// Copyright (c) 2013- 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/. #include "TransformUnit.h" #include "../GPUState.h" WorldCoords TransformUnit::ModelToWorld(const ModelCoords& coords) { Mat3x3 world_matrix(gstate.worldMatrix); return WorldCoords(world_matrix * coords) + Vec3(gstate.worldMatrix[9], gstate.worldMatrix[10], gstate.worldMatrix[11]); } ViewCoords TransformUnit::WorldToView(const WorldCoords& coords) { Mat3x3 view_matrix(gstate.viewMatrix); return ViewCoords(view_matrix * coords) + Vec3(gstate.viewMatrix[9], gstate.viewMatrix[10], gstate.viewMatrix[11]); } ClipCoords TransformUnit::ViewToClip(const ViewCoords& coords) { Vec4 coords4(coords.x, coords.y, coords.z, 1.0f); Mat4x4 projection_matrix(gstate.projMatrix); return ClipCoords(projection_matrix * coords4); } ScreenCoords TransformUnit::ClipToScreen(const ClipCoords& coords) { ScreenCoords ret; float vpx1 = getFloat24(gstate.viewportx1); float vpx2 = getFloat24(gstate.viewportx2); float vpy1 = getFloat24(gstate.viewporty1); float vpy2 = getFloat24(gstate.viewporty2); float vpz1 = getFloat24(gstate.viewportz1); float vpz2 = getFloat24(gstate.viewportz2); float viewport_dx = vpx2 - vpx1; // TODO: -1? float viewport_dy = vpy2 - vpy1; // TODO: -1? float viewport_dz = vpz2 - vpz1; // TODO: -1? // TODO: Check for invalid parameters (x2 < x1, etc) ret.x = (coords.x * viewport_dx / coords.w + vpx1) * 0xFFFF; ret.y = (coords.y * viewport_dy / coords.w + vpy1) * 0xFFFF; ret.z = (coords.z * viewport_dz / coords.w + vpz1) * 0xFFFF; return ret; } DrawingCoords TransformUnit::ScreenToDrawing(const ScreenCoords& coords) { DrawingCoords ret; ret.x = (coords.x - gstate.offsetx) & 0x3ff; ret.y = (coords.y - gstate.offsety) & 0x3ff; return ret; }