// 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 "GPU/Common/DrawEngineCommon.h" #include "GPU/Common/SplineCommon.h" #include "GPU/ge_constants.h" #include "GPU/GPUState.h" DrawEngineCommon::~DrawEngineCommon() { } struct Plane { float x, y, z, w; void Set(float _x, float _y, float _z, float _w) { x = _x; y = _y; z = _z; w = _w; } float Test(float f[3]) const { return x * f[0] + y * f[1] + z * f[2] + w; } }; static void PlanesFromMatrix(float mtx[16], Plane planes[6]) { planes[0].Set(mtx[3]-mtx[0], mtx[7]-mtx[4], mtx[11]-mtx[8], mtx[15]-mtx[12]); // Right planes[1].Set(mtx[3]+mtx[0], mtx[7]+mtx[4], mtx[11]+mtx[8], mtx[15]+mtx[12]); // Left planes[2].Set(mtx[3]+mtx[1], mtx[7]+mtx[5], mtx[11]+mtx[9], mtx[15]+mtx[13]); // Bottom planes[3].Set(mtx[3]-mtx[1], mtx[7]-mtx[5], mtx[11]-mtx[9], mtx[15]-mtx[13]); // Top planes[4].Set(mtx[3]+mtx[2], mtx[7]+mtx[6], mtx[11]+mtx[10], mtx[15]+mtx[14]); // Near planes[5].Set(mtx[3]-mtx[2], mtx[7]-mtx[6], mtx[11]-mtx[10], mtx[15]-mtx[14]); // Far } // This code is HIGHLY unoptimized! // // It does the simplest and safest test possible: If all points of a bbox is outside a single of // our clipping planes, we reject the box. Tighter bounds would be desirable but would take more calculations. bool DrawEngineCommon::TestBoundingBox(void* control_points, int vertexCount, u32 vertType) { SimpleVertex *corners = (SimpleVertex *)(decoded + 65536 * 12); float *verts = (float *)(decoded + 65536 * 18); // Try to skip NormalizeVertices if it's pure positions. No need to bother with a vertex decoder // and a large vertex format. if ((vertType & 0xFFFFFF) == GE_VTYPE_POS_FLOAT) { // memcpy(verts, control_points, 12 * vertexCount); verts = (float *)control_points; } else if ((vertType & 0xFFFFFF) == GE_VTYPE_POS_8BIT) { const s8 *vtx = (const s8 *)control_points; for (int i = 0; i < vertexCount * 3; i++) { verts[i] = vtx[i] * (1.0f / 128.0f); } } else if ((vertType & 0xFFFFFF) == GE_VTYPE_POS_16BIT) { const s16 *vtx = (const s16*)control_points; for (int i = 0; i < vertexCount * 3; i++) { verts[i] = vtx[i] * (1.0f / 32768.0f); } } else { // Simplify away bones and morph before proceeding u8 *temp_buffer = decoded + 65536 * 24; NormalizeVertices((u8 *)corners, temp_buffer, (u8 *)control_points, 0, vertexCount, vertType); // Special case for float positions only. const float *ctrl = (const float *)control_points; for (int i = 0; i < vertexCount; i++) { verts[i * 3] = corners[i].pos.x; verts[i * 3 + 1] = corners[i].pos.y; verts[i * 3 + 2] = corners[i].pos.z; } } Plane planes[6]; float world[16]; float view[16]; float worldview[16]; float worldviewproj[16]; ConvertMatrix4x3To4x4(world, gstate.worldMatrix); ConvertMatrix4x3To4x4(view, gstate.viewMatrix); Matrix4ByMatrix4(worldview, world, view); Matrix4ByMatrix4(worldviewproj, worldview, gstate.projMatrix); PlanesFromMatrix(worldviewproj, planes); for (int plane = 0; plane < 6; plane++) { int inside = 0; int out = 0; for (int i = 0; i < vertexCount; i++) { // Here we can test against the frustum planes! float value = planes[plane].Test(verts + i * 3); if (value < 0) out++; else inside++; } if (inside == 0) { // All out return false; } // Any out. For testing that the planes are in the right locations. // if (out != 0) return false; } return true; }