metaforce/Runtime/Graphics/CGraphics.cpp

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#include "Runtime/Graphics/CGraphics.hpp"
#include "Runtime/CTimeProvider.hpp"
#include "Runtime/Graphics/CLight.hpp"
#include "Runtime/Graphics/CLineRenderer.hpp"
#include "Runtime/Graphics/Shaders/CTextSupportShader.hpp"
#include "Runtime/GuiSys/CGuiSys.hpp"
#include <zeus/Math.hpp>
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namespace urde {
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CGraphics::CProjectionState CGraphics::g_Proj;
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CGraphics::CFogState CGraphics::g_Fog;
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zeus::CColor CGraphics::g_ColorRegs[3] = {};
float CGraphics::g_ProjAspect = 1.f;
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u32 CGraphics::g_NumLightsActive = 0;
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u32 CGraphics::g_NumBreakpointsWaiting = 0;
u32 CGraphics::g_FlippingState;
bool CGraphics::g_LastFrameUsedAbove = false;
bool CGraphics::g_InterruptLastFrameUsedAbove = false;
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ERglLightBits CGraphics::g_LightActive = ERglLightBits::None;
ERglLightBits CGraphics::g_LightsWereOn = ERglLightBits::None;
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zeus::CTransform CGraphics::g_GXModelView;
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zeus::CTransform CGraphics::g_GXModelViewInvXpose;
zeus::CTransform CGraphics::g_GXModelMatrix = zeus::CTransform();
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zeus::CTransform CGraphics::g_ViewMatrix;
zeus::CVector3f CGraphics::g_ViewPoint;
zeus::CTransform CGraphics::g_GXViewPointMatrix;
zeus::CTransform CGraphics::g_CameraMatrix;
SClipScreenRect CGraphics::g_CroppedViewport;
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bool CGraphics::g_IsGXModelMatrixIdentity = true;
SViewport g_Viewport = {0, 0, 640, 480, 640 / 2.f, 480 / 2.f};
u32 CGraphics::g_FrameCounter = 0;
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const zeus::CMatrix3f CGraphics::skCubeBasisMats[] = {
/* Right */
{0.f, 1.f, 0.f,
1.f, 0.f, 0.f,
0.f, 0.f, -1.f},
/* Left */
{0.f, -1.f, 0.f,
-1.f, 0.f, 0.f,
0.f, 0.f, -1.f},
/* Up */
{1.f, 0.f, 0.f,
0.f, 0.f, -1.f,
0.f, 1.f, 0.f},
/* Down */
{1.f, 0.f, 0.f,
0.f, 0.f, 1.f,
0.f, -1.f, 0.f},
/* Back */
{1.f, 0.f, 0.f,
0.f, -1.f, 0.f,
0.f, 0.f, -1.f},
/* Forward */
{-1.f, 0.f, 0.f,
0.f, 1.f, 0.f,
0.f, 0.f, -1.f},
};
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void CGraphics::DisableAllLights() {
g_NumLightsActive = 0;
g_LightActive = ERglLightBits::None;
// TODO: turn lights off for real
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}
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void CGraphics::LoadLight(ERglLight light, const CLight& info) {
// TODO: load light for real
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}
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void CGraphics::EnableLight(ERglLight light) {
ERglLightBits lightBit = ERglLightBits(1 << int(light));
if ((lightBit & g_LightActive) == ERglLightBits::None) {
g_LightActive |= lightBit;
++g_NumLightsActive;
// TODO: turn light on for real
}
g_LightsWereOn = g_LightActive;
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}
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void CGraphics::SetLightState(ERglLightBits lightState) {
// TODO: set state for real
g_LightActive = lightState;
g_NumLightsActive = zeus::PopCount(lightState);
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}
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void CGraphics::SetAmbientColor(const zeus::CColor& col) {
// TODO: set for real
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}
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void CGraphics::SetFog(ERglFogMode mode, float startz, float endz, const zeus::CColor& color) {
g_Fog.m_mode = mode > ERglFogMode::PerspRevExp2 ? ERglFogMode(int(mode) - 8) : mode;
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g_Fog.m_color = color;
if (CGraphics::g_Proj.x18_far == CGraphics::g_Proj.x14_near || endz == startz) {
g_Fog.m_A = 0.f;
g_Fog.m_B = 0.5f;
g_Fog.m_C = 0.f;
} else {
float depthrange = CGraphics::g_Proj.x18_far - CGraphics::g_Proj.x14_near;
float fogrange = endz - startz;
g_Fog.m_A = (CGraphics::g_Proj.x18_far * CGraphics::g_Proj.x14_near) / (depthrange * fogrange);
g_Fog.m_B = CGraphics::g_Proj.x18_far / depthrange;
g_Fog.m_C = startz / fogrange;
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}
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}
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void CGraphics::SetDepthWriteMode(bool test, ERglEnum comp, bool write) {}
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void CGraphics::SetBlendMode(ERglBlendMode, ERglBlendFactor, ERglBlendFactor, ERglLogicOp) {}
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void CGraphics::SetCullMode(ERglCullMode) {}
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void CGraphics::BeginScene() {}
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void CGraphics::EndScene() {
/* Spinwait until g_NumBreakpointsWaiting is 0 */
/* ++g_NumBreakpointsWaiting; */
/* GXCopyDisp to g_CurrenFrameBuf with clear enabled */
/* Register next breakpoint with GP FIFO */
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/* Yup, GX effectively had fences long before D3D12 and Vulkan
* (same functionality implemented in boo's execute method) */
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/* This usually comes from VI register during interrupt;
* we don't care in the era of progressive-scan dominance,
* so simulate field-flipping with XOR instead */
g_InterruptLastFrameUsedAbove ^= 1;
g_LastFrameUsedAbove = g_InterruptLastFrameUsedAbove;
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/* Flush text instance buffers just before GPU command list submission */
CTextSupportShader::UpdateBuffers();
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/* Same with line renderer */
CLineRenderer::UpdateBuffers();
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++g_FrameCounter;
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}
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void CGraphics::SetAlphaCompare(ERglAlphaFunc comp0, u8 ref0, ERglAlphaOp op, ERglAlphaFunc comp1, u8 ref1) {}
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void CGraphics::SetViewPointMatrix(const zeus::CTransform& xf) {
g_ViewMatrix = xf;
g_ViewPoint = xf.origin;
zeus::CMatrix3f tmp(xf.basis[0], xf.basis[2], -xf.basis[1]);
g_GXViewPointMatrix = zeus::CTransform(tmp.transposed());
SetViewMatrix();
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}
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void CGraphics::SetViewMatrix() {
g_CameraMatrix = g_GXViewPointMatrix * zeus::CTransform::Translate(-g_ViewPoint);
if (g_IsGXModelMatrixIdentity)
g_GXModelView = g_CameraMatrix;
else
g_GXModelView = g_CameraMatrix * g_GXModelMatrix;
/* Load position matrix */
/* Inverse-transpose */
g_GXModelViewInvXpose = g_GXModelView.inverse();
g_GXModelViewInvXpose.origin.zeroOut();
g_GXModelViewInvXpose.basis.transpose();
/* Load normal matrix */
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}
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void CGraphics::SetModelMatrix(const zeus::CTransform& xf) {
g_IsGXModelMatrixIdentity = false;
g_GXModelMatrix = xf;
SetViewMatrix();
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}
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static const zeus::CMatrix4f PlusOneZ(1.f, 0.f, 0.f, 0.f, 0.f, 1.f, 0.f, 0.f, 0.f, 0.f, 1.f, 1.f, 0.f, 0.f, 0.f, 1.f);
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static const zeus::CMatrix4f VulkanCorrect(1.f, 0.f, 0.f, 0.f, 0.f, -1.f, 0.f, 0.f, 0.f, 0.f, 0.5f, 0.5f + FLT_EPSILON,
0.f, 0.f, 0.f, 1.f);
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zeus::CMatrix4f CGraphics::CalculatePerspectiveMatrix(float fovy, float aspect, float znear, float zfar,
bool forRenderer) {
CProjectionState st;
float tfov = std::tan(zeus::degToRad(fovy * 0.5f));
st.x14_near = znear;
st.x18_far = zfar;
st.xc_top = znear * tfov;
st.x10_bottom = -st.xc_top;
st.x8_right = aspect * znear * tfov;
st.x4_left = -st.x8_right;
float rml = st.x8_right - st.x4_left;
float rpl = st.x8_right + st.x4_left;
float tmb = st.xc_top - st.x10_bottom;
float tpb = st.xc_top + st.x10_bottom;
float fpn = st.x18_far + st.x14_near;
float fmn = st.x18_far - st.x14_near;
if (!forRenderer) {
return zeus::CMatrix4f(2.f * st.x14_near / rml, 0.f, rpl / rml, 0.f, 0.f, 2.f * st.x14_near / tmb, tpb / tmb, 0.f,
0.f, 0.f, -fpn / fmn, -2.f * st.x18_far * st.x14_near / fmn, 0.f, 0.f, -1.f, 0.f);
}
switch (g_BooPlatform) {
case boo::IGraphicsDataFactory::Platform::OpenGL:
default: {
return zeus::CMatrix4f(2.f * st.x14_near / rml, 0.f, rpl / rml, 0.f, 0.f, 2.f * st.x14_near / tmb, tpb / tmb, 0.f,
0.f, 0.f, -fpn / fmn, -2.f * st.x18_far * st.x14_near / fmn, 0.f, 0.f, -1.f, 0.f);
}
case boo::IGraphicsDataFactory::Platform::D3D11:
case boo::IGraphicsDataFactory::Platform::Metal: {
zeus::CMatrix4f mat2(2.f * st.x14_near / rml, 0.f, rpl / rml, 0.f, 0.f, 2.f * st.x14_near / tmb, tpb / tmb, 0.f,
0.f, 0.f, st.x18_far / fmn, st.x14_near * st.x18_far / fmn, 0.f, 0.f, -1.f, 0.f);
return PlusOneZ * mat2;
}
case boo::IGraphicsDataFactory::Platform::Vulkan: {
zeus::CMatrix4f mat2(2.f * st.x14_near / rml, 0.f, rpl / rml, 0.f, 0.f, 2.f * st.x14_near / tmb, tpb / tmb, 0.f,
0.f, 0.f, -fpn / fmn, -2.f * st.x18_far * st.x14_near / fmn, 0.f, 0.f, -1.f, 0.f);
return VulkanCorrect * mat2;
}
}
}
zeus::CMatrix4f CGraphics::GetPerspectiveProjectionMatrix(bool forRenderer) {
if (g_Proj.x0_persp) {
float rml = g_Proj.x8_right - g_Proj.x4_left;
float rpl = g_Proj.x8_right + g_Proj.x4_left;
float tmb = g_Proj.xc_top - g_Proj.x10_bottom;
float tpb = g_Proj.xc_top + g_Proj.x10_bottom;
float fpn = g_Proj.x18_far + g_Proj.x14_near;
float fmn = g_Proj.x18_far - g_Proj.x14_near;
if (!forRenderer) {
return zeus::CMatrix4f(2.f * g_Proj.x14_near / rml, 0.f, rpl / rml, 0.f, 0.f, 2.f * g_Proj.x14_near / tmb,
tpb / tmb, 0.f, 0.f, 0.f, -fpn / fmn, -2.f * g_Proj.x18_far * g_Proj.x14_near / fmn, 0.f,
0.f, -1.f, 0.f);
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}
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switch (g_BooPlatform) {
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case boo::IGraphicsDataFactory::Platform::OpenGL:
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default: {
return zeus::CMatrix4f(2.f * g_Proj.x14_near / rml, 0.f, rpl / rml, 0.f, 0.f, 2.f * g_Proj.x14_near / tmb,
tpb / tmb, 0.f, 0.f, 0.f, -fpn / fmn, -2.f * g_Proj.x18_far * g_Proj.x14_near / fmn, 0.f,
0.f, -1.f, 0.f);
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}
case boo::IGraphicsDataFactory::Platform::D3D11:
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case boo::IGraphicsDataFactory::Platform::Metal: {
zeus::CMatrix4f mat2(2.f * g_Proj.x14_near / rml, 0.f, rpl / rml, 0.f, 0.f, 2.f * g_Proj.x14_near / tmb,
tpb / tmb, 0.f, 0.f, 0.f, g_Proj.x18_far / fmn, g_Proj.x14_near * g_Proj.x18_far / fmn, 0.f,
0.f, -1.f, 0.f);
return PlusOneZ * mat2;
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}
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case boo::IGraphicsDataFactory::Platform::Vulkan: {
zeus::CMatrix4f mat2(2.f * g_Proj.x14_near / rml, 0.f, rpl / rml, 0.f, 0.f, 2.f * g_Proj.x14_near / tmb,
tpb / tmb, 0.f, 0.f, 0.f, -fpn / fmn, -2.f * g_Proj.x18_far * g_Proj.x14_near / fmn, 0.f,
0.f, -1.f, 0.f);
return VulkanCorrect * mat2;
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}
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}
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} else {
float rml = g_Proj.x8_right - g_Proj.x4_left;
float rpl = g_Proj.x8_right + g_Proj.x4_left;
float tmb = g_Proj.xc_top - g_Proj.x10_bottom;
float tpb = g_Proj.xc_top + g_Proj.x10_bottom;
float fpn = g_Proj.x18_far + g_Proj.x14_near;
float fmn = g_Proj.x18_far - g_Proj.x14_near;
if (!forRenderer) {
return zeus::CMatrix4f(2.f / rml, 0.f, 0.f, -rpl / rml, 0.f, 2.f / tmb, 0.f, -tpb / tmb, 0.f, 0.f, -2.f / fmn,
-fpn / fmn, 0.f, 0.f, 0.f, 1.f);
}
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switch (g_BooPlatform) {
case boo::IGraphicsDataFactory::Platform::OpenGL:
default: {
return zeus::CMatrix4f(2.f / rml, 0.f, 0.f, -rpl / rml, 0.f, 2.f / tmb, 0.f, -tpb / tmb, 0.f, 0.f, -2.f / fmn,
-fpn / fmn, 0.f, 0.f, 0.f, 1.f);
}
case boo::IGraphicsDataFactory::Platform::D3D11:
case boo::IGraphicsDataFactory::Platform::Metal: {
zeus::CMatrix4f mat2(2.f / rml, 0.f, 0.f, -rpl / rml, 0.f, 2.f / tmb, 0.f, -tpb / tmb, 0.f, 0.f, 1.f / fmn,
g_Proj.x14_near / fmn, 0.f, 0.f, 0.f, 1.f);
return PlusOneZ * mat2;
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}
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case boo::IGraphicsDataFactory::Platform::Vulkan: {
zeus::CMatrix4f mat2(2.f / rml, 0.f, 0.f, -rpl / rml, 0.f, 2.f / tmb, 0.f, -tpb / tmb, 0.f, 0.f, -2.f / fmn,
-fpn / fmn, 0.f, 0.f, 0.f, 1.f);
return VulkanCorrect * mat2;
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}
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}
}
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}
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const CGraphics::CProjectionState& CGraphics::GetProjectionState() { return g_Proj; }
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void CGraphics::SetProjectionState(const CGraphics::CProjectionState& proj) {
g_Proj = proj;
FlushProjection();
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}
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void CGraphics::SetPerspective(float fovy, float aspect, float znear, float zfar) {
g_ProjAspect = aspect;
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float tfov = std::tan(zeus::degToRad(fovy * 0.5f));
g_Proj.x0_persp = true;
g_Proj.x14_near = znear;
g_Proj.x18_far = zfar;
g_Proj.xc_top = znear * tfov;
g_Proj.x10_bottom = -g_Proj.xc_top;
g_Proj.x8_right = aspect * znear * tfov;
g_Proj.x4_left = -g_Proj.x8_right;
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FlushProjection();
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}
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void CGraphics::SetOrtho(float left, float right, float top, float bottom, float znear, float zfar) {
g_Proj.x0_persp = false;
g_Proj.x4_left = left;
g_Proj.x8_right = right;
g_Proj.xc_top = top;
g_Proj.x10_bottom = bottom;
g_Proj.x14_near = znear;
g_Proj.x18_far = zfar;
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FlushProjection();
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}
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void CGraphics::FlushProjection() {
if (g_Proj.x0_persp) {
// Convert and load persp
} else {
// Convert and load ortho
}
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}
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zeus::CVector2i CGraphics::ProjectPoint(const zeus::CVector3f& point) {
zeus::CVector3f projPt = GetPerspectiveProjectionMatrix(false).multiplyOneOverW(point);
return {int(projPt.x() * g_Viewport.x10_halfWidth) + int(g_Viewport.x10_halfWidth),
int(g_Viewport.xc_height) - (int(projPt.y() * g_Viewport.x14_halfHeight) + int(g_Viewport.x14_halfHeight))};
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}
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SClipScreenRect CGraphics::ClipScreenRectFromMS(const zeus::CVector3f& p1, const zeus::CVector3f& p2) {
zeus::CVector3f xf1 = g_GXModelView * p1;
zeus::CVector3f xf2 = g_GXModelView * p2;
return ClipScreenRectFromVS(xf1, xf2);
}
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SClipScreenRect CGraphics::ClipScreenRectFromVS(const zeus::CVector3f& p1, const zeus::CVector3f& p2) {
if (p1.x() == 0.f && p1.y() == 0.f && p1.z() == 0.f)
return {};
if (p2.x() == 0.f && p2.y() == 0.f && p2.z() == 0.f)
return {};
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if (-p1.z() < GetProjectionState().x14_near || -p2.z() < GetProjectionState().x14_near)
return {};
if (-p1.z() > GetProjectionState().x18_far || -p2.z() > GetProjectionState().x18_far)
return {};
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zeus::CVector2i sp1 = ProjectPoint(p1);
zeus::CVector2i sp2 = ProjectPoint(p2);
int minX = std::min(sp2.x, sp1.x);
int minX2 = minX & 0xfffffffe;
int minY = std::min(sp2.y, sp1.y);
int minY2 = minY & 0xfffffffe;
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if (minX2 >= g_Viewport.x8_width)
return {};
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int maxX = abs(sp1.x - sp2.x) + minX;
int maxX2 = (maxX + 2) & 0xfffffffe;
if (maxX2 <= 0 /* ViewportX origin */)
return {};
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// int finalMinX = std::max(minX, 0 /* ViewportX origin */);
// int finalMaxX = std::min(maxX, int(g_Viewport.x8_width));
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if (minY2 >= g_Viewport.xc_height)
return {};
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int maxY = abs(sp1.y - sp2.y) + minY;
int maxY2 = (maxY + 2) & 0xfffffffe;
if (maxY2 <= 0 /* ViewportY origin */)
return {};
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// int finalMinY = std::max(minY, 0 /* ViewportY origin */);
// int finalMaxY = std::min(maxY, int(g_Viewport.xc_height));
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int width = maxX2 - minX2;
int height = maxY2 - minY2;
return {true,
minX2,
minY2,
width,
height,
width,
minX2 / float(g_Viewport.x8_width),
maxX2 / float(g_Viewport.x8_width),
1.f - maxY2 / float(g_Viewport.xc_height),
1.f - minY2 / float(g_Viewport.xc_height)};
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}
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zeus::CVector3f CGraphics::ProjectModelPointToViewportSpace(const zeus::CVector3f& point) {
zeus::CVector3f pt = g_GXModelView * point;
return GetPerspectiveProjectionMatrix(true).multiplyOneOverW(pt);
}
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zeus::CVector3f CGraphics::ProjectModelPointToViewportSpace(const zeus::CVector3f& point, float& wOut) {
zeus::CVector3f pt = g_GXModelView * point;
return GetPerspectiveProjectionMatrix(true).multiplyOneOverW(pt, wOut);
}
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void CGraphics::SetViewportResolution(const zeus::CVector2i& res) {
g_Viewport.x8_width = res.x;
g_Viewport.xc_height = res.y;
g_CroppedViewport = SClipScreenRect();
g_CroppedViewport.xc_width = res.x;
g_CroppedViewport.x10_height = res.y;
g_Viewport.x10_halfWidth = res.x / 2.f;
g_Viewport.x14_halfHeight = res.y / 2.f;
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g_Viewport.aspect = res.x / float(res.y);
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if (g_GuiSys)
g_GuiSys->OnViewportResize();
}
static boo::SWindowRect CachedVP;
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zeus::CVector2f CGraphics::g_CachedDepthRange = {0.f, 1.f};
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void CGraphics::SetViewport(int leftOff, int bottomOff, int width, int height) {
CachedVP.location[0] = leftOff;
CachedVP.location[1] = bottomOff;
CachedVP.size[0] = width;
CachedVP.size[1] = height;
g_BooMainCommandQueue->setViewport(CachedVP, g_CachedDepthRange[0], g_CachedDepthRange[1]);
}
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void CGraphics::SetScissor(int leftOff, int bottomOff, int width, int height) {
boo::SWindowRect rect(leftOff, bottomOff, width, height);
g_BooMainCommandQueue->setScissor(rect);
}
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void CGraphics::SetDepthRange(float znear, float zfar) {
g_CachedDepthRange[0] = znear;
g_CachedDepthRange[1] = zfar;
g_BooMainCommandQueue->setViewport(CachedVP, g_CachedDepthRange[0], g_CachedDepthRange[1]);
}
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CTimeProvider* CGraphics::g_ExternalTimeProvider = nullptr;
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float CGraphics::g_DefaultSeconds = 0.f;
u32 CGraphics::g_RenderTimings = 0;
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float CGraphics::GetSecondsMod900() {
if (!g_ExternalTimeProvider)
return g_DefaultSeconds;
return g_ExternalTimeProvider->x0_currentTime;
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}
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void CGraphics::TickRenderTimings() {
g_RenderTimings = (g_RenderTimings + 1) % u32(900 * 60);
g_DefaultSeconds = g_RenderTimings / 60.f;
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}
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boo::IGraphicsDataFactory::Platform CGraphics::g_BooPlatform = boo::IGraphicsDataFactory::Platform::Null;
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boo::IGraphicsDataFactory* CGraphics::g_BooFactory = nullptr;
boo::IGraphicsCommandQueue* CGraphics::g_BooMainCommandQueue = nullptr;
boo::ObjToken<boo::ITextureR> CGraphics::g_SpareTexture;
const boo::SystemChar* CGraphics::g_BooPlatformName = nullptr;
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} // namespace urde