metaforce/Runtime/Graphics/CGraphics.cpp

776 lines
26 KiB
C++

#include "Runtime/Graphics/CGraphics.hpp"
#include "Runtime/CTimeProvider.hpp"
#include "Runtime/Graphics/CLineRenderer.hpp"
#include "Runtime/Graphics/CTexture.hpp"
#include "Runtime/Graphics/Shaders/CTextSupportShader.hpp"
#include "Runtime/GuiSys/CGuiSys.hpp"
#include "Runtime/Graphics/CGX.hpp"
#include <zeus/Math.hpp>
namespace metaforce {
CGraphics::CProjectionState CGraphics::g_Proj;
// CFogState CGraphics::g_Fog;
float CGraphics::g_ProjAspect = 1.f;
u32 CGraphics::g_NumBreakpointsWaiting = 0;
u32 CGraphics::g_FlippingState;
bool CGraphics::g_LastFrameUsedAbove = false;
bool CGraphics::g_InterruptLastFrameUsedAbove = false;
GX::LightMask CGraphics::g_LightActive{};
std::array<GXLightObj, GX::MaxLights> CGraphics::g_LightObjs;
std::array<ELightType, GX::MaxLights> CGraphics::g_LightTypes;
zeus::CTransform CGraphics::g_GXModelView;
zeus::CTransform CGraphics::g_GXModelViewInvXpose;
zeus::CTransform CGraphics::g_GXModelMatrix = zeus::CTransform();
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;
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;
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;
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},
}};
// We don't actually store anything here
u8 CGraphics::sSpareTextureData[] = {0};
// Stream API
static u32 sStreamFlags;
static GXPrimitive sStreamPrimitive;
static u32 sVerticesCount;
static zeus::CColor sQueuedColor;
// Originally writes directly to GX FIFO
struct StreamVertex {
zeus::CColor color;
zeus::CVector2f texCoord;
zeus::CVector3f normal;
zeus::CVector3f vertex;
constexpr StreamVertex(const zeus::CColor& color) : color(color) {}
constexpr StreamVertex(const StreamVertex&) = default;
};
static std::vector<StreamVertex> sQueuedVertices;
void CGraphics::DisableAllLights() {
g_LightActive.reset();
CGX::SetChanCtrl(CGX::EChannelId::Channel0, {});
}
void CGraphics::LoadLight(ERglLight light, const CLight& info) {
const auto lightId = static_cast<GXLightID>(1 << light);
auto& obj = g_LightObjs[light];
zeus::CVector3f pos = info.GetPosition();
zeus::CVector3f dir = info.GetDirection();
const auto type = info.GetType();
if (type == ELightType::Directional) {
dir = -(g_CameraMatrix.buildMatrix3f() * dir);
GXInitLightPos(&obj, dir.x() * 1048576.f, dir.y() * 1048576.f, dir.z() * 1048576.f);
GXInitLightAttn(&obj, 1.f, 0.f, 0.f, 1.f, 0.f, 0.f);
} else if (type == ELightType::Spot) {
pos = g_CameraMatrix * pos;
GXInitLightPos(&obj, pos.x(), pos.y(), pos.z());
dir = g_CameraMatrix.buildMatrix3f() * dir;
GXInitLightDir(&obj, dir.x(), dir.y(), dir.z());
GXInitLightAttn(&obj, 1.f, 0.f, 0.f, info.GetAttenuationConstant(), info.GetAttenuationLinear(),
info.GetAttenuationQuadratic());
GXInitLightSpot(&obj, info.GetSpotCutoff(), GX_SP_COS2);
} else if (type == ELightType::Custom) {
pos = g_CameraMatrix * pos;
GXInitLightPos(&obj, pos.x(), pos.y(), pos.z());
dir = g_CameraMatrix.buildMatrix3f() * dir;
GXInitLightDir(&obj, dir.x(), dir.y(), dir.z());
GXInitLightAttn(&obj, info.GetAngleAttenuationConstant(), info.GetAngleAttenuationLinear(),
info.GetAngleAttenuationQuadratic(), info.GetAttenuationConstant(), info.GetAttenuationLinear(),
info.GetAttenuationQuadratic());
} else if (type == ELightType::LocalAmbient || type == ELightType::Point) {
pos = g_CameraMatrix * pos;
GXInitLightPos(&obj, pos.x(), pos.y(), pos.z());
GXInitLightAttn(&obj, 1.f, 0.f, 0.f, info.GetAttenuationConstant(), info.GetAttenuationLinear(),
info.GetAttenuationQuadratic());
}
g_LightTypes[light] = type;
zeus::CColor col(info.GetColor().r(), info.GetColor().g(), info.GetColor().b());
GXInitLightColor(&obj, to_gx_color(col));
GXLoadLightObjImm(&obj, lightId);
}
void CGraphics::EnableLight(ERglLight light) {
CGX::SetNumChans(1);
if (!g_LightActive.test(light)) {
g_LightActive.set(light);
CGX::SetChanCtrl(CGX::EChannelId::Channel0, g_LightActive);
}
}
void CGraphics::SetLightState(GX::LightMask lightState) {
g_LightActive = lightState;
const bool hasLights = lightState.any();
CGX::SetChanCtrl(CGX::EChannelId::Channel0, hasLights, GX_SRC_REG,
sStreamFlags & 2 /* fHasColor */ ? GX_SRC_VTX : GX_SRC_REG, lightState,
hasLights ? GX_DF_CLAMP : GX_DF_NONE, hasLights ? GX_AF_SPOT : GX_AF_NONE);
}
void CGraphics::SetAmbientColor(const zeus::CColor& col) {
CGX::SetChanAmbColor(CGX::EChannelId::Channel0, col);
CGX::SetChanAmbColor(CGX::EChannelId::Channel1, col);
}
void CGraphics::SetFog(ERglFogMode mode, float startz, float endz, const zeus::CColor& color) {
CGX::SetFog(GXFogType(mode), startz, endz, g_Proj.x14_near, g_Proj.x18_far, to_gx_color(color));
}
void CGraphics::SetDepthWriteMode(bool compare_enable, ERglEnum comp, bool update_enable) {
g_depthFunc = comp;
CGX::SetZMode(compare_enable, GXCompare(comp), update_enable);
}
void CGraphics::SetBlendMode(ERglBlendMode mode, ERglBlendFactor src, ERglBlendFactor dst, ERglLogicOp op) {
CGX::SetBlendMode(GXBlendMode(mode), GXBlendFactor(src), GXBlendFactor(dst), GXLogicOp(op));
}
void CGraphics::SetCullMode(ERglCullMode mode) {
g_cullMode = mode;
GXSetCullMode(GXCullMode(mode));
}
void CGraphics::BeginScene() {
// ClearBackAndDepthBuffers();
}
void CGraphics::EndScene() {
CGX::SetZMode(true, GX_LEQUAL, true);
/* 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;
++g_FrameCounter;
UpdateFPSCounter();
}
void CGraphics::Render2D(CTexture& tex, u32 x, u32 y, u32 w, u32 h, const zeus::CColor& col) {
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);
GXLoadPosMtxImm(&zeus::skIdentityMatrix4f, GX_PNMTX0);
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);
g_Proj = oldProj;
FlushProjection();
SetModelMatrix({});
SetCullMode(oldCull);
}
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) {}
void CGraphics::EndRender2D(bool v) {}
void CGraphics::SetAlphaCompare(ERglAlphaFunc comp0, u8 ref0, ERglAlphaOp op, ERglAlphaFunc comp1, u8 ref1) {
CGX::SetAlphaCompare(static_cast<GXCompare>(comp0), ref0, static_cast<GXAlphaOp>(op), static_cast<GXCompare>(comp1),
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 */
GXLoadPosMtxImm(&g_GXModelView, GX_PNMTX0);
/* Inverse-transpose */
g_GXModelViewInvXpose = g_GXModelView.inverse();
g_GXModelViewInvXpose.basis.transpose();
/* Load normal matrix */
GXLoadNrmMtxImm(&g_GXModelViewInvXpose, GX_PNMTX0);
}
void CGraphics::SetModelMatrix(const zeus::CTransform& xf) {
g_IsGXModelMatrixIdentity = false;
g_GXModelMatrix = xf;
SetViewMatrix();
}
zeus::CMatrix4f CGraphics::CalculatePerspectiveMatrix(float fovy, float aspect, float znear, float zfar) {
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
}
zeus::CMatrix4f CGraphics::GetPerspectiveProjectionMatrix() {
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, -g_Proj.x14_near / fmn, -(g_Proj.x18_far * g_Proj.x14_near) / fmn,
0.f, 0.f, -1.f, 0.f,
};
// clang-format on
} 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.x18_far / fmn,
0.f, 0.f, 0.f, 1.f
};
// clang-format on
}
}
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() {
const auto mtx = GetPerspectiveProjectionMatrix();
if (g_Proj.x0_persp) {
// Convert and load persp
GXSetProjection(&mtx, GX_PERSPECTIVE);
} else {
// Convert and load ortho
GXSetProjection(&mtx, GX_ORTHOGRAPHIC);
}
}
zeus::CVector2i CGraphics::ProjectPoint(const zeus::CVector3f& point) {
zeus::CVector3f projPt = GetPerspectiveProjectionMatrix().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)};
}
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;
g_Viewport.aspect = res.x / float(res.y);
if (g_GuiSys)
g_GuiSys->OnViewportResize();
}
static zeus::CRectangle CachedVP;
zeus::CVector2f CGraphics::g_CachedDepthRange = {0.f, 1.f};
void CGraphics::SetViewport(int leftOff, int bottomOff, int width, int height) {
CachedVP.position[0] = leftOff;
CachedVP.position[1] = bottomOff;
CachedVP.size[0] = width;
CachedVP.size[1] = height;
GXSetViewport(CachedVP.position[0], CachedVP.position[1], CachedVP.size[0], CachedVP.size[1], g_CachedDepthRange[0],
g_CachedDepthRange[1]);
}
void CGraphics::SetScissor(int leftOff, int bottomOff, int width, int height) {
GXSetScissor(leftOff, bottomOff, width, height);
}
void CGraphics::SetDepthRange(float znear, float zfar) {
g_CachedDepthRange[0] = znear;
g_CachedDepthRange[1] = zfar;
GXSetViewport(CachedVP.position[0], CachedVP.position[1], CachedVP.size[0], CachedVP.size[1], 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() {
OPTICK_EVENT();
g_RenderTimings = (g_RenderTimings + 1) % u32(900 * 60);
g_DefaultSeconds = g_RenderTimings / 60.f;
}
static constexpr u64 FPS_REFRESH_RATE = 1000;
void CGraphics::UpdateFPSCounter() {
++g_FramesPast;
std::chrono::duration<double, std::milli> timeElapsed = frame_clock::now() - g_FrameStartTime;
if (timeElapsed.count() > FPS_REFRESH_RATE) {
g_Framerate = g_FramesPast;
g_FrameStartTime = frame_clock::now();
g_FramesPast = 0;
}
}
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;
GXSetCopyClear(to_gx_color(color), g_ClearDepthValue);
}
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
GXSetCopyClear(to_gx_color(g_ClearColor), g_ClearDepthValue);
}
void CGraphics::SetIsBeginSceneClearFb(bool clear) { g_IsBeginSceneClearFb = clear; }
void CGraphics::SetTevOp(ERglTevStage stage, const CTevCombiners::CTevPass& pass) {
CTevCombiners::SetupPass(stage, pass);
}
void CGraphics::StreamBegin(GXPrimitive primitive) {
// Originally ResetVertexDataStream(true);
sQueuedVertices.clear();
sQueuedVertices.emplace_back(sQueuedColor);
sVerticesCount = 0;
// End
sStreamFlags = 2;
sStreamPrimitive = primitive;
}
void CGraphics::StreamNormal(const zeus::CVector3f& nrm) {
sQueuedVertices.back().normal = nrm;
sStreamFlags |= 1;
}
void CGraphics::StreamColor(const zeus::CColor& color) {
if (sStreamFlags) {
sQueuedVertices.back().color = color;
} else {
sQueuedColor = color;
}
sStreamFlags |= 2;
}
void CGraphics::StreamTexcoord(const zeus::CVector2f& uv) {
sQueuedVertices.back().texCoord = uv;
sStreamFlags |= 4;
}
void CGraphics::StreamVertex(const zeus::CVector3f& pos) {
sQueuedVertices.back().vertex = pos;
UpdateVertexDataStream();
}
void CGraphics::StreamEnd() {
if (sVerticesCount != 0) {
FlushStream();
}
sStreamFlags = {};
}
void CGraphics::UpdateVertexDataStream() {
++sVerticesCount;
if (sVerticesCount == 240) {
FlushStream();
ResetVertexDataStream(false);
} else {
sQueuedVertices.emplace_back(sQueuedVertices.back());
}
}
void CGraphics::FlushStream() {
std::array<GXVtxDescList, 5> vtxDescList{};
size_t idx = 0;
vtxDescList[idx++] = {GX_VA_POS, GX_DIRECT};
if (sStreamFlags & 1) {
vtxDescList[idx++] = {GX_VA_NRM, GX_DIRECT};
}
if (sStreamFlags & 2) {
vtxDescList[idx++] = {GX_VA_CLR0, GX_DIRECT};
}
if (sStreamFlags & 4) {
vtxDescList[idx++] = {GX_VA_TEX0, GX_DIRECT};
}
vtxDescList[idx] = {GX_VA_NULL, GX_NONE};
CGX::SetVtxDescv(vtxDescList.data());
SetTevStates(sStreamFlags);
FullRender();
}
void CGraphics::FullRender() {
CGX::Begin(sStreamPrimitive, GX_VTXFMT0, sVerticesCount);
for (size_t i = 0; i < sVerticesCount; ++i) {
const auto& item = sQueuedVertices[i];
GXPosition3f32(item.vertex);
if (sStreamFlags & 1) {
GXNormal3f32(item.normal);
}
if (sStreamFlags & 2) {
GXColor4f32(item.color);
}
if (sStreamFlags & 4) {
GXTexCoord2f32(item.texCoord);
}
}
CGX::End();
}
void CGraphics::ResetVertexDataStream(bool end) {
if (end) {
sQueuedVertices.clear();
} else {
const auto lastVertex = sQueuedVertices.back();
sQueuedVertices.clear();
sQueuedVertices.emplace_back(lastVertex);
}
sVerticesCount = 0;
if (!end) {
// TODO something with triangle fans
}
}
void CGraphics::DrawPrimitive(GXPrimitive 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();
}
void CGraphics::SetTevStates(u32 flags) noexcept {
if (flags & 4 /* fHasTexture */) {
CGX::SetNumTexGens(1); // sTextureUsed & 3?
CGX::SetTevOrder(GX_TEVSTAGE0, GX_TEXCOORD0, GX_TEXMAP0, GX_COLOR0A0);
CGX::SetTevOrder(GX_TEVSTAGE1, GX_TEXCOORD1, GX_TEXMAP1, GX_COLOR0A0);
} else {
CGX::SetNumTexGens(0);
CGX::SetNumTevStages(1);
CGX::SetTevOrder(GX_TEVSTAGE0, GX_TEXCOORD_NULL, GX_TEXMAP_NULL, GX_COLOR0A0);
CGX::SetTevOrder(GX_TEVSTAGE1, GX_TEXCOORD_NULL, GX_TEXMAP_NULL, GX_COLOR0A0);
}
CGX::SetNumChans(1);
CGX::SetNumIndStages(0);
CGX::SetTexCoordGen(GX_TEXCOORD0, GX_TG_MTX2x4, GX_TG_TEX0, GX_IDENTITY, false, GX_PTIDENTITY);
CGX::SetTexCoordGen(GX_TEXCOORD1, GX_TG_MTX2x4, GX_TG_TEX1, GX_IDENTITY, false, GX_PTIDENTITY);
const bool hasLights = g_LightActive.any();
CGX::SetChanCtrl(CGX::EChannelId::Channel0, hasLights, GX_SRC_REG,
flags & 2 /* fHasColor */ ? GX_SRC_VTX : GX_SRC_REG, g_LightActive,
hasLights ? GX_DF_CLAMP : GX_DF_NONE, hasLights ? GX_AF_SPOT : GX_AF_NONE);
CGX::FlushState(); // normally would be handled in FullRender TODO
}
void CGraphics::Startup() {
// Setup GXFifo
CGX::ResetGXStates();
InitGraphicsVariables();
// ConfigureFrameBuffer(...);
InitGraphicsDefaults();
// GXInitTexCacheRegion
// GXSetTexRegionCallback
}
void CGraphics::InitGraphicsVariables() {
g_LightTypes.fill(ELightType::Directional);
g_LightActive = {};
SetDepthWriteMode(false, g_depthFunc, false);
SetCullMode(ERglCullMode::None);
SetAmbientColor(zeus::CColor{0.2f, 1.f});
g_IsGXModelMatrixIdentity = false;
// SetIdentityViewPointMatrix();
// SetIdentityModelMatrix();
SetViewport(0, 0, g_Viewport.x8_width, g_Viewport.xc_height);
SetPerspective(60.f, g_Viewport.x8_width / g_Viewport.xc_height, g_Proj.x14_near, g_Proj.x18_far);
SetCopyClear(g_ClearColor, 1.f);
CGX::SetChanMatColor(CGX::EChannelId::Channel0, zeus::skWhite);
// g_RenderState.ResetFlushAll();
}
void CGraphics::InitGraphicsDefaults() {
SetDepthRange(0.f, 1.f);
g_IsGXModelMatrixIdentity = false;
SetModelMatrix(g_GXModelMatrix);
SetViewPointMatrix(g_GXModelView);
SetDepthWriteMode(false, g_depthFunc, false);
SetCullMode(g_cullMode);
SetViewport(g_Viewport.x0_left, g_Viewport.x4_top, g_Viewport.x8_width, g_Viewport.xc_height);
FlushProjection();
CTevCombiners::Init();
DisableAllLights();
SetDefaultVtxAttrFmt();
}
void CGraphics::SetDefaultVtxAttrFmt() {
// Unneeded, all attributes are expected to be full floats
// Left here for reference
GXSetVtxAttrFmt(GX_VTXFMT0, GX_VA_POS, GX_POS_XYZ, GX_F32, 0);
GXSetVtxAttrFmt(GX_VTXFMT1, GX_VA_POS, GX_POS_XYZ, GX_F32, 0);
GXSetVtxAttrFmt(GX_VTXFMT2, GX_VA_POS, GX_POS_XYZ, GX_F32, 0);
GXSetVtxAttrFmt(GX_VTXFMT0, GX_VA_NRM, GX_NRM_XYZ, GX_F32, 0);
GXSetVtxAttrFmt(GX_VTXFMT1, GX_VA_NRM, GX_NRM_XYZ, GX_S16, 14);
GXSetVtxAttrFmt(GX_VTXFMT2, GX_VA_NRM, GX_NRM_XYZ, GX_S16, 14);
GXSetVtxAttrFmt(GX_VTXFMT0, GX_VA_CLR0, GX_CLR_RGBA, GX_RGBA8, 0);
GXSetVtxAttrFmt(GX_VTXFMT1, GX_VA_CLR0, GX_CLR_RGBA, GX_RGBA8, 0);
GXSetVtxAttrFmt(GX_VTXFMT2, GX_VA_CLR0, GX_CLR_RGBA, GX_RGBA8, 0);
GXSetVtxAttrFmt(GX_VTXFMT0, GX_VA_TEX0, GX_TEX_ST, GX_F32, 0);
GXSetVtxAttrFmt(GX_VTXFMT1, GX_VA_TEX0, GX_TEX_ST, GX_F32, 0);
GXSetVtxAttrFmt(GX_VTXFMT2, GX_VA_TEX0, GX_TEX_ST, GX_U16, 15);
for (GXAttr attr = GX_VA_TEX1; attr <= GX_VA_TEX7; attr = GXAttr(attr + 1)) {
GXSetVtxAttrFmt(GX_VTXFMT0, attr, GX_TEX_ST, GX_F32, 0);
GXSetVtxAttrFmt(GX_VTXFMT1, attr, GX_TEX_ST, GX_F32, 0);
GXSetVtxAttrFmt(GX_VTXFMT2, attr, GX_TEX_ST, GX_F32, 0);
}
}
void CGraphics::ResetGfxStates() noexcept {
// sRenderState.x0_ = 0;
}
void CGraphics::LoadDolphinSpareTexture(int width, int height, GXTexFmt format, void* data, GXTexMapID id) {
void* ptr = static_cast<void*>(sSpareTextureData);
if (data != nullptr) {
ptr = data;
}
GXTexObj obj;
GXInitTexObj(&obj, ptr, width, height, format, GX_CLAMP, GX_CLAMP, false);
GXInitTexObjLOD(&obj, GX_NEAR, GX_NEAR, 0.0, 0.0, 0.0, false, false, GX_ANISO_1);
GXLoadTexObj(&obj, id);
// CTexture::InvalidateTexmap(id);
if (id == GX_TEXMAP7) {
// GXInvalidateTexRegion(...);
}
#ifdef AURORA
GXDestroyTexObj(&obj);
#endif
}
void CGraphics::LoadDolphinSpareTexture(int width, int height, GXCITexFmt format, GXTlut tlut, void* data,
GXTexMapID id) {
void* ptr = static_cast<void*>(sSpareTextureData);
if (data != nullptr) {
ptr = data;
}
GXTexObj obj;
GXInitTexObjCI(&obj, ptr, width, height, format, GX_CLAMP, GX_CLAMP, false, tlut);
GXInitTexObjLOD(&obj, GX_NEAR, GX_NEAR, 0.0, 0.0, 0.0, false, false, GX_ANISO_1);
GXLoadTexObj(&obj, id);
// CTexture::InvalidateTexmap(id);
if (id == GX_TEXMAP7) {
// GXInvalidateTexRegion(...);
}
#ifdef AURORA
GXDestroyTexObj(&obj);
#endif
}
} // namespace metaforce