// Copyright (c) 2012- PPSSPP Project. // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, version 2.0 or later versions. // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License 2.0 for more details. // A copy of the GPL 2.0 should have been included with the program. // If not, see http://www.gnu.org/licenses/ // Official git repository and contact information can be found at // https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/. #if defined(ANDROID) || defined(BLACKBERRY) #include #include #else #include #if defined(__APPLE__) #include #else #include #endif #endif #include "../../Core/MemMap.h" #include "../../Core/Host.h" #include "../../Core/System.h" #include "../Math3D.h" #include "../GPUState.h" #include "../ge_constants.h" #include "TextureCache.h" #include "TransformPipeline.h" #include "VertexDecoder.h" #include "ShaderManager.h" GLuint glprim[8] = { GL_POINTS, GL_LINES, GL_LINE_STRIP, GL_TRIANGLES, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_TRIANGLES, // With OpenGL ES we have to expand sprites into triangles, tripling the data instead of doubling. sigh. OpenGL ES, Y U NO SUPPORT GL_QUADS? }; DecodedVertex decoded[65536]; TransformedVertex transformed[65536]; uint16_t indexBuffer[65536]; // Unused // TODO: This should really return 2 colors, one for specular and one for diffuse. void Light(float colorOut[4], const float colorIn[4], Vec3 pos, Vec3 normal, float dots[4]) { // could cache a lot of stuff, such as ambient, across vertices... bool doShadeMapping = (gstate.texmapmode & 0x3) == 2; if (!doShadeMapping && !(gstate.lightEnable[0]&1) && !(gstate.lightEnable[1]&1) && !(gstate.lightEnable[2]&1) && !(gstate.lightEnable[3]&1)) { memcpy(colorOut, colorIn, sizeof(float) * 4); return; } Color4 emissive; emissive.GetFromRGB(gstate.materialemissive); Color4 globalAmbient; globalAmbient.GetFromRGB(gstate.ambientcolor); globalAmbient.GetFromA(gstate.ambientalpha); Vec3 norm = normal.Normalized(); Color4 in(colorIn); Color4 ambient; if (gstate.materialupdate & 1) { ambient = in; } else { ambient.GetFromRGB(gstate.materialambient); ambient.a=1.0f; } Color4 diffuse; if (gstate.materialupdate & 2) { diffuse = in; } else { diffuse.GetFromRGB(gstate.materialdiffuse); diffuse.a=1.0f; } Color4 specular; if (gstate.materialupdate & 4) { specular = in; } else { specular.GetFromRGB(gstate.materialspecular); specular.a=1.0f; } float specCoef = getFloat24(gstate.materialspecularcoef); Vec3 viewer(-gstate.viewMatrix[9], -gstate.viewMatrix[10], -gstate.viewMatrix[11]); Color4 lightSum = globalAmbient * ambient + emissive; // Try lights.elf - there's something wrong with the lighting for (int l = 0; l < 4; l++) { // can we skip this light? if ((gstate.lightEnable[l] & 1) == 0 && !doShadeMapping) continue; GELightComputation comp = (GELightComputation)(gstate.ltype[l]&3); GELightType type = (GELightType)((gstate.ltype[l]>>8)&3); Vec3 toLight; if (type == GE_LIGHTTYPE_DIRECTIONAL) toLight = Vec3(gstate.lightpos[l]); // lightdir is for spotlights else toLight = Vec3(gstate.lightpos[l]) - pos; bool doSpecular = (comp != GE_LIGHTCOMP_ONLYDIFFUSE); bool poweredDiffuse = comp == GE_LIGHTCOMP_BOTHWITHPOWDIFFUSE; float lightScale = 1.0f; if (type != GE_LIGHTTYPE_DIRECTIONAL) { float distance = toLight.Normalize(); lightScale = 1.0f / (gstate.lightatt[l][0] + gstate.lightatt[l][1]*distance + gstate.lightatt[l][2]*distance*distance); if (lightScale > 1.0f) lightScale = 1.0f; } float dot = toLight * norm; // Clamp dot to zero. if (dot < 0.0f) dot = 0.0f; if (poweredDiffuse) dot = powf(dot, specCoef); Color4 diff = (gstate.lightColor[1][l] * diffuse) * (dot * lightScale); Color4 spec(0,0,0,0); // Real PSP specular Vec3 toViewer(0,0,1); // Better specular //Vec3 toViewer = (viewer - pos).Normalized(); if (doSpecular) { Vec3 halfVec = toLight; halfVec += toViewer; halfVec.Normalize(); dot = halfVec * norm; if (dot >= 0) { spec += (gstate.lightColor[2][l] * specular * (powf(dot, specCoef)*lightScale)); } } dots[l] = dot; if (gstate.lightEnable[l] & 1) { lightSum += gstate.lightColor[0][l]*ambient + diff + spec; } } for (int i = 0; i < 3; i++) colorOut[i] = lightSum[i]; } void TransformAndDrawPrim(void *verts, void *inds, int prim, int vertexCount, LinkedShader *program, float *customUV, int forceIndexType) { // First, decode the verts and apply morphing VertexDecoder dec; dec.SetVertexType(gstate.vertType); dec.DecodeVerts(decoded, verts, inds, prim, vertexCount); bool useTexCoord = false; // Check if anything needs updating if (gstate.textureChanged) { if (gstate.textureMapEnable && !(gstate.clearmode & 1)) { PSPSetTexture(); useTexCoord = true; } } // Then, transform and draw in one big swoop (urgh!) // need to move this to the shader. // We're gonna have to keep software transforming RECTANGLES, unless we use a geom shader which we can't on OpenGL ES 2.0. // Usually, though, these primitives don't use lighting etc so it's no biggie performance wise, but it would be nice to get rid of // this code. // Actually, if we find the camera-relative right and down vectors, it might even be possible to add the extra points in pre-transformed // space and thus make decent use of hardware transform. // Actually again, single quads could be drawn more efficiently using GL_TRIANGLE_STRIP, no need to duplicate verts as for // GL_TRIANGLES. Still need to sw transform to compute the extra two corners though. // Temporary storage for RECTANGLES emulation float v2[3] = {0}; float uv2[2] = {0}; int numTrans = 0; TransformedVertex *trans = &transformed[0]; // TODO: Could use glDrawElements in some cases, see below. // TODO: Split up into multiple draw calls for Android where you can't guarantee support for more than 0x10000 verts. int i = 0; #if defined(ANDROID) || defined(BLACKBERRY) if (vertexCount > 0x10000/3) vertexCount = 0x10000/3; #endif for (int i = 0; i < vertexCount; i++) { int indexType = (gstate.vertType & GE_VTYPE_IDX_MASK); if (forceIndexType != -1) { indexType = forceIndexType; } int index; if (indexType == GE_VTYPE_IDX_8BIT) { index = ((u8*)inds)[i]; } else if (indexType == GE_VTYPE_IDX_16BIT) { index = ((u16*)inds)[i]; } else { index = i; } float v[3] = {0,0,0}; float c[4] = {1,1,1,1}; float uv[2] = {0,0}; if (gstate.vertType & GE_VTYPE_THROUGH_MASK) { // Do not touch the coordinates or the colors. No lighting. for (int j=0; j<3; j++) v[j] = decoded[index].pos[j]; // TODO : check if has color for (int j=0; j<4; j++) c[j] = decoded[index].color[j]; // TODO : check if has uv for (int j=0; j<2; j++) uv[j] = decoded[index].uv[j]; // Rescale UV? } else { // We do software T&L for now float out[3], norm[3]; if ((gstate.vertType & GE_VTYPE_WEIGHT_MASK) == GE_VTYPE_WEIGHT_NONE) { Vec3ByMatrix43(out, decoded[index].pos, gstate.worldMatrix); Norm3ByMatrix43(norm, decoded[index].normal, gstate.worldMatrix); } else { // Skinning Vec3 psum(0,0,0); Vec3 nsum(0,0,0); int nweights = (gstate.vertType & GE_VTYPE_WEIGHTCOUNT_MASK) >> GE_VTYPE_WEIGHTCOUNT_SHIFT; for (int i = 0; i < 8; i++) { if (decoded[index].weights[i] != 0.0f) { Vec3ByMatrix43(out, decoded[index].pos, gstate.boneMatrix+i*12); Norm3ByMatrix43(norm, decoded[index].normal, gstate.boneMatrix+i*12); Vec3 tpos(out), tnorm(norm); psum += tpos*decoded[index].weights[i]; nsum += tnorm*decoded[index].weights[i]; } } nsum.Normalize(); Vec3ByMatrix43(out, psum.v, gstate.worldMatrix); Norm3ByMatrix43(norm, nsum.v, gstate.worldMatrix); } // Perform lighting here if enabled. don't need to check through, it's checked above. float dots[4] = {0,0,0,0}; if (program->a_color0 != -1) { //c[1] = norm[1]; float litColor[4] = {0,0,0,0}; Light(litColor, decoded[index].color, out, norm, dots); if (gstate.lightingEnable & 1) { memcpy(c, litColor, sizeof(litColor)); } else { // no lighting? copy the color. for (int j = 0; j < 4; j++) c[j] = decoded[index].color[j]; } } else { // no color in the fragment program??? for (int j = 0; j < 4; j++) c[j] = decoded[index].color[j]; } if (customUV) { uv[0] = customUV[index * 2 + 0]*gstate.uScale + gstate.uOff; uv[1] = customUV[index * 2 + 1]*gstate.vScale + gstate.vOff; } else { // Perform texture coordinate generation after the transform and lighting - one style of UV depends on lights. switch (gstate.texmapmode & 0x3) { case 0: // UV mapping // Texture scale/offset is only performed in this mode. uv[0] = decoded[index].uv[0]*gstate.uScale + gstate.uOff; uv[1] = decoded[index].uv[1]*gstate.vScale + gstate.vOff; break; case 1: { // Projection mapping Vec3 source; switch ((gstate.texmapmode >> 8) & 0x3) { case 0: // Use model space XYZ as source source = decoded[index].pos; break; case 1: // Use unscaled UV as source source = Vec3(decoded[index].uv[0], decoded[index].uv[1], 0.0f); break; case 2: // Use normalized normal as source source = Vec3(norm).Normalized(); break; case 3: // Use non-normalized normal as source! source = Vec3(norm); break; } float uvw[3]; Vec3ByMatrix43(uvw, &source.x, gstate.tgenMatrix); uv[0] = uvw[0]; uv[1] = uvw[1]; } break; case 2: // Shade mapping { int lightsource1 = gstate.texshade & 0x3; int lightsource2 = (gstate.texshade >> 8) & 0x3; uv[0] = dots[lightsource1]; uv[1] = dots[lightsource2]; } break; case 3: // Illegal break; } } // Transform the coord by the view matrix. Should this be done before or after texcoord generation? Vec3ByMatrix43(v, out, gstate.viewMatrix); } // We need to tesselate axis-aligned rectangles, as they're only specified by two coordinates. if (prim == GE_PRIM_RECTANGLES) { if ((i & 1) == 0) { // Save this vertex so we can generate when we get the next one. Color is taken from the last vertex. memcpy(v2, v, sizeof(float)*3); memcpy(uv2,uv,sizeof(float)*2); } else { // We have to turn the rectangle into two triangles, so 6 points. Sigh. // top left trans->x = v[0]; trans->y = v[1]; trans->z = v[2]; trans->uv[0] = uv[0]; trans->uv[1] = uv[1]; memcpy(trans->color, c, 4*sizeof(float)); trans++; // top right trans->x = v2[0]; trans->y = v[1]; trans->z = v[2]; trans->uv[0] = uv2[0]; trans->uv[1] = uv[1]; memcpy(trans->color, c, 4*sizeof(float)); trans++; // bottom right trans->x = v2[0]; trans->y = v2[1]; trans->z = v[2]; trans->uv[0] = uv2[0]; trans->uv[1] = uv2[1]; memcpy(trans->color, c, 4*sizeof(float)); trans++; // bottom left trans->x = v[0]; trans->y = v2[1]; trans->z = v[2]; trans->uv[0] = uv[0]; trans->uv[1] = uv2[1]; memcpy(trans->color, c, 4*sizeof(float)); trans++; // top left trans->x = v[0]; trans->y = v[1]; trans->z = v[2]; trans->uv[0] = uv[0]; trans->uv[1] = uv[1]; memcpy(trans->color, c, 4*sizeof(float)); trans++; // bottom right trans->x = v2[0]; trans->y = v2[1]; trans->z = v[2]; trans->uv[0] = uv2[0]; trans->uv[1] = uv2[1]; memcpy(trans->color, c, 4*sizeof(float)); trans++; numTrans += 6; } } else { memcpy(&trans->x, v, 3*sizeof(float)); memcpy(trans->color, c, 4*sizeof(float)); memcpy(trans->uv, uv, 2*sizeof(float)); trans++; numTrans++; } } glEnableVertexAttribArray(program->a_position); if (useTexCoord && program->a_texcoord != -1) glEnableVertexAttribArray(program->a_texcoord); if (program->a_color0 != -1) glEnableVertexAttribArray(program->a_color0); const int vertexSize = sizeof(*trans); glVertexAttribPointer(program->a_position, 3, GL_FLOAT, GL_FALSE, vertexSize, transformed); if (useTexCoord && program->a_texcoord != -1) glVertexAttribPointer(program->a_texcoord, 2, GL_FLOAT, GL_FALSE, vertexSize, ((uint8_t*)transformed) + 3 * 4); if (program->a_color0 != -1) glVertexAttribPointer(program->a_color0, 4, GL_FLOAT, GL_FALSE, vertexSize, ((uint8_t*)transformed) + 5 * 4); // NOTICE_LOG(G3D,"DrawPrimitive: %i", numTrans); glDrawArrays(glprim[prim], 0, numTrans); glDisableVertexAttribArray(program->a_position); if (useTexCoord && program->a_texcoord != -1) glDisableVertexAttribArray(program->a_texcoord); if (program->a_color0 != -1) glDisableVertexAttribArray(program->a_color0); /* if (((gstate.vertType ) & GE_VTYPE_IDX_MASK) == GE_VTYPE_IDX_8BIT) { glDrawElements(glprim, vertexCount, GL_UNSIGNED_BYTE, inds); } else if (((gstate.vertType ) & GE_VTYPE_IDX_MASK) == GE_VTYPE_IDX_16BIT) { glDrawElements(glprim, vertexCount, GL_UNSIGNED_SHORT, inds); } else {*/ }