| // Copyright 2016 The SwiftShader Authors. All Rights Reserved. | |
| // | |
| // Licensed under the Apache License, Version 2.0 (the "License"); | |
| // you may not use this file except in compliance with the License. | |
| // You may obtain a copy of the License at | |
| // | |
| // http://www.apache.org/licenses/LICENSE-2.0 | |
| // | |
| // Unless required by applicable law or agreed to in writing, software | |
| // distributed under the License is distributed on an "AS IS" BASIS, | |
| // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. | |
| // See the License for the specific language governing permissions and | |
| // limitations under the License. | |
| #include "VertexPipeline.hpp" | |
| #include "Vertex.hpp" | |
| #include "Renderer.hpp" | |
| #include "Debug.hpp" | |
| #include <string.h> | |
| #include <stdlib.h> | |
| #include <stdio.h> | |
| #undef max | |
| #undef min | |
| namespace sw | |
| { | |
| extern bool secondaryColor; | |
| VertexPipeline::VertexPipeline(const VertexProcessor::State &state) : VertexRoutine(state, 0) | |
| { | |
| } | |
| VertexPipeline::~VertexPipeline() | |
| { | |
| } | |
| Vector4f VertexPipeline::transformBlend(const Register &src, const Pointer<Byte> &matrix, bool homogeneous) | |
| { | |
| Vector4f dst; | |
| if(state.vertexBlendMatrixCount == 0) | |
| { | |
| dst = transform(src, matrix, homogeneous); | |
| } | |
| else | |
| { | |
| UInt index0[4]; | |
| UInt index1[4]; | |
| UInt index2[4]; | |
| UInt index3[4]; | |
| if(state.indexedVertexBlendEnable) | |
| { | |
| for(int i = 0; i < 4; i++) | |
| { | |
| Float4 B = v[BlendIndices].x; | |
| UInt indices; | |
| switch(i) | |
| { | |
| case 0: indices = As<UInt>(Float(B.x)); break; | |
| case 1: indices = As<UInt>(Float(B.y)); break; | |
| case 2: indices = As<UInt>(Float(B.z)); break; | |
| case 3: indices = As<UInt>(Float(B.w)); break; | |
| } | |
| index0[i] = (indices & 0x000000FF) << 6; | |
| index1[i] = (indices & 0x0000FF00) >> 2; | |
| index2[i] = (indices & 0x00FF0000) >> 10; | |
| index3[i] = (indices & 0xFF000000) >> 18; | |
| } | |
| } | |
| else | |
| { | |
| for(int i = 0; i < 4; i++) | |
| { | |
| index0[i] = 0 * 64; | |
| index1[i] = 1 * 64; | |
| index2[i] = 2 * 64; | |
| index3[i] = 3 * 64; | |
| } | |
| } | |
| Float4 weight0; | |
| Float4 weight1; | |
| Float4 weight2; | |
| Float4 weight3; | |
| switch(state.vertexBlendMatrixCount) | |
| { | |
| case 4: weight2 = v[BlendWeight].z; | |
| case 3: weight1 = v[BlendWeight].y; | |
| case 2: weight0 = v[BlendWeight].x; | |
| case 1: | |
| break; | |
| } | |
| if(state.vertexBlendMatrixCount == 1) | |
| { | |
| dst = transform(src, matrix, index0, homogeneous); | |
| } | |
| else if(state.vertexBlendMatrixCount == 2) | |
| { | |
| weight1 = Float4(1.0f) - weight0; | |
| Vector4f pos0; | |
| Vector4f pos1; | |
| pos0 = transform(src, matrix, index0, homogeneous); | |
| pos1 = transform(src, matrix, index1, homogeneous); | |
| dst.x = pos0.x * weight0 + pos1.x * weight1; // FIXME: Vector4f operators | |
| dst.y = pos0.y * weight0 + pos1.y * weight1; | |
| dst.z = pos0.z * weight0 + pos1.z * weight1; | |
| dst.w = pos0.w * weight0 + pos1.w * weight1; | |
| } | |
| else if(state.vertexBlendMatrixCount == 3) | |
| { | |
| weight2 = Float4(1.0f) - (weight0 + weight1); | |
| Vector4f pos0; | |
| Vector4f pos1; | |
| Vector4f pos2; | |
| pos0 = transform(src, matrix, index0, homogeneous); | |
| pos1 = transform(src, matrix, index1, homogeneous); | |
| pos2 = transform(src, matrix, index2, homogeneous); | |
| dst.x = pos0.x * weight0 + pos1.x * weight1 + pos2.x * weight2; | |
| dst.y = pos0.y * weight0 + pos1.y * weight1 + pos2.y * weight2; | |
| dst.z = pos0.z * weight0 + pos1.z * weight1 + pos2.z * weight2; | |
| dst.w = pos0.w * weight0 + pos1.w * weight1 + pos2.w * weight2; | |
| } | |
| else if(state.vertexBlendMatrixCount == 4) | |
| { | |
| weight3 = Float4(1.0f) - (weight0 + weight1 + weight2); | |
| Vector4f pos0; | |
| Vector4f pos1; | |
| Vector4f pos2; | |
| Vector4f pos3; | |
| pos0 = transform(src, matrix, index0, homogeneous); | |
| pos1 = transform(src, matrix, index1, homogeneous); | |
| pos2 = transform(src, matrix, index2, homogeneous); | |
| pos3 = transform(src, matrix, index3, homogeneous); | |
| dst.x = pos0.x * weight0 + pos1.x * weight1 + pos2.x * weight2 + pos3.x * weight3; | |
| dst.y = pos0.y * weight0 + pos1.y * weight1 + pos2.y * weight2 + pos3.y * weight3; | |
| dst.z = pos0.z * weight0 + pos1.z * weight1 + pos2.z * weight2 + pos3.z * weight3; | |
| dst.w = pos0.w * weight0 + pos1.w * weight1 + pos2.w * weight2 + pos3.w * weight3; | |
| } | |
| } | |
| return dst; | |
| } | |
| void VertexPipeline::pipeline() | |
| { | |
| Vector4f position; | |
| Vector4f normal; | |
| if(!state.preTransformed) | |
| { | |
| position = transformBlend(v[Position], Pointer<Byte>(data + OFFSET(DrawData,ff.transformT)), true); | |
| } | |
| else | |
| { | |
| position = v[PositionT]; | |
| } | |
| o[Pos].x = position.x; | |
| o[Pos].y = position.y; | |
| o[Pos].z = position.z; | |
| o[Pos].w = position.w; | |
| Vector4f vertexPosition = transformBlend(v[Position], Pointer<Byte>(data + OFFSET(DrawData,ff.cameraTransformT)), true); | |
| if(state.vertexNormalActive) | |
| { | |
| normal = transformBlend(v[Normal], Pointer<Byte>(data + OFFSET(DrawData,ff.normalTransformT)), false); | |
| if(state.normalizeNormals) | |
| { | |
| normal = normalize(normal); | |
| } | |
| } | |
| if(!state.vertexLightingActive) | |
| { | |
| // FIXME: Don't process if not used at all | |
| if(state.diffuseActive && state.input[Color0]) | |
| { | |
| Vector4f diffuse = v[Color0]; | |
| o[C0].x = diffuse.x; | |
| o[C0].y = diffuse.y; | |
| o[C0].z = diffuse.z; | |
| o[C0].w = diffuse.w; | |
| } | |
| else | |
| { | |
| o[C0].x = Float4(1.0f); | |
| o[C0].y = Float4(1.0f); | |
| o[C0].z = Float4(1.0f); | |
| o[C0].w = Float4(1.0f); | |
| } | |
| // FIXME: Don't process if not used at all | |
| if(state.specularActive && state.input[Color1]) | |
| { | |
| Vector4f specular = v[Color1]; | |
| o[C1].x = specular.x; | |
| o[C1].y = specular.y; | |
| o[C1].z = specular.z; | |
| o[C1].w = specular.w; | |
| } | |
| else | |
| { | |
| o[C1].x = Float4(0.0f); | |
| o[C1].y = Float4(0.0f); | |
| o[C1].z = Float4(0.0f); | |
| o[C1].w = Float4(1.0f); | |
| } | |
| } | |
| else | |
| { | |
| o[C0].x = Float4(0.0f); | |
| o[C0].y = Float4(0.0f); | |
| o[C0].z = Float4(0.0f); | |
| o[C0].w = Float4(0.0f); | |
| o[C1].x = Float4(0.0f); | |
| o[C1].y = Float4(0.0f); | |
| o[C1].z = Float4(0.0f); | |
| o[C1].w = Float4(0.0f); | |
| Vector4f ambient; | |
| Float4 globalAmbient = *Pointer<Float4>(data + OFFSET(DrawData,ff.globalAmbient)); // FIXME: Unpack | |
| ambient.x = globalAmbient.x; | |
| ambient.y = globalAmbient.y; | |
| ambient.z = globalAmbient.z; | |
| for(int i = 0; i < 8; i++) | |
| { | |
| if(!(state.vertexLightActive & (1 << i))) | |
| { | |
| continue; | |
| } | |
| Vector4f L; // Light vector | |
| Float4 att; // Attenuation | |
| // Attenuation | |
| { | |
| Float4 d; // Distance | |
| L.x = L.y = L.z = *Pointer<Float4>(data + OFFSET(DrawData,ff.lightPosition[i])); // FIXME: Unpack | |
| L.x = L.x.xxxx; | |
| L.y = L.y.yyyy; | |
| L.z = L.z.zzzz; | |
| L.x -= vertexPosition.x; | |
| L.y -= vertexPosition.y; | |
| L.z -= vertexPosition.z; | |
| d = dot3(L, L); | |
| d = RcpSqrt_pp(d); // FIXME: Sufficient precision? | |
| L.x *= d; | |
| L.y *= d; | |
| L.z *= d; | |
| d = Rcp_pp(d); // FIXME: Sufficient precision? | |
| Float4 q = *Pointer<Float4>(data + OFFSET(DrawData,ff.attenuationQuadratic[i])); | |
| Float4 l = *Pointer<Float4>(data + OFFSET(DrawData,ff.attenuationLinear[i])); | |
| Float4 c = *Pointer<Float4>(data + OFFSET(DrawData,ff.attenuationConstant[i])); | |
| att = Rcp_pp((q * d + l) * d + c); | |
| } | |
| // Ambient per light | |
| { | |
| Float4 lightAmbient = *Pointer<Float4>(data + OFFSET(DrawData,ff.lightAmbient[i])); // FIXME: Unpack | |
| ambient.x = ambient.x + lightAmbient.x * att; | |
| ambient.y = ambient.y + lightAmbient.y * att; | |
| ambient.z = ambient.z + lightAmbient.z * att; | |
| } | |
| // Diffuse | |
| if(state.vertexNormalActive) | |
| { | |
| Float4 dot; | |
| dot = dot3(L, normal); | |
| dot = Max(dot, Float4(0.0f)); | |
| dot *= att; | |
| Vector4f diff; | |
| if(state.vertexDiffuseMaterialSourceActive == MATERIAL_MATERIAL) | |
| { | |
| diff.x = diff.y = diff.z = *Pointer<Float4>(data + OFFSET(DrawData,ff.materialDiffuse)); // FIXME: Unpack | |
| diff.x = diff.x.xxxx; | |
| diff.y = diff.y.yyyy; | |
| diff.z = diff.z.zzzz; | |
| } | |
| else if(state.vertexDiffuseMaterialSourceActive == MATERIAL_COLOR1) | |
| { | |
| diff = v[Color0]; | |
| } | |
| else if(state.vertexDiffuseMaterialSourceActive == MATERIAL_COLOR2) | |
| { | |
| diff = v[Color1]; | |
| } | |
| else ASSERT(false); | |
| Float4 lightDiffuse = *Pointer<Float4>(data + OFFSET(DrawData,ff.lightDiffuse[i])); | |
| o[C0].x = o[C0].x + diff.x * dot * lightDiffuse.x; // FIXME: Clamp first? | |
| o[C0].y = o[C0].y + diff.y * dot * lightDiffuse.y; // FIXME: Clamp first? | |
| o[C0].z = o[C0].z + diff.z * dot * lightDiffuse.z; // FIXME: Clamp first? | |
| } | |
| // Specular | |
| if(state.vertexSpecularActive) | |
| { | |
| Vector4f S; | |
| Vector4f C; // Camera vector | |
| Float4 pow; | |
| pow = *Pointer<Float>(data + OFFSET(DrawData,ff.materialShininess)); | |
| S.x = Float4(0.0f) - vertexPosition.x; | |
| S.y = Float4(0.0f) - vertexPosition.y; | |
| S.z = Float4(0.0f) - vertexPosition.z; | |
| C = normalize(S); | |
| S.x = L.x + C.x; | |
| S.y = L.y + C.y; | |
| S.z = L.z + C.z; | |
| C = normalize(S); | |
| Float4 dot = Max(dot3(C, normal), Float4(0.0f)); // FIXME: max(dot3(C, normal), 0) | |
| Float4 P = power(dot, pow); | |
| P *= att; | |
| Vector4f spec; | |
| if(state.vertexSpecularMaterialSourceActive == MATERIAL_MATERIAL) | |
| { | |
| Float4 materialSpecular = *Pointer<Float4>(data + OFFSET(DrawData,ff.materialSpecular)); // FIXME: Unpack | |
| spec.x = materialSpecular.x; | |
| spec.y = materialSpecular.y; | |
| spec.z = materialSpecular.z; | |
| } | |
| else if(state.vertexSpecularMaterialSourceActive == MATERIAL_COLOR1) | |
| { | |
| spec = v[Color0]; | |
| } | |
| else if(state.vertexSpecularMaterialSourceActive == MATERIAL_COLOR2) | |
| { | |
| spec = v[Color1]; | |
| } | |
| else ASSERT(false); | |
| Float4 lightSpecular = *Pointer<Float4>(data + OFFSET(DrawData,ff.lightSpecular[i])); | |
| spec.x *= lightSpecular.x; | |
| spec.y *= lightSpecular.y; | |
| spec.z *= lightSpecular.z; | |
| spec.x *= P; | |
| spec.y *= P; | |
| spec.z *= P; | |
| spec.x = Max(spec.x, Float4(0.0f)); | |
| spec.y = Max(spec.y, Float4(0.0f)); | |
| spec.z = Max(spec.z, Float4(0.0f)); | |
| if(secondaryColor) | |
| { | |
| o[C1].x = o[C1].x + spec.x; | |
| o[C1].y = o[C1].y + spec.y; | |
| o[C1].z = o[C1].z + spec.z; | |
| } | |
| else | |
| { | |
| o[C0].x = o[C0].x + spec.x; | |
| o[C0].y = o[C0].y + spec.y; | |
| o[C0].z = o[C0].z + spec.z; | |
| } | |
| } | |
| } | |
| if(state.vertexAmbientMaterialSourceActive == MATERIAL_MATERIAL) | |
| { | |
| Float4 materialAmbient = *Pointer<Float4>(data + OFFSET(DrawData,ff.materialAmbient)); // FIXME: Unpack | |
| ambient.x = ambient.x * materialAmbient.x; | |
| ambient.y = ambient.y * materialAmbient.y; | |
| ambient.z = ambient.z * materialAmbient.z; | |
| } | |
| else if(state.vertexAmbientMaterialSourceActive == MATERIAL_COLOR1) | |
| { | |
| Vector4f materialDiffuse = v[Color0]; | |
| ambient.x = ambient.x * materialDiffuse.x; | |
| ambient.y = ambient.y * materialDiffuse.y; | |
| ambient.z = ambient.z * materialDiffuse.z; | |
| } | |
| else if(state.vertexAmbientMaterialSourceActive == MATERIAL_COLOR2) | |
| { | |
| Vector4f materialSpecular = v[Color1]; | |
| ambient.x = ambient.x * materialSpecular.x; | |
| ambient.y = ambient.y * materialSpecular.y; | |
| ambient.z = ambient.z * materialSpecular.z; | |
| } | |
| else ASSERT(false); | |
| o[C0].x = o[C0].x + ambient.x; | |
| o[C0].y = o[C0].y + ambient.y; | |
| o[C0].z = o[C0].z + ambient.z; | |
| // Emissive | |
| if(state.vertexEmissiveMaterialSourceActive == MATERIAL_MATERIAL) | |
| { | |
| Float4 materialEmission = *Pointer<Float4>(data + OFFSET(DrawData,ff.materialEmission)); // FIXME: Unpack | |
| o[C0].x = o[C0].x + materialEmission.x; | |
| o[C0].y = o[C0].y + materialEmission.y; | |
| o[C0].z = o[C0].z + materialEmission.z; | |
| } | |
| else if(state.vertexEmissiveMaterialSourceActive == MATERIAL_COLOR1) | |
| { | |
| Vector4f materialSpecular = v[Color0]; | |
| o[C0].x = o[C0].x + materialSpecular.x; | |
| o[C0].y = o[C0].y + materialSpecular.y; | |
| o[C0].z = o[C0].z + materialSpecular.z; | |
| } | |
| else if(state.vertexEmissiveMaterialSourceActive == MATERIAL_COLOR2) | |
| { | |
| Vector4f materialSpecular = v[Color1]; | |
| o[C0].x = o[C0].x + materialSpecular.x; | |
| o[C0].y = o[C0].y + materialSpecular.y; | |
| o[C0].z = o[C0].z + materialSpecular.z; | |
| } | |
| else ASSERT(false); | |
| // Diffuse alpha component | |
| if(state.vertexDiffuseMaterialSourceActive == MATERIAL_MATERIAL) | |
| { | |
| o[C0].w = Float4(*Pointer<Float4>(data + OFFSET(DrawData,ff.materialDiffuse[0]))).wwww; // FIXME: Unpack | |
| } | |
| else if(state.vertexDiffuseMaterialSourceActive == MATERIAL_COLOR1) | |
| { | |
| Vector4f alpha = v[Color0]; | |
| o[C0].w = alpha.w; | |
| } | |
| else if(state.vertexDiffuseMaterialSourceActive == MATERIAL_COLOR2) | |
| { | |
| Vector4f alpha = v[Color1]; | |
| o[C0].w = alpha.w; | |
| } | |
| else ASSERT(false); | |
| if(state.vertexSpecularActive) | |
| { | |
| // Specular alpha component | |
| if(state.vertexSpecularMaterialSourceActive == MATERIAL_MATERIAL) | |
| { | |
| o[C1].w = Float4(*Pointer<Float4>(data + OFFSET(DrawData,ff.materialSpecular[3]))).wwww; // FIXME: Unpack | |
| } | |
| else if(state.vertexSpecularMaterialSourceActive == MATERIAL_COLOR1) | |
| { | |
| Vector4f alpha = v[Color0]; | |
| o[C1].w = alpha.w; | |
| } | |
| else if(state.vertexSpecularMaterialSourceActive == MATERIAL_COLOR2) | |
| { | |
| Vector4f alpha = v[Color1]; | |
| o[C1].w = alpha.w; | |
| } | |
| else ASSERT(false); | |
| } | |
| } | |
| if(state.fogActive) | |
| { | |
| Float4 f; | |
| if(!state.rangeFogActive) | |
| { | |
| f = Abs(vertexPosition.z); | |
| } | |
| else | |
| { | |
| f = Sqrt(dot3(vertexPosition, vertexPosition)); // FIXME: f = length(vertexPosition); | |
| } | |
| switch(state.vertexFogMode) | |
| { | |
| case FOG_NONE: | |
| if(state.specularActive) | |
| { | |
| o[Fog].x = o[C1].w; | |
| } | |
| else | |
| { | |
| o[Fog].x = Float4(0.0f); | |
| } | |
| break; | |
| case FOG_LINEAR: | |
| o[Fog].x = f * *Pointer<Float4>(data + OFFSET(DrawData,fog.scale)) + *Pointer<Float4>(data + OFFSET(DrawData,fog.offset)); | |
| break; | |
| case FOG_EXP: | |
| o[Fog].x = exponential2(f * *Pointer<Float4>(data + OFFSET(DrawData,fog.densityE)), true); | |
| break; | |
| case FOG_EXP2: | |
| o[Fog].x = exponential2((f * f) * *Pointer<Float4>(data + OFFSET(DrawData,fog.density2E)), true); | |
| break; | |
| default: | |
| ASSERT(false); | |
| } | |
| } | |
| for(int stage = 0; stage < 8; stage++) | |
| { | |
| processTextureCoordinate(stage, normal, position); | |
| } | |
| processPointSize(); | |
| } | |
| void VertexPipeline::processTextureCoordinate(int stage, Vector4f &normal, Vector4f &position) | |
| { | |
| if(state.output[T0 + stage].write) | |
| { | |
| int i = state.textureState[stage].texCoordIndexActive; | |
| switch(state.textureState[stage].texGenActive) | |
| { | |
| case TEXGEN_NONE: | |
| { | |
| Vector4f &&varying = v[TexCoord0 + i]; | |
| o[T0 + stage].x = varying.x; | |
| o[T0 + stage].y = varying.y; | |
| o[T0 + stage].z = varying.z; | |
| o[T0 + stage].w = varying.w; | |
| } | |
| break; | |
| case TEXGEN_PASSTHRU: | |
| { | |
| Vector4f &&varying = v[TexCoord0 + i]; | |
| o[T0 + stage].x = varying.x; | |
| o[T0 + stage].y = varying.y; | |
| o[T0 + stage].z = varying.z; | |
| o[T0 + stage].w = varying.w; | |
| if(state.input[TexCoord0 + i]) | |
| { | |
| switch(state.input[TexCoord0 + i].count) | |
| { | |
| case 1: | |
| o[T0 + stage].y = Float4(1.0f); | |
| o[T0 + stage].z = Float4(0.0f); | |
| o[T0 + stage].w = Float4(0.0f); | |
| break; | |
| case 2: | |
| o[T0 + stage].z = Float4(1.0f); | |
| o[T0 + stage].w = Float4(0.0f); | |
| break; | |
| case 3: | |
| o[T0 + stage].w = Float4(1.0f); | |
| break; | |
| case 4: | |
| break; | |
| default: | |
| ASSERT(false); | |
| } | |
| } | |
| } | |
| break; | |
| case TEXGEN_NORMAL: | |
| { | |
| Vector4f Nc; // Normal vector in camera space | |
| if(state.vertexNormalActive) | |
| { | |
| Nc = normal; | |
| } | |
| else | |
| { | |
| Nc.x = Float4(0.0f); | |
| Nc.y = Float4(0.0f); | |
| Nc.z = Float4(0.0f); | |
| } | |
| Nc.w = Float4(1.0f); | |
| o[T0 + stage].x = Nc.x; | |
| o[T0 + stage].y = Nc.y; | |
| o[T0 + stage].z = Nc.z; | |
| o[T0 + stage].w = Nc.w; | |
| } | |
| break; | |
| case TEXGEN_POSITION: | |
| { | |
| Vector4f Pn = transformBlend(v[Position], Pointer<Byte>(data + OFFSET(DrawData,ff.cameraTransformT)), true); // Position in camera space | |
| Pn.w = Float4(1.0f); | |
| o[T0 + stage].x = Pn.x; | |
| o[T0 + stage].y = Pn.y; | |
| o[T0 + stage].z = Pn.z; | |
| o[T0 + stage].w = Pn.w; | |
| } | |
| break; | |
| case TEXGEN_REFLECTION: | |
| { | |
| Vector4f R; // Reflection vector | |
| if(state.vertexNormalActive) | |
| { | |
| Vector4f Nc; // Normal vector in camera space | |
| Nc = normal; | |
| if(state.localViewerActive) | |
| { | |
| Vector4f Ec; // Eye vector in camera space | |
| Vector4f N2; | |
| Ec = transformBlend(v[Position], Pointer<Byte>(data + OFFSET(DrawData,ff.cameraTransformT)), true); | |
| Ec = normalize(Ec); | |
| // R = E - 2 * N * (E . N) | |
| Float4 dot = Float4(2.0f) * dot3(Ec, Nc); | |
| R.x = Ec.x - Nc.x * dot; | |
| R.y = Ec.y - Nc.y * dot; | |
| R.z = Ec.z - Nc.z * dot; | |
| } | |
| else | |
| { | |
| // u = -2 * Nz * Nx | |
| // v = -2 * Nz * Ny | |
| // w = 1 - 2 * Nz * Nz | |
| R.x = -Float4(2.0f) * Nc.z * Nc.x; | |
| R.y = -Float4(2.0f) * Nc.z * Nc.y; | |
| R.z = Float4(1.0f) - Float4(2.0f) * Nc.z * Nc.z; | |
| } | |
| } | |
| else | |
| { | |
| R.x = Float4(0.0f); | |
| R.y = Float4(0.0f); | |
| R.z = Float4(0.0f); | |
| } | |
| R.w = Float4(1.0f); | |
| o[T0 + stage].x = R.x; | |
| o[T0 + stage].y = R.y; | |
| o[T0 + stage].z = R.z; | |
| o[T0 + stage].w = R.w; | |
| } | |
| break; | |
| case TEXGEN_SPHEREMAP: | |
| { | |
| Vector4f R; // Reflection vector | |
| if(state.vertexNormalActive) | |
| { | |
| Vector4f Nc; // Normal vector in camera space | |
| Nc = normal; | |
| if(state.localViewerActive) | |
| { | |
| Vector4f Ec; // Eye vector in camera space | |
| Vector4f N2; | |
| Ec = transformBlend(v[Position], Pointer<Byte>(data + OFFSET(DrawData,ff.cameraTransformT)), true); | |
| Ec = normalize(Ec); | |
| // R = E - 2 * N * (E . N) | |
| Float4 dot = Float4(2.0f) * dot3(Ec, Nc); | |
| R.x = Ec.x - Nc.x * dot; | |
| R.y = Ec.y - Nc.y * dot; | |
| R.z = Ec.z - Nc.z * dot; | |
| } | |
| else | |
| { | |
| // u = -2 * Nz * Nx | |
| // v = -2 * Nz * Ny | |
| // w = 1 - 2 * Nz * Nz | |
| R.x = -Float4(2.0f) * Nc.z * Nc.x; | |
| R.y = -Float4(2.0f) * Nc.z * Nc.y; | |
| R.z = Float4(1.0f) - Float4(2.0f) * Nc.z * Nc.z; | |
| } | |
| } | |
| else | |
| { | |
| R.x = Float4(0.0f); | |
| R.y = Float4(0.0f); | |
| R.z = Float4(0.0f); | |
| } | |
| R.z -= Float4(1.0f); | |
| R = normalize(R); | |
| R.x = Float4(0.5f) * R.x + Float4(0.5f); | |
| R.y = Float4(0.5f) * R.y + Float4(0.5f); | |
| R.z = Float4(1.0f); | |
| R.w = Float4(0.0f); | |
| o[T0 + stage].x = R.x; | |
| o[T0 + stage].y = R.y; | |
| o[T0 + stage].z = R.z; | |
| o[T0 + stage].w = R.w; | |
| } | |
| break; | |
| default: | |
| ASSERT(false); | |
| } | |
| Vector4f texTrans0; | |
| Vector4f texTrans1; | |
| Vector4f texTrans2; | |
| Vector4f texTrans3; | |
| Vector4f T; | |
| Vector4f t; | |
| T.x = o[T0 + stage].x; | |
| T.y = o[T0 + stage].y; | |
| T.z = o[T0 + stage].z; | |
| T.w = o[T0 + stage].w; | |
| switch(state.textureState[stage].textureTransformCountActive) | |
| { | |
| case 4: | |
| texTrans3.x = texTrans3.y = texTrans3.z = texTrans3.w = *Pointer<Float4>(data + OFFSET(DrawData,ff.textureTransform[stage][3])); // FIXME: Unpack | |
| texTrans3.x = texTrans3.x.xxxx; | |
| texTrans3.y = texTrans3.y.yyyy; | |
| texTrans3.z = texTrans3.z.zzzz; | |
| texTrans3.w = texTrans3.w.wwww; | |
| t.w = dot4(T, texTrans3); | |
| case 3: | |
| texTrans2.x = texTrans2.y = texTrans2.z = texTrans2.w = *Pointer<Float4>(data + OFFSET(DrawData,ff.textureTransform[stage][2])); // FIXME: Unpack | |
| texTrans2.x = texTrans2.x.xxxx; | |
| texTrans2.y = texTrans2.y.yyyy; | |
| texTrans2.z = texTrans2.z.zzzz; | |
| texTrans2.w = texTrans2.w.wwww; | |
| t.z = dot4(T, texTrans2); | |
| case 2: | |
| texTrans1.x = texTrans1.y = texTrans1.z = texTrans1.w = *Pointer<Float4>(data + OFFSET(DrawData,ff.textureTransform[stage][1])); // FIXME: Unpack | |
| texTrans1.x = texTrans1.x.xxxx; | |
| texTrans1.y = texTrans1.y.yyyy; | |
| texTrans1.z = texTrans1.z.zzzz; | |
| texTrans1.w = texTrans1.w.wwww; | |
| t.y = dot4(T, texTrans1); | |
| case 1: | |
| texTrans0.x = texTrans0.y = texTrans0.z = texTrans0.w = *Pointer<Float4>(data + OFFSET(DrawData,ff.textureTransform[stage][0])); // FIXME: Unpack | |
| texTrans0.x = texTrans0.x.xxxx; | |
| texTrans0.y = texTrans0.y.yyyy; | |
| texTrans0.z = texTrans0.z.zzzz; | |
| texTrans0.w = texTrans0.w.wwww; | |
| t.x = dot4(T, texTrans0); | |
| o[T0 + stage].x = t.x; | |
| o[T0 + stage].y = t.y; | |
| o[T0 + stage].z = t.z; | |
| o[T0 + stage].w = t.w; | |
| case 0: | |
| break; | |
| default: | |
| ASSERT(false); | |
| } | |
| } | |
| } | |
| void VertexPipeline::processPointSize() | |
| { | |
| if(!state.pointSizeActive) | |
| { | |
| return; // Use global pointsize | |
| } | |
| if(state.input[PointSize]) | |
| { | |
| o[Pts].y = v[PointSize].x; | |
| } | |
| else | |
| { | |
| o[Pts].y = *Pointer<Float4>(data + OFFSET(DrawData,point.pointSize)); | |
| } | |
| if(state.pointScaleActive && !state.preTransformed) | |
| { | |
| Vector4f p = transformBlend(v[Position], Pointer<Byte>(data + OFFSET(DrawData,ff.cameraTransformT)), true); | |
| Float4 d = Sqrt(dot3(p, p)); // FIXME: length(p); | |
| Float4 A = *Pointer<Float>(data + OFFSET(DrawData,point.pointScaleA)); // FIXME: Unpack | |
| Float4 B = *Pointer<Float>(data + OFFSET(DrawData,point.pointScaleB)); // FIXME: Unpack | |
| Float4 C = *Pointer<Float>(data + OFFSET(DrawData,point.pointScaleC)); // FIXME: Unpack | |
| A = RcpSqrt_pp(A + d * (B + d * C)); | |
| o[Pts].y = o[Pts].y * Float4(*Pointer<Float>(data + OFFSET(DrawData,viewportHeight))) * A; // FIXME: Unpack | |
| } | |
| } | |
| Vector4f VertexPipeline::transform(const Register &src, const Pointer<Byte> &matrix, bool homogeneous) | |
| { | |
| Vector4f dst; | |
| if(homogeneous) | |
| { | |
| Float4 m[4][4]; | |
| for(int j = 0; j < 4; j++) | |
| { | |
| for(int i = 0; i < 4; i++) | |
| { | |
| m[j][i].x = *Pointer<Float>(matrix + 16 * i + 4 * j); | |
| m[j][i].y = *Pointer<Float>(matrix + 16 * i + 4 * j); | |
| m[j][i].z = *Pointer<Float>(matrix + 16 * i + 4 * j); | |
| m[j][i].w = *Pointer<Float>(matrix + 16 * i + 4 * j); | |
| } | |
| } | |
| dst.x = src.x * m[0][0] + src.y * m[0][1] + src.z * m[0][2] + src.w * m[0][3]; | |
| dst.y = src.x * m[1][0] + src.y * m[1][1] + src.z * m[1][2] + src.w * m[1][3]; | |
| dst.z = src.x * m[2][0] + src.y * m[2][1] + src.z * m[2][2] + src.w * m[2][3]; | |
| dst.w = src.x * m[3][0] + src.y * m[3][1] + src.z * m[3][2] + src.w * m[3][3]; | |
| } | |
| else | |
| { | |
| Float4 m[3][3]; | |
| for(int j = 0; j < 3; j++) | |
| { | |
| for(int i = 0; i < 3; i++) | |
| { | |
| m[j][i].x = *Pointer<Float>(matrix + 16 * i + 4 * j); | |
| m[j][i].y = *Pointer<Float>(matrix + 16 * i + 4 * j); | |
| m[j][i].z = *Pointer<Float>(matrix + 16 * i + 4 * j); | |
| m[j][i].w = *Pointer<Float>(matrix + 16 * i + 4 * j); | |
| } | |
| } | |
| dst.x = src.x * m[0][0] + src.y * m[0][1] + src.z * m[0][2]; | |
| dst.y = src.x * m[1][0] + src.y * m[1][1] + src.z * m[1][2]; | |
| dst.z = src.x * m[2][0] + src.y * m[2][1] + src.z * m[2][2]; | |
| } | |
| return dst; | |
| } | |
| Vector4f VertexPipeline::transform(const Register &src, const Pointer<Byte> &matrix, UInt index[4], bool homogeneous) | |
| { | |
| Vector4f dst; | |
| if(homogeneous) | |
| { | |
| Float4 m[4][4]; | |
| for(int j = 0; j < 4; j++) | |
| { | |
| for(int i = 0; i < 4; i++) | |
| { | |
| m[j][i].x = *Pointer<Float>(matrix + 16 * i + 4 * j + index[0]); | |
| m[j][i].y = *Pointer<Float>(matrix + 16 * i + 4 * j + index[1]); | |
| m[j][i].z = *Pointer<Float>(matrix + 16 * i + 4 * j + index[2]); | |
| m[j][i].w = *Pointer<Float>(matrix + 16 * i + 4 * j + index[3]); | |
| } | |
| } | |
| dst.x = src.x * m[0][0] + src.y * m[0][1] + src.z * m[0][2] + m[0][3]; | |
| dst.y = src.x * m[1][0] + src.y * m[1][1] + src.z * m[1][2] + m[1][3]; | |
| dst.z = src.x * m[2][0] + src.y * m[2][1] + src.z * m[2][2] + m[2][3]; | |
| dst.w = src.x * m[3][0] + src.y * m[3][1] + src.z * m[3][2] + m[3][3]; | |
| } | |
| else | |
| { | |
| Float4 m[3][3]; | |
| for(int j = 0; j < 3; j++) | |
| { | |
| for(int i = 0; i < 3; i++) | |
| { | |
| m[j][i].x = *Pointer<Float>(matrix + 16 * i + 4 * j + index[0]); | |
| m[j][i].y = *Pointer<Float>(matrix + 16 * i + 4 * j + index[1]); | |
| m[j][i].z = *Pointer<Float>(matrix + 16 * i + 4 * j + index[2]); | |
| m[j][i].w = *Pointer<Float>(matrix + 16 * i + 4 * j + index[3]); | |
| } | |
| } | |
| dst.x = src.x * m[0][0] + src.y * m[0][1] + src.z * m[0][2]; | |
| dst.y = src.x * m[1][0] + src.y * m[1][1] + src.z * m[1][2]; | |
| dst.z = src.x * m[2][0] + src.y * m[2][1] + src.z * m[2][2]; | |
| } | |
| return dst; | |
| } | |
| Vector4f VertexPipeline::normalize(Vector4f &src) | |
| { | |
| Vector4f dst; | |
| Float4 rcpLength = RcpSqrt_pp(dot3(src, src)); | |
| dst.x = src.x * rcpLength; | |
| dst.y = src.y * rcpLength; | |
| dst.z = src.z * rcpLength; | |
| return dst; | |
| } | |
| Float4 VertexPipeline::power(Float4 &src0, Float4 &src1) | |
| { | |
| Float4 dst = src0; | |
| dst = dst * dst; | |
| dst = dst * dst; | |
| dst = Float4(As<Int4>(dst) - As<Int4>(Float4(1.0f))); | |
| dst *= src1; | |
| dst = As<Float4>(Int4(dst) + As<Int4>(Float4(1.0f))); | |
| dst = RcpSqrt_pp(dst); | |
| dst = RcpSqrt_pp(dst); | |
| return dst; | |
| } | |
| } |