// Copyright 2014 Dolphin Emulator Project // Licensed under GPLv2 // Refer to the license.txt file included. #include "VideoBackends/Software/Clipper.h" #include "VideoBackends/Software/Rasterizer.h" #include "VideoBackends/Software/SetupUnit.h" #include "VideoBackends/Software/TransformUnit.h" #include "VideoCommon/BoundingBox.h" #include "VideoCommon/PixelShaderManager.h" namespace BoundingBox { // External vars bool active = false; u16 coords[4] = { 0x80, 0xA0, 0x80, 0xA0 }; u8 posMtxIdx; u8 texMtxIdx[8]; // Internal vars static SetupUnit vtxUnit; static VAT myVat; static u8 * bufferPos; static TVtxDesc vertexDesc; static PortableVertexDeclaration vertexDecl; // Gets the pointer to the current buffer position void LOADERDECL SetVertexBufferPosition() { bufferPos = VertexManager::s_pCurBufferPointer; } // Prepares the bounding box for new primitive data void Prepare(const VAT & vat, int primitive, const TVtxDesc & vtxDesc, const PortableVertexDeclaration & vtxDecl) { if (!active) return; myVat = vat; vertexDesc = vtxDesc; vertexDecl = vtxDecl; vtxUnit.Init(primitive); // Initialize the SW renderer static bool SWinit = false; if (!SWinit) { Clipper::Init(); Rasterizer::Init(); SWinit = true; } // Update SW renderer values Clipper::SetViewOffset(); Rasterizer::SetScissor(); for (u8 i = 0; i < 4; ++i) { Rasterizer::SetTevReg(i, 0, true, (s16)PixelShaderManager::constants.kcolors[i][0]); Rasterizer::SetTevReg(i, 1, true, (s16)PixelShaderManager::constants.kcolors[i][1]); Rasterizer::SetTevReg(i, 2, true, (s16)PixelShaderManager::constants.kcolors[i][2]); Rasterizer::SetTevReg(i, 3, true, (s16)PixelShaderManager::constants.kcolors[i][3]); Rasterizer::SetTevReg(i, 0, false, (s16)PixelShaderManager::constants.colors[i][0]); Rasterizer::SetTevReg(i, 1, false, (s16)PixelShaderManager::constants.colors[i][1]); Rasterizer::SetTevReg(i, 2, false, (s16)PixelShaderManager::constants.colors[i][2]); Rasterizer::SetTevReg(i, 3, false, (s16)PixelShaderManager::constants.colors[i][3]); } } // Updates the bounding box void LOADERDECL Update() { if (!active) return; // Grab vertex input data and transform to output vertex InputVertexData myVertex; OutputVertexData * outVertex = vtxUnit.GetVertex(); // Feed vertex position and matrix myVertex.position = Vec3((const float *)bufferPos); myVertex.posMtx = vertexDesc.PosMatIdx ? posMtxIdx : g_main_cp_state.matrix_index_a.PosNormalMtxIdx; // Transform position TransformUnit::TransformPosition(&myVertex, outVertex); if (g_main_cp_state.vtx_desc.Normal != NOT_PRESENT) { // Feed normal input data and transform memcpy((u8 *)myVertex.normal, bufferPos + vertexDecl.normals[0].offset, sizeof(float) * 3 * ((myVat.g0.NormalElements) ? 3 : 1)); TransformUnit::TransformNormal(&myVertex, myVat.g0.NormalElements, outVertex); } // Feed color input data for (int i = 0; i < 2; ++i) { if (vertexDecl.colors[i].enable) { u32 color; memcpy((u8 *)&color, bufferPos + vertexDecl.colors[i].offset, sizeof(u32)); *(u32*)myVertex.color[i] = Common::swap32(color); } } // Transform color TransformUnit::TransformColor(&myVertex, outVertex); // Feed texture matrices int idx = 0; myVertex.texMtx[0] = (vertexDesc.Tex0MatIdx) ? texMtxIdx[idx++] : g_main_cp_state.matrix_index_a.Tex0MtxIdx; myVertex.texMtx[1] = (vertexDesc.Tex1MatIdx) ? texMtxIdx[idx++] : g_main_cp_state.matrix_index_a.Tex1MtxIdx; myVertex.texMtx[2] = (vertexDesc.Tex2MatIdx) ? texMtxIdx[idx++] : g_main_cp_state.matrix_index_a.Tex2MtxIdx; myVertex.texMtx[3] = (vertexDesc.Tex3MatIdx) ? texMtxIdx[idx++] : g_main_cp_state.matrix_index_a.Tex3MtxIdx; myVertex.texMtx[4] = (vertexDesc.Tex4MatIdx) ? texMtxIdx[idx++] : g_main_cp_state.matrix_index_b.Tex4MtxIdx; myVertex.texMtx[5] = (vertexDesc.Tex5MatIdx) ? texMtxIdx[idx++] : g_main_cp_state.matrix_index_b.Tex5MtxIdx; myVertex.texMtx[6] = (vertexDesc.Tex6MatIdx) ? texMtxIdx[idx++] : g_main_cp_state.matrix_index_b.Tex6MtxIdx; myVertex.texMtx[7] = (vertexDesc.Tex7MatIdx) ? texMtxIdx[idx++] : g_main_cp_state.matrix_index_b.Tex7MtxIdx; // Feed texture coordinate data for (int i = 0; i < 8; ++i) { if (vertexDecl.texcoords[i].enable) memcpy((u8 *)&myVertex.texCoords[i], bufferPos + vertexDecl.texcoords[i].offset, sizeof(float) * 2); } // Transform texture coordinate TransformUnit::TransformTexCoord(&myVertex, outVertex, false); // Render the vertex in SW to calculate bbox vtxUnit.SetupVertex(); } // Save state void DoState(PointerWrap &p) { p.Do(active); p.Do(coords); } } // namespace BoundingBox