulps xmm1,xmm3 ; mat[1][2]*src[1] mat[1][1]*src[1] 0 mat[1][0]*src[1]
movss xmm2,[ecx+8] ; 0 0 0 src[2]
shufps xmm2,xmm2, 0 ; src[2] src[2] src[2] src[2]
movss xmm4,[edx+32] ; 0 0 0 mat[2][0]
movhps xmm4,[edx+36] ; mat[2][2] mat[2][1] 0 mat[2][0]
addps xmm0,xmm1 ; mat[0][2]*src[0]+mat[1][2]*src[1] mat[0][1]*src[0]+mat[1][1]*src[1] 0 mat[0][0]*src[0]+mat[1][0]*src[1]
mulps xmm2,xmm4 ; mat[2][2]*src[2] mat[2][1]*src[2] 0 mat[2][0]*src[2]
addps xmm0,xmm2 ; mat[0][2]*src[0]+mat[1][2]*src[1]+mat[2][2]*src[2] mat[0][1]*src[0]+mat[1][1]*src[1]+mat[2][1]*src[2] 0 mat[0][0]*src[0]+mat[1][0]*src[1]+mat[2][0]*src[2]
movss [eax],xmm0 ; mat[0][0]*src[0]+mat[1][0]*src[1]+mat[2][0]*src[2]
movhps [eax+4],xmm0 ; mat[0][2]*src[0]+mat[1][2]*src[1]+mat[2][2]*src[2] mat[0][1]*src[0]+mat[1][1]*src[1]+mat[2][1]*src[2]
}
}
void TransformVector3DNOW(float *src, float *dst, float mat[4][4])
{
_asm {
femms
mov ecx,[src]
mov eax,[dst]
mov edx,[mat]
movq mm0,[ecx] ; src[1] src[0]
movd mm2,[ecx+8] ; 0 src[2]
movq mm1,mm0 ; src[1] src[0]
punpckldq mm0,mm0 ; src[0] src[0]
punpckhdq mm1,mm1 ; src[1] src[1]
punpckldq mm2,mm2 ; src[2] src[2]
movq mm3,mm0 ; src[0] src[0]
movq mm4,mm1 ; src[1] src[1]
movq mm5,mm2 ; src[2] src[2]
pfmul mm0,[edx] ; src[0]*mat[0][1] src[0]*mat[0][0]
pfmul mm3,[edx+8] ; 0 src[0]*mat[0][2]
pfmul mm1,[edx+16] ; src[1]*mat[1][1] src[1]*mat[1][0]
pfmul mm4,[edx+24] ; 0 src[1]*mat[1][2]
pfmul mm2,[edx+32] ; src[2]*mat[2][1] src[2]*mat[2][0]
pfmul mm5,[edx+40] ; 0 src[2]*mat[2][2]
pfadd mm0,mm1 ; src[0]*mat[0][1]+src[1]*mat[1][1] src[0]*mat[0][0]+src[1]*mat[1][0]
pfadd mm3,mm4 ; 0 src[0]*mat[0][2]+src[1]*mat[1][2]
pfadd mm0,mm2 ; src[0]*mat[0][1]+src[1]*mat[1][1]+src[2]*mat[2][1] src[0]*mat[0][0]+src[1]*mat[1][0]+src[2]*mat[2][0]
pfadd mm3,mm5 ; 0 src[0]*mat[0][2]+src[1]*mat[1][2]+src[2]*mat[2][2]
movq [eax],mm0 ; mat[0][1]*src[0]+mat[1][1]*src[1]+mat[2][1]*src[2] mat[0][0]*src[0]+mat[1][0]*src[1]+mat[2][0]*src[2]
movd [eax+8],mm3 ; mat[0][2]*src[0]+mat[1][2]*src[1]+mat[2][2]*src[2]
femms
}
}
void InverseTransformVector3DNOW(float *src, float *dst, float mat[4][4])
{
_asm {
femms
mov ecx,[src]
mov eax,[dst]
mov edx,[mat]
movq mm0,[ecx] ; src[1] src[0]
movd mm4,[ecx+8] ; 0 src[2]
movq mm1,mm0 ; src[1] src[0]
pfmul mm0,[edx] ; src[1]*mat[0][1] src[0]*mat[0][0]
movq mm5,mm4 ; 0 src[2]
pfmul mm4,[edx+8] ; 0 src[2]*mat[0][2]
movq mm2,mm1 ; src[1] src[0]
pfmul mm1,[edx+16] ; src[1]*mat[1][1] src[0]*mat[1][0]
movq mm6,mm5 ; 0 src[2]
pfmul mm5,[edx+24] ; 0 src[2]*mat[1][2]
movq mm3,mm2 ; src[1] src[0]
pfmul mm2,[edx+32] ; src[1]*mat[2][1] src[0]*mat[2][0]
movq mm7,mm6 ; 0 src[2]
pfmul mm6,[edx+40] ; 0 src[2]*mat[2][2]
pfacc mm0,mm4 ; src[2]*mat[0][2] src[1]*mat[0][1]+src[0]*mat[0][0]
pfacc mm1,mm5 ; src[2]*mat[1][2] src[1]*mat[1][1]+src[0]*mat[1][0]
pfacc mm2,mm6 ; src[2]*mat[2][2] src[1]*mat[2][1]+src[0]*mat[2][0]
pfacc mm0,mm1 ; src[2]*mat[1][2]+src[1]*mat[1][1]+src[0]*mat[1][0] src[2]*mat[0][2]+src[1]*mat[0][1]+src[0]*mat[0][0]
pfacc mm2,mm3 ; 0 src[2]*mat[2][2]+src[1]*mat[2][1]+src[0]*mat[2][0]
movq [eax],mm0 ; mat[1][0]*src[0]+mat[1][1]*src[1]+mat[1][2]*src[2] mat[0][0]*src[0]+mat[0][1]*src[1]+mat[0][2]*src[2]
movd [eax+8],mm2 ; mat[2][0]*src[0]+mat[2][1]*src[1]+mat[2][2]*src[2]
femms
}
}
void MulMatricesSSE(float m1[4][4],float m2[4][4],float r[4][4])
{
__asm
{
mov eax,[r]
mov ecx,[m1]
mov edx,[m2]
movaps xmm0,[edx]
movaps xmm1,[edx+16]
movaps xmm2,[edx+32]
movaps xmm3,[edx+48]
; r[0][0],r[0][1],r[0][2],r[0][3]
movaps xmm4,[ecx]
movaps xmm5,xmm4
movaps xmm6,xmm4
movaps xmm7,xmm4
shufps xmm4,xmm4,00000000b
shufps xmm5,xmm5,01010101b
shufps xmm6,xmm6,10101010b
shufps xmm7,xmm7,11111111b
mulps xmm4,xmm0
mulps xmm5,xmm1
mulps xmm6,xmm2
mulps xmm7,xmm3
addps xmm4,xmm5
addps xmm4,xmm6
addps xmm4,xmm7
movaps [eax],xmm4
; r[1][0],r[1][1],r[1][2],r[1][3]
movaps xmm4,[ecx+16]
movaps xmm5,xmm4
movaps xmm6,xmm4
movaps xmm7,xmm4
shufps xmm4,xmm4,00000000b
shufps xmm5,xmm5,01010101b
shufps xmm6,xmm6,10101010b
shufps xmm7,xmm7,11111111b
mulps xmm4,xmm0
mulps xmm5,xmm1
mulps xmm6,xmm2
mulps xmm7,xmm3
addps xmm4,xmm5
addps xmm4,xmm6
addps xmm4,xmm7
movaps [eax+16],xmm4
; r[2][0],r[2][1],r[2][2],r[2][3]
movaps xmm4,[ecx+32]
movaps xmm5,xmm4
movaps xmm6,xmm4
movaps xmm7,xmm4
shufps xmm4,xmm4,00000000b
shufps xmm5,xmm5,01010101b
shufps xmm6,xmm6,10101010b
shufps xmm7,xmm7,11111111b
mulps xmm4,xmm0
mulps xmm5,xmm1
mulps xmm6,xmm2
mulps xmm7,xmm3
addps xmm4,xmm5
addps xmm4,xmm6
addps xmm4,xmm7
movaps [eax+32],xmm4
; r[3][0],r[3][1],r[3][2],r[3][3]
movaps xmm4,[ecx+48]
movaps xmm5,xmm4
movaps xmm6,xmm4
movaps xmm7,xmm4
shufps xmm4,xmm4,00000000b
shufps xmm5,xmm5,01010101b
shufps xmm6,xmm6,10101010b
shufps xmm7,xmm7,11111111b
mulps xmm4,xmm0
mulps xmm5,xmm1
mulps xmm6,xmm2
mulps xmm7,xmm3
addps xmm4,xmm5
addps xmm4,xmm6
addps xmm4,xmm7
movaps [eax+48],xmm4
}
}
void MulMatrices3DNOW(float m1[4][4],float m2[4][4],float r[4][4])
{
_asm
{
femms
mov ecx,[m1]
mov eax,[r]
mov edx,[m2]
movq mm0,[ecx]
movq mm1,[ecx+8]
movq mm4,[edx]
punpckhdq mm2,mm0
movq mm5,[edx+16]
punpckhdq mm3,mm1
movq mm6,[edx+32]
punpckldq mm0,mm0
punpckldq mm1,mm1
pfmul mm4,mm0
punpckhdq mm2,mm2
pfmul mm0,[edx+8]
movq mm7,[edx+48]
pfmul mm5,mm2
punpckhdq mm3,mm3
pfmul mm2,[edx+24]
pfmul mm6,mm1
pfadd mm5,mm4
pfmul mm1,[edx+40]
pfadd mm2,mm0
pfmul mm7,mm3
pfadd mm6,mm5
pfmul mm3,[edx+56]
pfadd mm2,mm1
pfadd mm7,mm6
movq mm0,[ecx+16]
pfadd mm3,mm2
movq mm1,[ecx+24]
movq [eax],mm7
movq mm4,[edx]
movq [eax+8],mm3
punpckhdq mm2,mm0
movq mm5,[edx+16]
punpckhdq mm3,mm1
movq mm6,[edx+32]
punpckldq mm0,mm0
punpckldq mm1,mm1
pfmul mm4,mm0
punpckhdq mm2,mm2
pfmul mm0,[edx+8]
movq mm7,[edx+48]
pfmul mm5,mm2
punpckhdq mm3,mm3
pfmul mm2,[edx+24]
pfmul mm6,mm1
pfadd mm5,mm4
pfmul mm1,[edx+40]
pfadd mm2,mm0
pfmul mm7,mm3
pfadd mm6,mm5
pfmul mm3,[edx+56]
pfadd mm2,mm1
pfadd mm7,mm6
movq mm0,[ecx+32]
pfadd mm3,mm2
movq mm1,[ecx+40]
movq [eax+16],mm7
movq mm4,[edx]
movq [eax+24],mm3
punpckhdq mm2,mm0
movq mm5,[edx+16]
punpckhdq mm3,mm1
movq mm6,[edx+32]
punpckldq mm0,mm0
punpckldq mm1,mm1
pfmul mm4,mm0
punpckhdq mm2,mm2
pfmul mm0,[edx+8]
movq mm7,[edx+48]
pfmul mm5,mm2
punpckhdq mm3,mm3
pfmul mm2,[edx+24]
pfmul mm6,mm1
pfadd mm5,mm4
pfmul mm1,[edx+40]
pfadd mm2,mm0
pfmul mm7,mm3
pfadd mm6,mm5
pfmul mm3,[edx+56]
pfadd mm2,mm1
pfadd mm7,mm6
movq mm0,[ecx+48]
pfadd mm3,mm2
movq mm1,[ecx+56]
movq [eax+32],mm7
movq mm4,[edx]
movq [eax+40],mm3
punpckhdq mm2,mm0
movq mm5,[edx+16]
punpckhdq mm3,mm1
movq mm6,[edx+32]
punpckldq mm0,mm0
punpckldq mm1,mm1
pfmul mm4,mm0
punpckhdq mm2,mm2
pfmul mm0,[edx+8]
movq mm7,[edx+48]
pfmul mm5,mm2
punpckhdq mm3,mm3
pfmul mm2,[edx+24]
pfmul mm6,mm1
pfadd mm5,mm4
pfmul mm1,[edx+40]
pfadd mm2,mm0
pfmul mm7,mm3
pfadd mm6,mm5
pfmul mm3,[edx+56]
pfadd mm2,mm1
pfadd mm7,mm6
pfadd mm3,mm2
movq [eax+48],mm7
movq [eax+56],mm3
femms
}
}
float DotProductSSE3(register float *v1, register float *v2)
{
_asm {
mov eax,[v1]
mov edx,[v2]
movaps xmm0, [eax]
mulps xmm0, [edx]
haddps xmm0, xmm0
haddps xmm0, xmm0
; movss eax, xmm0
}
}
extern "C" float DotProduct3DNOW(register float *v1, register float *v2);
extern "C" void NormalizeVectorSSE(float *v);
void NormalizeVector3DNOW(float *v)
{
_asm{
femms
mov edx,[v]
movq mm0,[edx]
movq mm3,[edx+8]
movq mm1,mm0
movq mm2,mm3
pfmul mm0,mm0
pfmul mm3,mm3
pfacc mm0,mm0
pfadd mm0,mm3
;movq mm4,mm0 ; prepare for 24bit precision
;punpckldq mm4,mm4 ; prepare for 24bit precision
pfrsqrt mm0,mm0 ; 15bit precision 1/sqrtf(v)
;movq mm3,mm0
;pfmul mm0,mm0
;pfrsqit1 mm0,mm4
;pfrcpit2 mm0,mm3 ; 24bit precision 1/sqrtf(v)
pfmul mm1,mm0
pfmul mm2,mm0
movq [edx],mm1
movq [edx+8],mm2
femms
}
}
void DetectSIMD(int func, int * iedx, int * iecx)
{
unsigned long reg, reg2;
__asm
{
mov eax, func
cpuid
mov reg, edx
mov reg2, ecx
}
if (iedx)
{
*iedx = reg;
}
if (iecx)
{
*iecx = reg2;
}
}
void math_init()
{
#ifndef _DEBUG
int iecx = 0, iedx = 0;
GLIDE64_TRY
{
DetectSIMD(0x0000001, &iedx, &iecx);
}
GLIDE64_CATCH
{
return;
}
if (iedx & 0x2000000) //SSE
{
MulMatrices = MulMatricesSSE;
TransformVector = TransformVectorSSE;
//InverseTransformVector = InverseTransformVectorSSE;
//NormalizeVector = NormalizeVectorSSE; /* not ready yet */
LOG("SSE detected.\n");
}
if (iedx & 0x4000000) // SSE2
{
LOG("SSE2 detected.\n");
}
if (iecx & 0x1) // SSE3
{
//DotProduct = DotProductSSE3; /* not ready yet */
LOG("SSE3 detected.\n");
}
// the 3dnow version is faster than sse
iecx = 0;
iedx = 0;
GLIDE64_TRY
{
DetectSIMD(0x80000001, &iedx, &iecx);
}
GLIDE64_CATCH
{
return;
}
if (iedx & 0x80000000) //3DNow!
{
MulMatrices = MulMatrices3DNOW;
TransformVector = TransformVector3DNOW;
InverseTransformVector = InverseTransformVector3DNOW;
//DotProduct = DotProduct3DNOW; //not ready yet
NormalizeVector = NormalizeVector3DNOW; // not ready yet
LOG("3DNOW! detected.\n");
}
#endif //_DEBUG
}