#include "Graphics/CGraphics.hpp" #include "Graphics/CLight.hpp" #include "zeus/Math.hpp" #include "CTimeProvider.hpp" #include "Shaders/CTextSupportShader.hpp" #include "GuiSys/CGuiSys.hpp" #include "CLineRenderer.hpp" namespace urde { CGraphics::CProjectionState CGraphics::g_Proj; CGraphics::CFogState CGraphics::g_Fog; zeus::CColor CGraphics::g_ColorRegs[3] = {}; float CGraphics::g_ProjAspect = 1.f; u32 CGraphics::g_NumLightsActive = 0; u32 CGraphics::g_NumBreakpointsWaiting = 0; u32 CGraphics::g_FlippingState; bool CGraphics::g_LastFrameUsedAbove = false; bool CGraphics::g_InterruptLastFrameUsedAbove = false; ERglLightBits CGraphics::g_LightActive = ERglLightBits::None; ERglLightBits CGraphics::g_LightsWereOn = ERglLightBits::None; zeus::CTransform CGraphics::g_GXModelView; zeus::CTransform CGraphics::g_GXModelViewInvXpose; zeus::CTransform CGraphics::g_GXModelMatrix = zeus::CTransform::Identity(); zeus::CTransform CGraphics::g_ViewMatrix; zeus::CVector3f CGraphics::g_ViewPoint; zeus::CTransform CGraphics::g_GXViewPointMatrix; zeus::CTransform CGraphics::g_CameraMatrix; SClipScreenRect CGraphics::g_CroppedViewport; bool CGraphics::g_IsGXModelMatrixIdentity = true; SViewport g_Viewport = {0, 0, 640, 480, 640 / 2.f, 480 / 2.f}; u32 CGraphics::g_FrameCounter = 0; void CGraphics::DisableAllLights() { g_NumLightsActive = 0; g_LightActive = ERglLightBits::None; // TODO: turn lights off for real } void CGraphics::LoadLight(ERglLight light, const CLight& info) { // TODO: load light for real } 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; } void CGraphics::SetLightState(ERglLightBits lightState) { // TODO: set state for real g_LightActive = lightState; g_NumLightsActive = zeus::PopCount(lightState); } void CGraphics::SetAmbientColor(const zeus::CColor& col) { // TODO: set for real } void CGraphics::SetFog(ERglFogMode mode, float startz, float endz, const zeus::CColor& color) { if (mode == ERglFogMode::None) { g_Fog.m_start = 4096.f; g_Fog.m_rangeScale = 0.f; } else { float userRange = endz - startz; g_Fog.m_color = color; g_Fog.m_start = startz; g_Fog.m_rangeScale = 1.f / userRange; } } void CGraphics::SetDepthWriteMode(bool test, ERglEnum comp, bool write) { } void CGraphics::SetBlendMode(ERglBlendMode, ERglBlendFactor, ERglBlendFactor, ERglLogicOp) { } void CGraphics::SetCullMode(ERglCullMode) { } void CGraphics::BeginScene() { } void CGraphics::EndScene() { /* Spinwait until g_NumBreakpointsWaiting is 0 */ /* ++g_NumBreakpointsWaiting; */ /* GXCopyDisp to g_CurrenFrameBuf with clear enabled */ /* Register next breakpoint with GP FIFO */ /* Yup, GX effectively had fences long before D3D12 and Vulkan * (same functionality implemented in boo's execute method) */ /* 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; /* Flush text instance buffers just before GPU command list submission */ CTextSupportShader::UpdateBuffers(); /* Same with line renderer */ CLineRenderer::UpdateBuffers(); ++g_FrameCounter; } void CGraphics::SetAlphaCompare(ERglAlphaFunc comp0, u8 ref0, ERglAlphaOp op, ERglAlphaFunc comp1, u8 ref1) { } 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(); } 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 */ } void CGraphics::SetModelMatrix(const zeus::CTransform& xf) { g_IsGXModelMatrixIdentity = false; g_GXModelMatrix = xf; SetViewMatrix(); } 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); 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, 0.f, 0.f, 0.f, 1.f); 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::D3D12: 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); } switch (g_BooPlatform) { case boo::IGraphicsDataFactory::Platform::OpenGL: 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); } case boo::IGraphicsDataFactory::Platform::D3D11: case boo::IGraphicsDataFactory::Platform::D3D12: 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; } 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; } } } 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); } 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::D3D12: 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; } 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; } } } } const CGraphics::CProjectionState& CGraphics::GetProjectionState() { return g_Proj; } void CGraphics::SetProjectionState(const CGraphics::CProjectionState& proj) { g_Proj = proj; FlushProjection(); } void CGraphics::SetPerspective(float fovy, float aspect, float znear, float zfar) { g_ProjAspect = aspect; 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; FlushProjection(); } 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; FlushProjection(); } void CGraphics::FlushProjection() { if (g_Proj.x0_persp) { // Convert and load persp } else { // Convert and load ortho } } 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))}; } 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); } 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 {}; if (-p1.z < GetProjectionState().x14_near || -p2.z < GetProjectionState().x14_near) return {}; if (-p1.z > GetProjectionState().x18_far || -p2.z > GetProjectionState().x18_far) return {}; 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; if (minX2 >= g_Viewport.x8_width) return {}; int maxX = abs(sp1.x - sp2.x) + minX; int maxX2 = (maxX + 2) & 0xfffffffe; if (maxX2 <= 0 /* ViewportX origin */) return {}; int finalMinX = std::max(minX, 0 /* ViewportX origin */); int finalMaxX = std::min(maxX, int(g_Viewport.x8_width)); if (minY2 >= g_Viewport.xc_height) return {}; int maxY = abs(sp1.y - sp2.y) + minY; int maxY2 = (maxY + 2) & 0xfffffffe; if (maxY2 <= 0 /* ViewportY origin */) return {}; int finalMinY = std::max(minY, 0 /* ViewportY origin */); int finalMaxY = std::min(maxY, int(g_Viewport.xc_height)); 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)}; } zeus::CVector3f CGraphics::ProjectModelPointToViewportSpace(const zeus::CVector3f& point) { zeus::CVector3f pt = g_GXModelView * point; return GetPerspectiveProjectionMatrix(false).multiplyOneOverW(pt); } 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; if (g_GuiSys) g_GuiSys->OnViewportResize(); } static boo::SWindowRect CachedVP; zeus::CVector2f CGraphics::g_CachedDepthRange = {0.f, 1.f}; 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]); } void CGraphics::SetScissor(int leftOff, int bottomOff, int width, int height) { boo::SWindowRect rect(leftOff, bottomOff, width, height); g_BooMainCommandQueue->setScissor(rect); } 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]); } CTimeProvider* CGraphics::g_ExternalTimeProvider = nullptr; float CGraphics::g_DefaultSeconds = 0.f; u32 CGraphics::g_RenderTimings = 0; float CGraphics::GetSecondsMod900() { if (!g_ExternalTimeProvider) return g_DefaultSeconds; return g_ExternalTimeProvider->x0_currentTime; } void CGraphics::TickRenderTimings() { g_RenderTimings++; g_DefaultSeconds = float(g_RenderTimings) / 60.f; } boo::IGraphicsDataFactory::Platform CGraphics::g_BooPlatform = boo::IGraphicsDataFactory::Platform::Null; boo::IGraphicsDataFactory* CGraphics::g_BooFactory = nullptr; boo::IGraphicsCommandQueue* CGraphics::g_BooMainCommandQueue = nullptr; boo::ObjToken CGraphics::g_SpareTexture; const boo::SystemChar* CGraphics::g_BooPlatformName = nullptr; }