Reimplement Bounding Box calculation using the software renderer.

This commit is contained in:
crudelios
2014-09-14 17:52:51 +01:00
parent b7aed97508
commit 2d4b7e3f3f
13 changed files with 602 additions and 672 deletions

View File

@ -14,6 +14,7 @@
#include "VideoCommon/LookUpTables.h"
#include "VideoCommon/PixelEngine.h"
#include "VideoCommon/VertexLoader.h"
#include "VideoCommon/BoundingBox.h"
#include "VideoCommon/VertexLoader_Color.h"
#include "VideoCommon/VertexLoader_Normal.h"
#include "VideoCommon/VertexLoader_Position.h"
@ -21,8 +22,6 @@
#include "VideoCommon/VideoCommon.h"
#include "VideoCommon/VideoConfig.h"
//BBox
#include "VideoCommon/XFMemory.h"
#define COMPILED_CODE_SIZE 4096
@ -45,21 +44,6 @@ int colElements[2];
float posScale;
float tcScale[8];
// bbox variables
// bbox must read vertex position, so convert it to this buffer
static float s_bbox_vertex_buffer[3];
static u8 *s_bbox_pCurBufferPointer_orig;
static int s_bbox_primitive;
static struct Point
{
s32 x;
s32 y;
float z;
} s_bbox_points[3];
static u8 s_bbox_currPoint;
static u8 s_bbox_loadedPoints;
static const u8 s_bbox_primitivePoints[8] = { 3, 0, 3, 3, 3, 2, 2, 1 };
static const float fractionTable[32] = {
1.0f / (1U << 0), 1.0f / (1U << 1), 1.0f / (1U << 2), 1.0f / (1U << 3),
1.0f / (1U << 4), 1.0f / (1U << 5), 1.0f / (1U << 6), 1.0f / (1U << 7),
@ -75,7 +59,7 @@ using namespace Gen;
static void LOADERDECL PosMtx_ReadDirect_UByte()
{
s_curposmtx = DataReadU8() & 0x3f;
BoundingBox::posMtxIdx = s_curposmtx = DataReadU8() & 0x3f;
PRIM_LOG("posmtx: %d, ", s_curposmtx);
}
@ -85,437 +69,12 @@ static void LOADERDECL PosMtx_Write()
DataWrite<u8>(0);
DataWrite<u8>(0);
DataWrite<u8>(0);
// Resetting current position matrix to default is needed for bbox to behave
s_curposmtx = (u8) g_main_cp_state.matrix_index_a.PosNormalMtxIdx;
}
static void LOADERDECL UpdateBoundingBoxPrepare()
{
if (!PixelEngine::bbox_active)
return;
// set our buffer as videodata buffer, so we will get a copy of the vertex positions
// this is a big hack, but so we can use the same converting function then without bbox
s_bbox_pCurBufferPointer_orig = VertexManager::s_pCurBufferPointer;
VertexManager::s_pCurBufferPointer = (u8*)s_bbox_vertex_buffer;
}
static inline bool UpdateBoundingBoxVars()
{
switch (s_bbox_primitive)
{
// Quads: fill 0,1,2 (check),1 (check, clear, repeat)
case 0:
++s_bbox_loadedPoints;
if (s_bbox_loadedPoints == 3)
{
s_bbox_currPoint = 1;
return true;
}
if (s_bbox_loadedPoints == 4)
{
s_bbox_loadedPoints = 0;
s_bbox_currPoint = 0;
return true;
}
++s_bbox_currPoint;
return false;
// Triangles: 0,1,2 (check, clear, repeat)
case 2:
++s_bbox_loadedPoints;
if (s_bbox_loadedPoints == 3)
{
s_bbox_loadedPoints = 0;
s_bbox_currPoint = 0;
return true;
}
++s_bbox_currPoint;
return false;
// Triangle strip: 0, 1, 2 (check), 0 (check), 1, (check), 2 (check, repeat checking 0, 1, 2)
case 3:
if (++s_bbox_currPoint == 3)
s_bbox_currPoint = 0;
if (s_bbox_loadedPoints == 2)
return true;
++s_bbox_loadedPoints;
return false;
// Triangle fan: 0,1,2 (check), 1 (check), 2 (check, repeat checking 1,2)
case 4:
s_bbox_currPoint ^= s_bbox_currPoint ? 3 : 1;
if (s_bbox_loadedPoints == 2)
return true;
++s_bbox_loadedPoints;
return false;
// Lines: 0,1 (check, clear, repeat)
case 5:
++s_bbox_loadedPoints;
if (s_bbox_loadedPoints == 2)
{
s_bbox_loadedPoints = 0;
s_bbox_currPoint = 0;
return true;
}
++s_bbox_currPoint;
return false;
// Line strip: 0,1 (check), 0 (check), 1 (check, repeat checking 0,1)
case 6:
s_bbox_currPoint ^= 1;
if (s_bbox_loadedPoints == 1)
return true;
++s_bbox_loadedPoints;
return false;
// Points: 0 (check, clear, repeat)
case 7:
return true;
// This should not happen!
default:
return false;
}
}
static void LOADERDECL UpdateBoundingBox()
{
if (!PixelEngine::bbox_active)
return;
// Reset videodata pointer
VertexManager::s_pCurBufferPointer = s_bbox_pCurBufferPointer_orig;
// Copy vertex pointers
memcpy(VertexManager::s_pCurBufferPointer, s_bbox_vertex_buffer, 12);
VertexManager::s_pCurBufferPointer += 12;
// We must transform the just loaded point by the current world and projection matrix - in software
float transformed[3];
float screenPoint[3];
// We need to get the raw projection values for the bounding box calculation
// to work properly. That means, no projection hacks!
const float * const orig_point = s_bbox_vertex_buffer;
const float * const world_matrix = (float*)xfmem.posMatrices + s_curposmtx * 4;
const float * const proj_matrix = xfmem.projection.rawProjection;
// Transform by world matrix
// Only calculate what we need, discard the rest
transformed[0] = orig_point[0] * world_matrix[0] + orig_point[1] * world_matrix[1] + orig_point[2] * world_matrix[2] + world_matrix[3];
transformed[1] = orig_point[0] * world_matrix[4] + orig_point[1] * world_matrix[5] + orig_point[2] * world_matrix[6] + world_matrix[7];
// Transform by projection matrix
switch (xfmem.projection.type)
{
// Perspective projection, we must divide by w
case GX_PERSPECTIVE:
transformed[2] = orig_point[0] * world_matrix[8] + orig_point[1] * world_matrix[9] + orig_point[2] * world_matrix[10] + world_matrix[11];
screenPoint[0] = (transformed[0] * proj_matrix[0] + transformed[2] * proj_matrix[1]) / (-transformed[2]);
screenPoint[1] = (transformed[1] * proj_matrix[2] + transformed[2] * proj_matrix[3]) / (-transformed[2]);
screenPoint[2] = ((transformed[2] * proj_matrix[4] + proj_matrix[5]) * (1.0f - (float) 1e-7)) / (-transformed[2]);
break;
// Orthographic projection
case GX_ORTHOGRAPHIC:
screenPoint[0] = transformed[0] * proj_matrix[0] + proj_matrix[1];
screenPoint[1] = transformed[1] * proj_matrix[2] + proj_matrix[3];
// We don't really have to care about z here
screenPoint[2] = -0.2f;
break;
default:
ERROR_LOG(VIDEO, "Unknown projection type: %d", xfmem.projection.type);
screenPoint[0] = screenPoint[1] = screenPoint[2] = 1;
}
// Convert to screen space and add the point to the list - round like the real hardware
s_bbox_points[s_bbox_currPoint].x = (((s32) (0.5f + (16.0f * (screenPoint[0] * xfmem.viewport.wd + (xfmem.viewport.xOrig - 342.0f))))) + 3) >> 4;
s_bbox_points[s_bbox_currPoint].y = (((s32) (0.5f + (16.0f * (screenPoint[1] * xfmem.viewport.ht + (xfmem.viewport.yOrig - 342.0f))))) + 3) >> 4;
s_bbox_points[s_bbox_currPoint].z = screenPoint[2];
// Update point list for primitive
bool check_bbox = UpdateBoundingBoxVars();
// If we do not have enough points to check the bounding box yet, we are done for now
if (!check_bbox)
return;
// How many points does our primitive have?
const u8 numPoints = s_bbox_primitivePoints[s_bbox_primitive];
// If the primitive is a point, update the bounding box now
if (numPoints == 1)
{
Point & p = s_bbox_points[0];
// Point is out of bounds
if (p.x < 0 || p.x > 607 || p.y < 0 || p.y > 479 || p.z >= 0.0f)
return;
// Point is in bounds. Update bounding box if necessary and return
PixelEngine::bbox[0] = (p.x < PixelEngine::bbox[0]) ? p.x : PixelEngine::bbox[0];
PixelEngine::bbox[1] = (p.x > PixelEngine::bbox[1]) ? p.x : PixelEngine::bbox[1];
PixelEngine::bbox[2] = (p.y < PixelEngine::bbox[2]) ? p.y : PixelEngine::bbox[2];
PixelEngine::bbox[3] = (p.y > PixelEngine::bbox[3]) ? p.y : PixelEngine::bbox[3];
return;
}
// Now comes the fun part. We must clip the triangles/lines to the viewport - also in software
Point & p0 = s_bbox_points[0], &p1 = s_bbox_points[1], &p2 = s_bbox_points[2];
// Check for z-clip. This crude method is required for Mickey's Magical Mirror, at least
if ((p0.z > 0.0f) || (p1.z > 0.0f) || ((numPoints == 3) && (p2.z > 0.0f)))
return;
// Check points for bounds
u8 b0 = ((p0.x > 0) ? 1 : 0) | ((p0.y > 0) ? 2 : 0) | ((p0.x > 607) ? 4 : 0) | ((p0.y > 479) ? 8 : 0);
u8 b1 = ((p1.x > 0) ? 1 : 0) | ((p1.y > 0) ? 2 : 0) | ((p1.x > 607) ? 4 : 0) | ((p1.y > 479) ? 8 : 0);
// Let's be practical... If we only have a line, setting b2 to 3 saves an "if"-clause later on
u8 b2 = 3;
// Otherwise if we have a triangle, we need to check the third point
if (numPoints == 3)
b2 = ((p2.x > 0) ? 1 : 0) | ((p2.y > 0) ? 2 : 0) | ((p2.x > 607) ? 4 : 0) | ((p2.y > 479) ? 8 : 0);
// These are the internal bbox vars
s32 left = 608, right = -1, top = 480, bottom = -1;
// If the polygon is inside viewport, let's update the bounding box and be done with it
if ((b0 == 3) && (b0 == b1) && (b0 == b2))
{
left = std::min(p0.x, p1.x);
top = std::min(p0.y, p1.y);
right = std::max(p0.x, p1.x);
bottom = std::max(p0.y, p1.y);
// Triangle
if (numPoints == 3)
{
left = std::min(left, p2.x);
top = std::min(top, p2.y);
right = std::max(right, p2.x);
bottom = std::max(bottom, p2.y);
}
// Update bounding box
PixelEngine::bbox[0] = (left < PixelEngine::bbox[0]) ? left : PixelEngine::bbox[0];
PixelEngine::bbox[1] = (right > PixelEngine::bbox[1]) ? right : PixelEngine::bbox[1];
PixelEngine::bbox[2] = (top < PixelEngine::bbox[2]) ? top : PixelEngine::bbox[2];
PixelEngine::bbox[3] = (bottom > PixelEngine::bbox[3]) ? bottom : PixelEngine::bbox[3];
return;
}
// If it is not inside, then either it is completely outside, or it needs clipping.
// Check the primitive's lines
u8 i0 = b0 ^ b1;
u8 i1 = (numPoints == 3) ? (b1 ^ b2) : i0;
u8 i2 = (numPoints == 3) ? (b0 ^ b2) : i0;
// Primitive out of bounds - return
if (!(i0 | i1 | i2))
return;
// First point inside viewport - update internal bbox
if (b0 == 3)
{
left = p0.x;
top = p0.y;
right = p0.x;
bottom = p0.y;
}
// Second point inside
if (b1 == 3)
{
left = std::min(p1.x, left);
top = std::min(p1.y, top);
right = std::max(p1.x, right);
bottom = std::max(p1.y, bottom);
}
// Third point inside
if ((b2 == 3) && (numPoints == 3))
{
left = std::min(p2.x, left);
top = std::min(p2.y, top);
right = std::max(p2.x, right);
bottom = std::max(p2.y, bottom);
}
// Triangle equation vars
float m, c;
// Some definitions to help with rounding later on
const float highNum = 89374289734.0f;
const float roundUp = 0.001f;
// Intersection result
s32 s;
// First line intersects
if (i0)
{
m = (p1.x - p0.x) ? ((p1.y - p0.y) / (p1.x - p0.x)) : highNum;
c = p0.y - (m * p0.x);
if (i0 & 1)
{
s = (s32)(c + roundUp);
if (s >= 0 && s <= 479)
left = 0;
top = std::min(s, top);
bottom = std::max(s, bottom);
}
if (i0 & 2)
{
s = (s32)((-c / m) + roundUp);
if (s >= 0 && s <= 607)
top = 0;
left = std::min(s, left);
right = std::max(s, right);
}
if (i0 & 4)
{
s = (s32)((m * 607) + c + roundUp);
if (s >= 0 && s <= 479)
right = 607;
top = std::min(s, top);
bottom = std::max(s, bottom);
}
if (i0 & 8)
{
s = (s32)(((479 - c) / m) + roundUp);
if (s >= 0 && s <= 607)
bottom = 479;
left = std::min(s, left);
right = std::max(s, right);
}
}
// Only check other lines if we are dealing with a triangle
if (numPoints == 3)
{
// Second line intersects
if (i1)
{
m = (p2.x - p1.x) ? ((p2.y - p1.y) / (p2.x - p1.x)) : highNum;
c = p1.y - (m * p1.x);
if (i1 & 1)
{
s = (s32)(c + roundUp);
if (s >= 0 && s <= 479)
left = 0;
top = std::min(s, top);
bottom = std::max(s, bottom);
}
if (i1 & 2)
{
s = (s32)((-c / m) + roundUp);
if (s >= 0 && s <= 607)
top = 0;
left = std::min(s, left);
right = std::max(s, right);
}
if (i1 & 4)
{
s = (s32)((m * 607) + c + roundUp);
if (s >= 0 && s <= 479)
right = 607;
top = std::min(s, top);
bottom = std::max(s, bottom);
}
if (i1 & 8)
{
s = (s32)(((479 - c) / m) + roundUp);
if (s >= 0 && s <= 607)
bottom = 479;
left = std::min(s, left);
right = std::max(s, right);
}
}
// Third line intersects
if (i2)
{
m = (p2.x - p0.x) ? ((p2.y - p0.y) / (p2.x - p0.x)) : highNum;
c = p0.y - (m * p0.x);
if (i2 & 1)
{
s = (s32)(c + roundUp);
if (s >= 0 && s <= 479)
left = 0;
top = std::min(s, top);
bottom = std::max(s, bottom);
}
if (i2 & 2)
{
s = (s32)((-c / m) + roundUp);
if (s >= 0 && s <= 607)
top = 0;
left = std::min(s, left);
right = std::max(s, right);
}
if (i2 & 4)
{
s = (s32)((m * 607) + c + roundUp);
if (s >= 0 && s <= 479)
right = 607;
top = std::min(s, top);
bottom = std::max(s, bottom);
}
if (i2 & 8)
{
s = (s32)(((479 - c) / m) + roundUp);
if (s >= 0 && s <= 607)
bottom = 479;
left = std::min(s, left);
right = std::max(s, right);
}
}
}
// Wrong bounding box values, discard this polygon (it is outside)
if (left > 607 || top > 479 || right < 0 || bottom < 0)
return;
// Trim bounding box to viewport
left = (left < 0) ? 0 : left;
top = (top < 0) ? 0 : top;
right = (right > 607) ? 607 : right;
bottom = (bottom > 479) ? 479 : bottom;
// Update bounding box
PixelEngine::bbox[0] = (left < PixelEngine::bbox[0]) ? left : PixelEngine::bbox[0];
PixelEngine::bbox[1] = (right > PixelEngine::bbox[1]) ? right : PixelEngine::bbox[1];
PixelEngine::bbox[2] = (top < PixelEngine::bbox[2]) ? top : PixelEngine::bbox[2];
PixelEngine::bbox[3] = (bottom > PixelEngine::bbox[3]) ? bottom : PixelEngine::bbox[3];
}
static void LOADERDECL TexMtx_ReadDirect_UByte()
{
s_curtexmtx[s_texmtxread] = DataReadU8() & 0x3f;
BoundingBox::texMtxIdx[s_texmtxread] = s_curtexmtx[s_texmtxread] = DataReadU8() & 0x3f;
PRIM_LOG("texmtx%d: %d, ", s_texmtxread, s_curtexmtx[s_texmtxread]);
s_texmtxread++;
}
@ -611,6 +170,10 @@ void VertexLoader::CompileVertexTranslator()
m_numPipelineStages = 0;
#endif
// Get the pointer to this vertex's buffer data for the bounding box
if (g_ActiveConfig.bUseBBox)
WriteCall(BoundingBox::SetVertexBufferPosition);
// Colors
const u64 col[2] = {m_VtxDesc.Color0, m_VtxDesc.Color1};
// TextureCoord
@ -643,16 +206,8 @@ void VertexLoader::CompileVertexTranslator()
if (m_VtxDesc.Tex7MatIdx) {m_VertexSize += 1; components |= VB_HAS_TEXMTXIDX7; WriteCall(TexMtx_ReadDirect_UByte); }
// Write vertex position loader
if (g_ActiveConfig.bUseBBox)
{
WriteCall(UpdateBoundingBoxPrepare);
WriteCall(VertexLoader_Position::GetFunction(m_VtxDesc.Position, m_VtxAttr.PosFormat, m_VtxAttr.PosElements));
WriteCall(UpdateBoundingBox);
}
else
{
WriteCall(VertexLoader_Position::GetFunction(m_VtxDesc.Position, m_VtxAttr.PosFormat, m_VtxAttr.PosElements));
}
WriteCall(VertexLoader_Position::GetFunction(m_VtxDesc.Position, m_VtxAttr.PosFormat, m_VtxAttr.PosElements));
m_VertexSize += VertexLoader_Position::GetSize(m_VtxDesc.Position, m_VtxAttr.PosFormat, m_VtxAttr.PosElements);
nat_offset += 12;
m_native_vtx_decl.position.components = 3;
@ -826,6 +381,10 @@ void VertexLoader::CompileVertexTranslator()
}
}
// Update the bounding box
if (g_ActiveConfig.bUseBBox)
WriteCall(BoundingBox::Update);
if (m_VtxDesc.PosMatIdx)
{
WriteCall(PosMtx_Write);
@ -901,9 +460,7 @@ void VertexLoader::SetupRunVertices(const VAT& vat, int primitive, int const cou
colElements[i] = m_VtxAttr.color[i].Elements;
// Prepare bounding box
s_bbox_primitive = primitive;
s_bbox_currPoint = 0;
s_bbox_loadedPoints = 0;
BoundingBox::Prepare(vat, primitive, m_VtxDesc, m_native_vtx_decl);
}
void VertexLoader::ConvertVertices ( int count )