metaforce/Runtime/CGraphics.cpp

234 lines
6.8 KiB
C++

#include "CGraphics.hpp"
#include <Math.hpp>
#undef near
#undef far
namespace pshag
{
CGraphics::CProjectionState CGraphics::g_Proj;
float CGraphics::g_ProjAspect = 1.f;
u32 CGraphics::g_NumLightsActive = 0;
ERglLight CGraphics::g_LightActive = ERglLight::None;
ERglLight CGraphics::g_LightsWereOn = ERglLight::None;
Zeus::CTransform CGraphics::g_GXModelView;
Zeus::CTransform CGraphics::g_GXModelMatrix;
Zeus::CTransform CGraphics::g_ViewMatrix;
Zeus::CVector3f CGraphics::g_ViewPoint;
Zeus::CTransform CGraphics::g_GXViewPointMatrix;
Zeus::CTransform CGraphics::g_CameraMatrix;
Zeus::CVector2i CGraphics::g_ViewportResolution;
Zeus::CVector2i CGraphics::g_ViewportResolutionHalf;
int CGraphics::g_ViewportSamples = 1;
bool CGraphics::g_IsGXModelMatrixIdentity;
void CGraphics::DisableAllLights()
{
g_NumLightsActive = 0;
g_LightActive = ERglLight::None;
// TODO: turn lights off for real
}
void CGraphics::EnableLight(ERglLight light)
{
if ((light & g_LightActive) == ERglLight::None)
{
g_LightActive |= light;
++g_NumLightsActive;
// TODO: turn light on for real
}
g_LightsWereOn = g_LightActive;
}
void CGraphics::SetLightState(ERglLight lightState)
{
// TODO: set state for real
g_LightActive = lightState;
g_NumLightsActive = Zeus::Math::PopCount(lightState);
}
void CGraphics::SetDepthWriteMode(bool test, ERglEnum comp, bool write)
{
}
void CGraphics::SetBlendMode(ERglBlendMode, ERglBlendFactor, ERglBlendFactor, ERglLogicOp)
{
}
void CGraphics::SetCullMode(ERglCullMode)
{
}
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.m_origin;
Zeus::CMatrix3f tmp(xf.m_basis[0], xf.m_basis[2], -xf.m_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 */
/* Load normal matrix */
}
void CGraphics::SetModelMatrix(const Zeus::CTransform& xf)
{
g_IsGXModelMatrixIdentity = false;
g_GXModelMatrix = xf;
SetViewMatrix();
}
Zeus::CMatrix4f CGraphics::GetPerspectiveProjectionMatrix()
{
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;
float fpn = g_Proj.x18_far + g_Proj.x14_near;
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);
}
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 near, float far)
{
g_ProjAspect = aspect;
float tfov = tanf(fovy * 0.5f * M_PI / 180.f);
g_Proj.x0_persp = true;
g_Proj.x14_near = near;
g_Proj.x18_far = far;
g_Proj.xc_top = near * tfov;
g_Proj.x10_bottom = -g_Proj.xc_top;
g_Proj.x8_right = aspect * near * tfov;
g_Proj.x4_left = -g_Proj.x8_right;
}
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().multiplyOneOverW(point);
return {int(projPt.x * g_ViewportResolutionHalf.x) + g_ViewportResolutionHalf.x,
int(projPt.y * g_ViewportResolutionHalf.y) + g_ViewportResolutionHalf.y};
}
SClipScreenRect CGraphics::ClipScreenRectFromMS(const Zeus::CVector3f& p1,
const Zeus::CVector3f& p2)
{
Zeus::CVector3f xf2 = (g_GXModelMatrix * p2) - g_ViewMatrix.m_origin;
xf2 = g_ViewMatrix.transposeRotate(xf2);
Zeus::CVector3f xf1 = (g_GXModelMatrix * p1) - g_ViewMatrix.m_origin;
xf1 = g_ViewMatrix.transposeRotate(xf1);
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.y < GetProjectionState().x14_near || p2.y < GetProjectionState().x14_near)
return {};
if (p1.y > GetProjectionState().x18_far || p2.y > 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_ViewportResolution.x)
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, g_ViewportResolution.x);
if (minY2 >= g_ViewportResolution.y)
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, g_ViewportResolution.y);
int width = maxX2 - minX2;
int height = maxY2 - minY2;
return {true, minX2, minY2, width, height, width,
(finalMinX - minX2) / float(width), (finalMaxX - minX2) / float(width),
(finalMinY - minY2) / float(height), (finalMaxY - minY2) / float(height)};
}
Zeus::CVector3f CGraphics::ProjectModelPointToViewportSpace(const Zeus::CVector3f& point)
{
CProjectionState& pst = g_Proj;
Zeus::CVector3f pt = g_GXModelView * point;
return GetPerspectiveProjectionMatrix().multiplyOneOverW(pt);
}
void CGraphics::SetViewportResolution(const Zeus::CVector2i& res)
{
g_ViewportResolution = res;
g_ViewportResolutionHalf = {res.x / 2, res.y / 2};
}
boo::IGraphicsDataFactory* CGraphics::g_BooFactory = nullptr;
boo::IGraphicsCommandQueue* CGraphics::g_BooMainCommandQueue = nullptr;
boo::ITextureR* CGraphics::g_SpareTexture = nullptr;
}