dolphin/Source/Core/VideoBackends/Software/TransformUnit.cpp
Lioncash 552c0d8404 Common: Move byte swapping utilities into their own header
This moves all the byte swapping utilities into a header named Swap.h.

A dedicated header is much more preferable here due to the size of the
code itself. In general usage throughout the codebase, CommonFuncs.h was
generally only included for these functions anyway. These being in their
own header avoids dumping the lesser used utilities into scope. As well
as providing a localized area for more utilities related to byte
swapping in the future (should they be needed). This also makes it nicer
to identify which files depend on the byte swapping utilities in
particular.

Since this is a completely new header, moving the code uncovered a few
indirect includes, as well as making some other inclusions unnecessary.
2017-03-03 17:18:18 -05:00

456 lines
13 KiB
C++

// Copyright 2009 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "VideoBackends/Software/TransformUnit.h"
#include <algorithm>
#include <cmath>
#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<int>(lightCol.x), 0, 255);
int light_y = MathUtil::Clamp(static_cast<int>(lightCol.y), 0, 255);
int light_z = MathUtil::Clamp(static_cast<int>(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<int>(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);
}
}
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);
}
}
}