// 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 "../../Core/MemMap.h" #include "../GPUState.h" #include "Rasterizer.h" extern u8* fb; extern u8* depthbuf; namespace Rasterizer { static int orient2d(const DrawingCoords& v0, const DrawingCoords& v1, const DrawingCoords& v2) { return ((int)v1.x-(int)v0.x)*((int)v2.y-(int)v0.y) - ((int)v1.y-(int)v0.y)*((int)v2.x-(int)v0.x); } u32 SampleNearest(int level, float s, float t) { int texfmt = gstate.texformat & 0xF; u32 texaddr = (gstate.texaddr[level] & 0xFFFFF0) | ((gstate.texbufwidth[level] << 8) & 0x0F000000); u8* srcptr = (u8*)Memory::GetPointer(texaddr); // TODO: not sure if this is the right place to load from...? int width = 1 << (gstate.texsize[level] & 0xf); int height = 1 << ((gstate.texsize[level]>>8) & 0xf); // TODO: Not sure if that through mode treatment is correct.. int u = (gstate.isModeThrough()) ? s : s * width; // TODO: -1? int v = (gstate.isModeThrough()) ? t : t * height; // TODO: -1? // TODO: Assert tmode.hsm == 0 (normal storage mode) // TODO: Assert tmap.tmn == 0 (uv texture mapping mode) if (texfmt == GE_TFMT_4444) { srcptr += 2 * v * width + 2 * u; u8 r = (*srcptr) >> 4; u8 g = (*srcptr) & 0xF; u8 b = (*(srcptr+1)) >> 4; u8 a = (*(srcptr+1)) & 0xF; r = (r << 4) | r; g = (g << 4) | g; b = (b << 4) | b; a = (a << 4) | a; return (r << 24) | (g << 16) | (b << 8) | a; } else if (texfmt == GE_TFMT_5551) { srcptr += 2 * v * width + 2 * u; u8 r = (*srcptr) & 0x1F; u8 g = (((*srcptr) & 0xE0) >> 5) | (((*(srcptr+1))&0x3) << 3); u8 b = ((*srcptr+1) & 0x7C) >> 2; u8 a = (*(srcptr+1)) >> 7; r = (r << 3) | (r >> 2); g = (g << 3) | (g >> 2); b = (b << 3) | (b >> 2); a = (a) ? 0xff : 0; return (r << 24) | (g << 16) | (b << 8) | a; } else if (texfmt == GE_TFMT_5650) { srcptr += 2 * v * width + 2 * u; u8 r = (*srcptr) & 0x1F; u8 g = (((*srcptr) & 0xE0) >> 5) | (((*(srcptr+1))&0x7) << 3); u8 b = ((*srcptr+1) & 0xF8) >> 3; u8 a = 0xff; r = (r << 3) | (r >> 2); g = (g << 2) | (g >> 4); b = (b << 3) | (b >> 2); return (r << 24) | (g << 16) | (b << 8) | a; } else if (texfmt == GE_TFMT_8888) { srcptr += 4 * v * width + 4 * u; u8 r = *srcptr++; u8 g = *srcptr++; u8 b = *srcptr++; u8 a = *srcptr++; return (r << 24) | (g << 16) | (b << 8) | a; } else { ERROR_LOG(G3D, "Unsupported texture format: %x", texfmt); } } static inline u32 GetPixelColor(int x, int y) { return *(u32*)&fb[4*x + 4*y*gstate.FrameBufStride()]; } static inline void SetPixelColor(int x, int y, u32 value) { *(u32*)&fb[4*x + 4*y*gstate.FrameBufStride()] = value; } static inline u16 GetPixelDepth(int x, int y) { return *(u16*)&depthbuf[2*x + 2*y*gstate.DepthBufStride()]; } static inline void SetPixelDepth(int x, int y, u16 value) { *(u16*)&depthbuf[2*x + 2*y*gstate.DepthBufStride()] = value; } static inline bool DepthTestPassed(int x, int y, u16 z) { u16 reference_z = GetPixelDepth(x, y); if (gstate.isModeClear()) return true; switch (gstate.getDepthTestFunc()) { case GE_COMP_NEVER: return false; case GE_COMP_ALWAYS: return true; case GE_COMP_EQUAL: return (z == reference_z); case GE_COMP_NOTEQUAL: return (z != reference_z); case GE_COMP_LESS: return (z < reference_z); case GE_COMP_LEQUAL: return (z <= reference_z); case GE_COMP_GREATER: return (z > reference_z); case GE_COMP_GEQUAL: return (z >= reference_z); } } void DrawTriangle(const VertexData& v0, const VertexData& v1, const VertexData& v2) { int minX = std::min(std::min(v0.drawpos.x, v1.drawpos.x), v2.drawpos.x); int minY = std::min(std::min(v0.drawpos.y, v1.drawpos.y), v2.drawpos.y); int maxX = std::max(std::max(v0.drawpos.x, v1.drawpos.x), v2.drawpos.x); int maxY = std::max(std::max(v0.drawpos.y, v1.drawpos.y), v2.drawpos.y); minX = std::max(minX, gstate.getScissorX1()); maxX = std::min(maxX, gstate.getScissorX2()); minY = std::max(minY, gstate.getScissorY1()); maxY = std::min(maxY, gstate.getScissorY2()); DrawingCoords p(minX, minY, 0); for (p.y = minY; p.y <= maxY; ++p.y) { for (p.x = minX; p.x <= maxX; ++p.x) { int w0 = orient2d(v1.drawpos, v2.drawpos, p); int w1 = orient2d(v2.drawpos, v0.drawpos, p); int w2 = orient2d(v0.drawpos, v1.drawpos, p); // If p is on or inside all edges, render pixel // TODO: Should only render when it's on the left of the right edge if (w0 >=0 && w1 >= 0 && w2 >= 0) { // TODO: Make sure this is not ridiculously small? float den = 1.0f/v0.clippos.w * w0 + 1.0f/v1.clippos.w * w1 + 1.0f/v2.clippos.w * w2; // TODO: Depth range test // TODO: Is it safe to ignore gstate.isDepthTestEnabled() when clear mode is enabled? if ((gstate.isDepthTestEnabled() && !gstate.isModeThrough()) || gstate.isModeClear()) { u16 z = (u16)((v0.drawpos.z * w0 / v0.clippos.w + v1.drawpos.z * w1 / v1.clippos.w + v2.drawpos.z * w2 / v2.clippos.w) / den); if (!DepthTestPassed(p.x, p.y, z)) continue; // TODO: Is this condition correct? if (gstate.isDepthWriteEnabled() || ((gstate.clearmode&0x40) && gstate.isModeClear())) SetPixelDepth(p.x, p.y, z); } float s = (v0.texturecoords.s() * w0 / v0.clippos.w + v1.texturecoords.s() * w1 / v1.clippos.w + v2.texturecoords.s() * w2 / v2.clippos.w) / den; float t = (v0.texturecoords.t() * w0 / v0.clippos.w + v1.texturecoords.t() * w1 / v1.clippos.w + v2.texturecoords.t() * w2 / v2.clippos.w) / den; Vec3 prim_color_rgb(0, 0, 0); int prim_color_a = 0; Vec3 sec_color(0, 0, 0); if ((gstate.shademodel&1) == GE_SHADE_GOURAUD) { prim_color_rgb.r() = (int)((v0.color0.r() * w0 / v0.clippos.w + v1.color0.r() * w1 / v1.clippos.w + v2.color0.r() * w2 / v2.clippos.w) / den); prim_color_rgb.g() = (int)((v0.color0.g() * w0 / v0.clippos.w + v1.color0.g() * w1 / v1.clippos.w + v2.color0.g() * w2 / v2.clippos.w) / den); prim_color_rgb.b() = (int)((v0.color0.b() * w0 / v0.clippos.w + v1.color0.b() * w1 / v1.clippos.w + v2.color0.b() * w2 / v2.clippos.w) / den); prim_color_a = (int)((v0.color0.a() * w0 / v0.clippos.w + v1.color0.a() * w1 / v1.clippos.w + v2.color0.a() * w2 / v2.clippos.w) / den); sec_color.r() = (int)((v0.color1.r() * w0 / v0.clippos.w + v1.color1.r() * w1 / v1.clippos.w + v2.color1.r() * w2 / v2.clippos.w) / den); sec_color.g() = (int)((v0.color1.g() * w0 / v0.clippos.w + v1.color1.g() * w1 / v1.clippos.w + v2.color1.g() * w2 / v2.clippos.w) / den); sec_color.b() = (int)((v0.color1.b() * w0 / v0.clippos.w + v1.color1.b() * w1 / v1.clippos.w + v2.color1.b() * w2 / v2.clippos.w) / den); } else { prim_color_rgb.r() = v2.color0.r(); prim_color_rgb.g() = v2.color0.g(); prim_color_rgb.b() = v2.color0.b(); prim_color_a = v2.color0.a(); sec_color.r() = v2.color1.r(); sec_color.g() = v2.color1.g(); sec_color.b() = v2.color1.b(); } // TODO: Also disable if vertex has no texture coordinates? if (gstate.isTextureMapEnabled() && !gstate.isModeClear()) { Vec4 texcolor = Vec4::FromRGBA(/*TextureDecoder::*/SampleNearest(0, s, t)); u32 mycolor = (/*TextureDecoder::*/SampleNearest(0, s, t)); bool rgba = (gstate.texfunc & 0x10) != 0; // texture function switch (gstate.getTextureFunction()) { case GE_TEXFUNC_MODULATE: prim_color_rgb = prim_color_rgb * texcolor.rgb() / 255; prim_color_a = (rgba) ? (prim_color_a * texcolor.a() / 255) : prim_color_a; break; case GE_TEXFUNC_DECAL: { int t = (rgba) ? texcolor.a() : 1; int invt = (rgba) ? 255 - t : 0; prim_color_rgb = (invt * prim_color_rgb + t * texcolor.rgb()) / 255; // prim_color_a = prim_color_a; break; } case GE_TEXFUNC_BLEND: { const Vec3 const255(255, 255, 255); const Vec3 texenv(gstate.getTextureEnvColR(), gstate.getTextureEnvColG(), gstate.getTextureEnvColB()); prim_color_rgb = ((const255 - texcolor.rgb()) * prim_color_rgb + texcolor.rgb() * texenv) / 255; prim_color_a = prim_color_a * ((rgba) ? texcolor.a() : 255) / 255; break; } case GE_TEXFUNC_REPLACE: prim_color_rgb = texcolor.rgb(); prim_color_a = (rgba) ? texcolor.a() : prim_color_a; break; case GE_TEXFUNC_ADD: prim_color_rgb += texcolor.rgb(); if (prim_color_rgb.r() > 255) prim_color_rgb.r() = 255; if (prim_color_rgb.g() > 255) prim_color_rgb.g() = 255; if (prim_color_rgb.b() > 255) prim_color_rgb.b() = 255; prim_color_a = prim_color_a * ((rgba) ? texcolor.a() : 255) / 255; break; default: ERROR_LOG(G3D, "Unknown texture function %x", gstate.getTextureFunction()); } } if (gstate.isColorDoublingEnabled()) { // TODO: Do we need to clamp here? prim_color_rgb *= 2; sec_color *= 2; } prim_color_rgb += sec_color; if (prim_color_rgb.r() > 255) prim_color_rgb.r() = 255; if (prim_color_rgb.g() > 255) prim_color_rgb.g() = 255; if (prim_color_rgb.b() > 255) prim_color_rgb.b() = 255; if (prim_color_rgb.r() < 0) prim_color_rgb.r() = 0; if (prim_color_rgb.g() < 0) prim_color_rgb.g() = 0; if (prim_color_rgb.b() < 0) prim_color_rgb.b() = 0; // TODO: Fogging if (gstate.isAlphaBlendEnabled()) { Vec4 dst = Vec4::FromRGBA(GetPixelColor(p.x, p.y)); Vec3 srccol(0, 0, 0); Vec3 dstcol(0, 0, 0); switch (gstate.getBlendFuncA()) { case GE_SRCBLEND_DSTCOLOR: srccol = dst.rgb(); break; case GE_SRCBLEND_INVDSTCOLOR: srccol = Vec3::AssignToAll(255) - dst.rgb(); break; case GE_SRCBLEND_SRCALPHA: srccol = Vec3::AssignToAll(prim_color_a); break; case GE_SRCBLEND_INVSRCALPHA: srccol = Vec3::AssignToAll(255 - prim_color_a); break; case GE_SRCBLEND_DSTALPHA: srccol = Vec3::AssignToAll(dst.a()); break; case GE_SRCBLEND_INVDSTALPHA: srccol = Vec3::AssignToAll(255 - dst.a()); break; case GE_SRCBLEND_DOUBLESRCALPHA: srccol = Vec3::AssignToAll(2 * prim_color_a); break; case GE_SRCBLEND_DOUBLEINVSRCALPHA: srccol = Vec3::AssignToAll(255 - 2 * prim_color_a); break; case GE_SRCBLEND_DOUBLEDSTALPHA: srccol = Vec3::AssignToAll(2 * dst.a()); break; case GE_SRCBLEND_DOUBLEINVDSTALPHA: srccol = Vec3::AssignToAll(255 - 2 * dst.a()); break; case GE_SRCBLEND_FIXA: srccol = Vec4::FromRGBA(gstate.getFixA()).rgb(); break; } switch (gstate.getBlendFuncB()) { GE_DSTBLEND_SRCCOLOR: dstcol = prim_color_rgb; break; GE_DSTBLEND_INVSRCCOLOR: dstcol = Vec3::AssignToAll(255) - prim_color_rgb; break; GE_DSTBLEND_SRCALPHA: dstcol = Vec3::AssignToAll(prim_color_a); break; GE_DSTBLEND_INVSRCALPHA: dstcol = Vec3::AssignToAll(255 - prim_color_a); break; GE_DSTBLEND_DSTALPHA: dstcol = Vec3::AssignToAll(dst.a()); break; GE_DSTBLEND_INVDSTALPHA: dstcol = Vec3::AssignToAll(255 - dst.a()); break; GE_DSTBLEND_DOUBLESRCALPHA: dstcol = Vec3::AssignToAll(2 * prim_color_a); break; GE_DSTBLEND_DOUBLEINVSRCALPHA: dstcol = Vec3::AssignToAll(255 - 2 * prim_color_a); break; GE_DSTBLEND_DOUBLEDSTALPHA: dstcol = Vec3::AssignToAll(2 * dst.a()); break; GE_DSTBLEND_DOUBLEINVDSTALPHA: dstcol = Vec3::AssignToAll(255 - 2 * dst.a()); break; GE_DSTBLEND_FIXB: dstcol = Vec4::FromRGBA(gstate.getFixB()).rgb(); break; } switch (gstate.getBlendEq()) { case GE_BLENDMODE_MUL_AND_ADD: prim_color_rgb = (prim_color_rgb * srccol + dst.rgb() * dstcol) / 255; break; case GE_BLENDMODE_MUL_AND_SUBTRACT: prim_color_rgb = (prim_color_rgb * srccol - dst.rgb() * dstcol) / 255; break; case GE_BLENDMODE_MUL_AND_SUBTRACT_REVERSE: prim_color_rgb = (dst.rgb() * dstcol - prim_color_rgb * srccol) / 255; break; case GE_BLENDMODE_MIN: prim_color_rgb.r() = std::min(prim_color_rgb.r(), dst.r()); prim_color_rgb.g() = std::min(prim_color_rgb.g(), dst.g()); prim_color_rgb.b() = std::min(prim_color_rgb.b(), dst.b()); break; case GE_BLENDMODE_MAX: prim_color_rgb.r() = std::max(prim_color_rgb.r(), dst.r()); prim_color_rgb.g() = std::max(prim_color_rgb.g(), dst.g()); prim_color_rgb.b() = std::max(prim_color_rgb.b(), dst.b()); break; case GE_BLENDMODE_ABSDIFF: prim_color_rgb.r() = ::abs(prim_color_rgb.r() - dst.r()); prim_color_rgb.g() = ::abs(prim_color_rgb.g() - dst.g()); prim_color_rgb.b() = ::abs(prim_color_rgb.b() - dst.b()); break; } } SetPixelColor(p.x, p.y, Vec4(prim_color_rgb.r(), prim_color_rgb.g(), prim_color_rgb.b(), prim_color_a).ToRGBA()); } } } } } // namespace