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/CTexture.hpp"
#include "Runtime/Graphics/Shaders/CTextSupportShader.hpp"
#include "Runtime/GuiSys/CGuiSys.hpp"
#include <zeus/Math.hpp>
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namespace metaforce {
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CGraphics::CProjectionState CGraphics::g_Proj;
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CFogState CGraphics::g_Fog;
float CGraphics::g_ProjAspect = 1.f;
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u32 CGraphics::g_NumBreakpointsWaiting = 0;
u32 CGraphics::g_FlippingState;
bool CGraphics::g_LastFrameUsedAbove = false;
bool CGraphics::g_InterruptLastFrameUsedAbove = false;
std::bitset<aurora::gfx::MaxLights> CGraphics::g_LightActive{};
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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;
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zeus::CColor CGraphics::g_ClearColor = zeus::skClear;
float CGraphics::g_ClearDepthValue = 1.f;
bool CGraphics::g_IsBeginSceneClearFb = true;
SViewport CGraphics::g_Viewport = {
0, 0, 640, 480, 640 / 2.f, 480 / 2.f, 0.0f,
};
u32 CGraphics::g_FrameCounter = 0;
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u32 CGraphics::g_Framerate = 0;
u32 CGraphics::g_FramesPast = 0;
frame_clock::time_point CGraphics::g_FrameStartTime = frame_clock::now();
ERglEnum CGraphics::g_depthFunc = ERglEnum::Never;
ERglCullMode CGraphics::g_cullMode = ERglCullMode::None;
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const std::array<zeus::CMatrix3f, 6> 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_LightActive.reset();
aurora::gfx::set_light_state(g_LightActive);
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}
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void CGraphics::LoadLight(ERglLight light, const CLight& info) {
const auto lightId = static_cast<GX::LightID>(1 << light);
switch (info.GetType()) {
case ELightType::LocalAmbient:
aurora::gfx::load_light_ambient(lightId, info.GetColor());
break;
case ELightType::Point:
case ELightType::Spot:
case ELightType::Custom:
case ELightType::Directional: {
aurora::gfx::Light lightOut{
.pos = CGraphics::g_CameraMatrix * info.GetPosition(),
.dir = (CGraphics::g_CameraMatrix.basis * info.GetDirection()).normalized(),
.color = info.GetColor(),
.linAtt = {info.GetAttenuationConstant(), info.GetAttenuationLinear(), info.GetAttenuationQuadratic()},
.angAtt = {info.GetAngleAttenuationConstant(), info.GetAngleAttenuationLinear(),
info.GetAngleAttenuationQuadratic()},
};
if (info.GetType() == ELightType::Directional) {
lightOut.pos = (-lightOut.dir) * 1048576.f;
}
aurora::gfx::load_light(lightId, lightOut);
break;
}
}
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}
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void CGraphics::EnableLight(ERglLight light) {
if (!g_LightActive.test(light)) {
g_LightActive.set(light);
aurora::gfx::set_light_state(g_LightActive);
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}
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}
void CGraphics::SetLightState(std::bitset<aurora::gfx::MaxLights> lightState) {
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g_LightActive = lightState;
aurora::gfx::set_light_state(g_LightActive);
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}
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void CGraphics::SetAmbientColor(const zeus::CColor& col) {
aurora::gfx::set_chan_amb_color(GX::COLOR0A0, col);
aurora::gfx::set_chan_amb_color(GX::COLOR1A1, col);
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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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}
void CGraphics::SetDepthWriteMode(bool compare_enable, ERglEnum comp, bool update_enable) {
g_depthFunc = comp;
aurora::gfx::set_depth_mode(compare_enable, comp, update_enable);
}
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void CGraphics::SetBlendMode(ERglBlendMode mode, ERglBlendFactor src, ERglBlendFactor dst, ERglLogicOp op) {
aurora::gfx::set_blend_mode(mode, src, dst, op);
}
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void CGraphics::SetCullMode(ERglCullMode mode) {
g_cullMode = mode;
aurora::gfx::set_cull_mode(mode);
}
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void CGraphics::BeginScene() {
// ClearBackAndDepthBuffers();
}
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void CGraphics::EndScene() {
aurora::gfx::set_depth_mode(true, ERglEnum::LEqual, true);
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/* 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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UpdateFPSCounter();
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}
void CGraphics::Render2D(CTexture& tex, u32 x, u32 y, u32 w, u32 h, const zeus::CColor& col) {
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const auto oldProj = g_Proj;
const auto oldCull = g_cullMode;
const auto oldLights = g_LightActive;
SetOrtho(-g_Viewport.x10_halfWidth, g_Viewport.x10_halfWidth, g_Viewport.x14_halfHeight, -g_Viewport.x14_halfHeight,
-1.f, -10.f);
// disable Y/Z swap TODO do we need to do this elsewhere?
aurora::gfx::update_model_view(zeus::CMatrix4f{}, zeus::CMatrix4f{});
DisableAllLights();
SetCullMode(ERglCullMode::None);
tex.Load(GX::TEXMAP0, EClampMode::Repeat);
// float hPad, vPad;
// if (CGraphics::GetViewportAspect() >= 1.78f) {
// hPad = 1.78f / CGraphics::GetViewportAspect();
// vPad = 1.78f / 1.33f;
// } else {
// hPad = 1.f;
// vPad = CGraphics::GetViewportAspect() / 1.33f;
// }
// TODO make this right
float scaledX = static_cast<float>(x) / 640.f * static_cast<float>(g_Viewport.x8_width);
float scaledY = static_cast<float>(y) / 448.f * static_cast<float>(g_Viewport.xc_height);
float scaledW = static_cast<float>(w) / 640.f * static_cast<float>(g_Viewport.x8_width);
float scaledH = static_cast<float>(h) / 448.f * static_cast<float>(g_Viewport.xc_height);
float x1 = scaledX - g_Viewport.x10_halfWidth;
float y1 = scaledY - g_Viewport.x14_halfHeight;
float x2 = x1 + scaledW;
float y2 = y1 + scaledH;
StreamBegin(GX::TRIANGLESTRIP);
StreamColor(col);
StreamTexcoord(0.f, 0.f);
StreamVertex(x1, y1, 1.f);
StreamTexcoord(1.f, 0.f);
StreamVertex(x2, y1, 1.f);
StreamTexcoord(0.f, 1.f);
StreamVertex(x1, y2, 1.f);
StreamTexcoord(1.f, 1.f);
StreamVertex(x2, y2, 1.f);
StreamEnd();
SetLightState(g_LightActive);
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g_Proj = oldProj;
FlushProjection();
SetModelMatrix({});
SetCullMode(oldCull);
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}
bool CGraphics::BeginRender2D(const CTexture& tex) { return false; }
void CGraphics::DoRender2D(const CTexture& tex, s32 x, s32 y, s32 w1, s32 w2, s32 w3, s32 w4, s32 w5,
const zeus::CColor& col) {}
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void CGraphics::EndRender2D(bool v) {}
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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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aurora::gfx::update_model_view(g_GXModelView.toMatrix4f(), g_GXModelViewInvXpose.toMatrix4f());
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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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}
constexpr 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);
constexpr 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) {
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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;
// clang-format off
return {
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,
};
// clang-format on
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}
zeus::CMatrix4f CGraphics::GetPerspectiveProjectionMatrix() {
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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;
// clang-format off
return {
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,
};
// clang-format on
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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 fmn = g_Proj.x18_far - g_Proj.x14_near;
// clang-format off
return {
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
};
// clang-format on
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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
}
aurora::gfx::update_projection(GetPerspectiveProjectionMatrix());
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}
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zeus::CVector2i CGraphics::ProjectPoint(const zeus::CVector3f& point) {
zeus::CVector3f projPt = GetPerspectiveProjectionMatrix().multiplyOneOverW(point);
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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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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();
}
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static zeus::CRectangle 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) {
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CachedVP.position[0] = leftOff;
CachedVP.position[1] = bottomOff;
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CachedVP.size[0] = width;
CachedVP.size[1] = height;
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aurora::gfx::set_viewport(CachedVP, g_CachedDepthRange[0], g_CachedDepthRange[1]);
}
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void CGraphics::SetScissor(int leftOff, int bottomOff, int width, int height) {
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aurora::gfx::set_scissor(leftOff, bottomOff, width, height);
}
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void CGraphics::SetDepthRange(float znear, float zfar) {
g_CachedDepthRange[0] = znear;
g_CachedDepthRange[1] = zfar;
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aurora::gfx::set_viewport(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() {
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OPTICK_EVENT();
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g_RenderTimings = (g_RenderTimings + 1) % u32(900 * 60);
g_DefaultSeconds = g_RenderTimings / 60.f;
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}
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static constexpr u64 FPS_REFRESH_RATE = 1000;
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void CGraphics::UpdateFPSCounter() {
++g_FramesPast;
std::chrono::duration<double, std::milli> timeElapsed = frame_clock::now() - g_FrameStartTime;
if (timeElapsed.count() > FPS_REFRESH_RATE) {
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g_Framerate = g_FramesPast;
g_FrameStartTime = frame_clock::now();
g_FramesPast = 0;
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}
}
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static bool g_UseVideoFilter = false;
void CGraphics::SetUseVideoFilter(bool filter) {
g_UseVideoFilter = filter;
// GXSetCopyFilter(CGraphics::mRenderModeObj.aa, CGraphics::mRenderModeObj.sample_pattern, filter,
// CGraphics::mRenderModeObj.vfilter);
}
void CGraphics::SetClearColor(const zeus::CColor& color) {
g_ClearColor = color;
aurora::gfx::set_clear_color(color);
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}
void CGraphics::SetCopyClear(const zeus::CColor& color, float depth) {
g_ClearColor = color;
g_ClearDepthValue = depth; // 1.6777215E7 * depth; Metroid Prime needed this to convert float [0,1] depth into 24 bit
// range, we no longer have this requirement
aurora::gfx::set_clear_color(color);
// TODO do we care about depth value?
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// GXSetCopyClear(g_ClearColor, g_ClearDepthValue);
}
void CGraphics::SetIsBeginSceneClearFb(bool clear) { g_IsBeginSceneClearFb = clear; }
// Stream API
static EStreamFlags sStreamFlags;
static zeus::CColor sQueuedColor;
static zeus::CVector2f sQueuedTexCoord;
static zeus::CVector3f sQueuedNormal;
void CGraphics::SetTevOp(ERglTevStage stage, const CTevCombiners::CTevPass& pass) {
CTevCombiners::SetupPass(stage, pass);
}
void CGraphics::StreamBegin(GX::Primitive primitive) {
sStreamFlags = {};
aurora::gfx::stream_begin(primitive);
}
void CGraphics::StreamNormal(const zeus::CVector3f& nrm) {
sQueuedNormal = nrm;
sStreamFlags |= EStreamFlagBits::fHasNormal;
}
void CGraphics::StreamColor(float r, float g, float b, float a) {
sQueuedColor = zeus::CColor{r, g, b, a};
sStreamFlags |= EStreamFlagBits::fHasColor;
}
void CGraphics::StreamColor(const zeus::CColor& color) {
sQueuedColor = color;
sStreamFlags |= EStreamFlagBits::fHasColor;
}
void CGraphics::StreamTexcoord(float x, float y) {
sQueuedTexCoord = {x, y};
sStreamFlags |= EStreamFlagBits::fHasTexture;
}
void CGraphics::StreamTexcoord(const zeus::CVector2f& uv) {
sQueuedTexCoord = uv;
sStreamFlags |= EStreamFlagBits::fHasTexture;
}
void CGraphics::StreamVertex(float xyz) {
const zeus::CVector3f pos{xyz, xyz, xyz};
aurora::gfx::stream_vertex(sStreamFlags, pos, sQueuedNormal, sQueuedColor, sQueuedTexCoord);
}
void CGraphics::StreamVertex(float x, float y, float z) {
const zeus::CVector3f pos{x, y, z};
aurora::gfx::stream_vertex(sStreamFlags, pos, sQueuedNormal, sQueuedColor, sQueuedTexCoord);
}
void CGraphics::StreamVertex(const zeus::CVector3f& pos) {
aurora::gfx::stream_vertex(sStreamFlags, pos, sQueuedNormal, sQueuedColor, sQueuedTexCoord);
}
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void CGraphics::StreamEnd() { aurora::gfx::stream_end(); }
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void CGraphics::DrawPrimitive(GX::Primitive primitive, const zeus::CVector3f* pos, const zeus::CVector3f& normal,
const zeus::CColor& col, s32 numVerts) {
StreamBegin(primitive);
StreamColor(col);
StreamNormal(normal);
for (u32 i = 0; i < numVerts; ++i) {
StreamVertex(pos[i]);
}
StreamEnd();
}
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} // namespace metaforce