// Copyright (c) 2013- PPSSPP Project. // 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, version 2.0 or later versions. // 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 2.0 for more details. // A copy of the GPL 2.0 should have been included with the program. // If not, see http://www.gnu.org/licenses/ // Official git repository and contact information can be found at // https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/. #include "TransformUnit.h" #include "../GPUState.h" #include "../GLES/VertexDecoder.h" const int FB_WIDTH = 480; const int FB_HEIGHT = 272; extern u8* fb; WorldCoords TransformUnit::ModelToWorld(const ModelCoords& coords) { Mat3x3 world_matrix(gstate.worldMatrix); return WorldCoords(world_matrix * coords) + Vec3(gstate.worldMatrix[9], gstate.worldMatrix[10], gstate.worldMatrix[11]); } ViewCoords TransformUnit::WorldToView(const WorldCoords& coords) { Mat3x3 view_matrix(gstate.viewMatrix); return ViewCoords(view_matrix * coords) + Vec3(gstate.viewMatrix[9], gstate.viewMatrix[10], gstate.viewMatrix[11]); } ClipCoords TransformUnit::ViewToClip(const ViewCoords& coords) { Vec4 coords4(coords.x, coords.y, coords.z, 1.0f); Mat4x4 projection_matrix(gstate.projMatrix); return ClipCoords(projection_matrix * coords4); } ScreenCoords TransformUnit::ClipToScreen(const ClipCoords& coords) { ScreenCoords ret; float vpx1 = getFloat24(gstate.viewportx1); float vpx2 = getFloat24(gstate.viewportx2); float vpy1 = getFloat24(gstate.viewporty1); float vpy2 = getFloat24(gstate.viewporty2); float vpz1 = getFloat24(gstate.viewportz1); float vpz2 = getFloat24(gstate.viewportz2); // TODO: Check for invalid parameters (x2 < x1, etc) ret.x = (coords.x * vpx1 / coords.w + vpx2) / 4095.9375 * 0xFFFF; ret.y = (coords.y * vpy1 / coords.w + vpy2) / 4096.9375 * 0xFFFF; ret.z = (coords.z * vpz1 / coords.w + vpz2) / 4096.9375 * 0xFFFF; return ret; } DrawingCoords TransformUnit::ScreenToDrawing(const ScreenCoords& coords) { DrawingCoords ret; // TODO: What to do when offset > coord? // TODO: Mask can be re-enabled now, I guess. ret.x = (((u32)coords.x - (gstate.offsetx&0xffff))/16) & 0x3ff; ret.y = (((u32)coords.y - (gstate.offsety&0xffff))/16) & 0x3ff; return ret; } static void DrawVLine(u8* target, DrawingCoords a, DrawingCoords b) { if (a.y > b.y) { DrawVLine(target, b, a); return; } for (int y = a.y; y < b.y; ++y) { float u = (float)(y-a.y)/(float)(b.y-a.y); int x = (1-u)*a.x+u*b.x; if (x < gstate.getScissorX1()) continue; if (x > gstate.getScissorX2()) continue; if (y < gstate.getScissorY1()) continue; if (y > gstate.getScissorY2()) continue; target[x*4+y*FB_WIDTH*4] = 0xff; target[x*4+y*FB_WIDTH*4+1] = 0xff; target[x*4+y*FB_WIDTH*4+2] = 0xff; target[x*4+y*FB_WIDTH*4+3] = 0xff; } } static void DrawLine(u8* target, DrawingCoords a, DrawingCoords b) { if (a.x > b.x) { DrawLine(target, b, a); return; } if (a.y > b.y && a.x - b.x < a.y - b.y) { DrawVLine(target, a, b); return; } if (a.y < b.y && a.x - b.x < b.y - a.y) { DrawVLine(target, a, b); return; } for (int x = a.x; x < b.x; ++x) { float u = (float)(x-a.x)/(float)(b.x-a.x); int y = (1-u)*a.y+u*b.y; if (x < gstate.getScissorX1()) continue; if (x > gstate.getScissorX2()) continue; if (y < gstate.getScissorY1()) continue; if (y > gstate.getScissorY2()) continue; target[x*4+y*FB_WIDTH*4] = 0xff; target[x*4+y*FB_WIDTH*4+1] = 0xff; target[x*4+y*FB_WIDTH*4+2] = 0xff; target[x*4+y*FB_WIDTH*4+3] = 0xff; } } void TransformUnit::SubmitPrimitive(void* vertices, u32 prim_type, int vertex_count, u32 vertex_type) { // TODO: Cache VertexDecoder objects VertexDecoder vdecoder; vdecoder.SetVertexType(vertex_type); const DecVtxFormat& vtxfmt = vdecoder.GetDecVtxFmt(); static u8 buf[102400]; // yolo vdecoder.DecodeVerts(buf, vertices, 0, vertex_count - 1); VertexReader vreader(buf, vtxfmt, vertex_type); // We only support triangle lists, for now. for (int vtx = 0; vtx < vertex_count; ++vtx) { DrawingCoords dcoords[3]; for (unsigned int i = 0; i < 3; ++i) { float pos[3]; vreader.Goto(vtx+i); vreader.ReadPos(pos); ModelCoords mcoords(pos[0], pos[1], pos[2]); ClipCoords ccoords(ClipCoords(TransformUnit::ViewToClip(TransformUnit::WorldToView(TransformUnit::ModelToWorld(mcoords))))); // TODO: Split primitives in these cases! // TODO: Check if the equal case needs to be included, too if (ccoords.x < -ccoords.w || ccoords.x > ccoords.w) { ERROR_LOG(G3D, "X outside view volume!"); goto skip; } if (ccoords.y < -ccoords.w || ccoords.y > ccoords.w) { ERROR_LOG(G3D, "Y outside view volume!"); goto skip; } if (ccoords.z < -ccoords.w || ccoords.z > ccoords.w) { ERROR_LOG(G3D, "Z outside view volume!"); goto skip; } dcoords[i] = DrawingCoords(TransformUnit::ScreenToDrawing(TransformUnit::ClipToScreen(ccoords))); } DrawLine(fb, dcoords[0], dcoords[1]); DrawLine(fb, dcoords[1], dcoords[2]); DrawLine(fb, dcoords[2], dcoords[0]); skip:; } }