#include #include #include #include "../platform.h" #include "software.h" #include "software/edge_equation.h" #include "software/parameter_equation.h" static size_t AVAILABLE_VRAM = 16 * 1024 * 1024; static Matrix4x4 MATRIX; static SDL_Window* WINDOW = NULL; static SDL_Renderer* RENDERER = NULL; static uint8_t BACKGROUND_COLOR[3] = {0, 0, 0}; GPUCulling CULL_MODE = GPU_CULLING_CCW; static VideoMode vid_mode = { 640, 480 }; typedef struct GPUVertex { uint32_t flags; float x; float y; float z; float u; float v; uint8_t bgra[4]; uint8_t obgra[4]; } GPUVertex; #define MIN(x, y) ((x) < (y) ? (x) : (y)) #define MAX(x, y) ((x) > (y) ? (x) : (y)) static void DrawTriangle(GPUVertex* v0, GPUVertex* v1, GPUVertex* v2) { // Compute triangle bounding box. int minX = MIN(MIN(v0->x, v1->x), v2->x); int maxX = MAX(MAX(v0->x, v1->x), v2->x); int minY = MIN(MIN(v0->y, v1->y), v2->y); int maxY = MAX(MAX(v0->y, v1->y), v2->y); // Clip to scissor rect. minX = MAX(minX, 0); maxX = MIN(maxX, vid_mode.width); minY = MAX(minY, 0); maxY = MIN(maxY, vid_mode.height); // Compute edge equations. EdgeEquation e0, e1, e2; EdgeEquationInit(&e0, &v0->x, &v1->x); EdgeEquationInit(&e1, &v1->x, &v2->x); EdgeEquationInit(&e2, &v2->x, &v0->x); float area = 0.5 * (e0.c + e1.c + e2.c); /* This is very ugly. I don't understand the math properly * so I just swap the vertex order if something is back-facing * and we want to render it. Patches welcome! */ #define REVERSE_WINDING() \ GPUVertex* tv = v0; \ v0 = v1; \ v1 = tv; \ EdgeEquationInit(&e0, &v0->x, &v1->x); \ EdgeEquationInit(&e1, &v1->x, &v2->x); \ EdgeEquationInit(&e2, &v2->x, &v0->x); \ area = 0.5f * (e0.c + e1.c + e2.c) \ // Check if triangle is backfacing. if(CULL_MODE == GPU_CULLING_CCW) { if(area < 0) { return; } } else if(CULL_MODE == GPU_CULLING_CW) { if(area < 0) { // We only draw front-facing polygons, so swap // the back to front and draw REVERSE_WINDING(); } else { // Front facing, so bail return; } } else if(area < 0) { /* We're not culling, but this is backfacing, so swap vertices and edges */ REVERSE_WINDING(); } ParameterEquation r, g, b; ParameterEquationInit(&r, v0->bgra[2], v1->bgra[2], v2->bgra[2], &e0, &e1, &e2, area); ParameterEquationInit(&g, v0->bgra[1], v1->bgra[1], v2->bgra[1], &e0, &e1, &e2, area); ParameterEquationInit(&b, v0->bgra[0], v1->bgra[0], v2->bgra[0], &e0, &e1, &e2, area); // Add 0.5 to sample at pixel centers. for (float x = minX + 0.5f, xm = maxX + 0.5f; x <= xm; x += 1.0f) for (float y = minY + 0.5f, ym = maxY + 0.5f; y <= ym; y += 1.0f) { if (EdgeEquationTestPoint(&e0, x, y) && EdgeEquationTestPoint(&e1, x, y) && EdgeEquationTestPoint(&e2, x, y)) { int rint = ParameterEquationEvaluate(&r, x, y); int gint = ParameterEquationEvaluate(&g, x, y); int bint = ParameterEquationEvaluate(&b, x, y); SDL_SetRenderDrawColor(RENDERER, rint, gint, bint, 255); SDL_RenderDrawPoint(RENDERER, x, y); } } } void InitGPU(_Bool autosort, _Bool fsaa) { SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS); WINDOW = SDL_CreateWindow( "GLdc", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, vid_mode.width, vid_mode.height, SDL_WINDOW_SHOWN ); RENDERER = SDL_CreateRenderer( WINDOW, -1, SDL_RENDERER_ACCELERATED ); } void SceneBegin() { SDL_SetRenderDrawColor(RENDERER, BACKGROUND_COLOR[0], BACKGROUND_COLOR[1], BACKGROUND_COLOR[2], 0); SDL_RenderClear(RENDERER); } void SceneListBegin(GPUList list) { } void SceneListSubmit(void* src, int n) { uint32_t vertex_counter = 0; const uint32_t* flags = (const uint32_t*) src; uint32_t step = sizeof(GPUVertex) / sizeof(uint32_t); for(int i = 0; i < n; ++i, flags += step) { if((*flags & GPU_CMD_POLYHDR) == GPU_CMD_POLYHDR) { vertex_counter = 0; uint32_t mode1 = *(flags + 1); // Extract culling mode uint32_t mask = mode1 & GPU_TA_PM1_CULLING_MASK; CULL_MODE = mask >> GPU_TA_PM1_CULLING_SHIFT; } else { switch(*flags) { case GPU_CMD_VERTEX_EOL: case GPU_CMD_VERTEX: // Fallthrough vertex_counter++; break; default: break; } } if(vertex_counter > 2) { GPUVertex* v0 = (GPUVertex*) (flags - step - step); GPUVertex* v1 = (GPUVertex*) (flags - step); GPUVertex* v2 = (GPUVertex*) (flags); (vertex_counter % 2 == 0) ? DrawTriangle(v0, v1, v2) : DrawTriangle(v1, v0, v2); } if((*flags) == GPU_CMD_VERTEX_EOL) { vertex_counter = 0; } } } void SceneListFinish() { } void SceneFinish() { SDL_RenderPresent(RENDERER); /* Only sensible place to hook the quit signal */ SDL_Event e; while (SDL_PollEvent(&e)) { switch (e.type) { case SDL_QUIT: exit(0); break; default: break; } } } void UploadMatrix4x4(const Matrix4x4* mat) { memcpy(&MATRIX, mat, sizeof(Matrix4x4)); } void MultiplyMatrix4x4(const Matrix4x4* mat) { Matrix4x4 product; product[0] = MATRIX[0] * (*mat)[0] + MATRIX[4] * (*mat)[1] + MATRIX[8] * (*mat)[2] + MATRIX[12] * (*mat)[3]; product[1] = MATRIX[1] * (*mat)[0] + MATRIX[5] * (*mat)[1] + MATRIX[9] * (*mat)[2] + MATRIX[13] * (*mat)[3]; product[2] = MATRIX[2] * (*mat)[0] + MATRIX[6] * (*mat)[1] + MATRIX[10] * (*mat)[2] + MATRIX[14] * (*mat)[3]; product[3] = MATRIX[3] * (*mat)[0] + MATRIX[7] * (*mat)[1] + MATRIX[11] * (*mat)[2] + MATRIX[15] * (*mat)[3]; product[4] = MATRIX[0] * (*mat)[4] + MATRIX[4] * (*mat)[5] + MATRIX[8] * (*mat)[6] + MATRIX[12] * (*mat)[7]; product[5] = MATRIX[1] * (*mat)[4] + MATRIX[5] * (*mat)[5] + MATRIX[9] * (*mat)[6] + MATRIX[13] * (*mat)[7]; product[6] = MATRIX[2] * (*mat)[4] + MATRIX[6] * (*mat)[5] + MATRIX[10] * (*mat)[6] + MATRIX[14] * (*mat)[7]; product[7] = MATRIX[3] * (*mat)[4] + MATRIX[7] * (*mat)[5] + MATRIX[11] * (*mat)[6] + MATRIX[15] * (*mat)[7]; product[8] = MATRIX[0] * (*mat)[8] + MATRIX[4] * (*mat)[9] + MATRIX[8] * (*mat)[10] + MATRIX[12] * (*mat)[11]; product[9] = MATRIX[1] * (*mat)[8] + MATRIX[5] * (*mat)[9] + MATRIX[9] * (*mat)[10] + MATRIX[13] * (*mat)[11]; product[10] = MATRIX[2] * (*mat)[8] + MATRIX[6] * (*mat)[9] + MATRIX[10] * (*mat)[10] + MATRIX[14] * (*mat)[11]; product[11] = MATRIX[3] * (*mat)[8] + MATRIX[7] * (*mat)[9] + MATRIX[11] * (*mat)[10] + MATRIX[15] * (*mat)[11]; product[12] = MATRIX[0] * (*mat)[12] + MATRIX[4] * (*mat)[13] + MATRIX[8] * (*mat)[14] + MATRIX[12] * (*mat)[15]; product[13] = MATRIX[1] * (*mat)[12] + MATRIX[5] * (*mat)[13] + MATRIX[9] * (*mat)[14] + MATRIX[13] * (*mat)[15]; product[14] = MATRIX[2] * (*mat)[12] + MATRIX[6] * (*mat)[13] + MATRIX[10] * (*mat)[14] + MATRIX[14] * (*mat)[15]; product[15] = MATRIX[3] * (*mat)[12] + MATRIX[7] * (*mat)[13] + MATRIX[11] * (*mat)[14] + MATRIX[15] * (*mat)[15]; UploadMatrix4x4(&product); } void DownloadMatrix4x4(Matrix4x4* mat) { memcpy(mat, &MATRIX, sizeof(Matrix4x4)); } const VideoMode* GetVideoMode() { return &vid_mode; } size_t GPUMemoryAvailable() { return AVAILABLE_VRAM; } void* GPUMemoryAlloc(size_t size) { if(size > AVAILABLE_VRAM) { return NULL; } else { AVAILABLE_VRAM -= size; return malloc(size); } } void GPUSetPaletteFormat(GPUPaletteFormat format) { } void GPUSetPaletteEntry(uint32_t idx, uint32_t value) { } void GPUSetBackgroundColour(float r, float g, float b) { BACKGROUND_COLOR[0] = r * 255.0f; BACKGROUND_COLOR[1] = g * 255.0f; BACKGROUND_COLOR[2] = b * 255.0f; } void GPUSetAlphaCutOff(uint8_t v) { } void GPUSetClearDepth(float v) { } void GPUSetFogLinear(float start, float end) { } void GPUSetFogExp(float density) { } void GPUSetFogExp2(float density) { } void GPUSetFogColor(float r, float g, float b, float a) { } void TransformVec3NoMod(const float* v, float* ret) { ret[0] = v[0] * MATRIX[0] + v[1] * MATRIX[4] + v[2] * MATRIX[8] + 1.0f * MATRIX[12]; ret[1] = v[0] * MATRIX[1] + v[1] * MATRIX[5] + v[2] * MATRIX[9] + 1.0f * MATRIX[13]; ret[2] = v[0] * MATRIX[2] + v[1] * MATRIX[6] + v[2] * MATRIX[10] + 1.0f * MATRIX[14]; } void TransformVec4NoMod(const float* v, float* ret) { ret[0] = v[0] * MATRIX[0] + v[1] * MATRIX[4] + v[2] * MATRIX[8] + v[3] * MATRIX[12]; ret[1] = v[0] * MATRIX[1] + v[1] * MATRIX[5] + v[2] * MATRIX[9] + v[3] * MATRIX[13]; ret[2] = v[0] * MATRIX[2] + v[1] * MATRIX[6] + v[2] * MATRIX[10] + v[3] * MATRIX[14]; ret[3] = v[0] * MATRIX[3] + v[1] * MATRIX[7] + v[2] * MATRIX[11] + v[3] * MATRIX[15]; } void TransformVec3(float* v) { float ret[3]; TransformVec3NoMod(v, ret); FASTCPY(v, ret, sizeof(float) * 3); } void TransformVec4(float* v) { float ret[4]; TransformVec4NoMod(v, ret); FASTCPY(v, ret, sizeof(float) * 4); } void TransformVertices(Vertex* vertices, const int count) { float ret[4]; for(int i = 0; i < count; ++i, ++vertices) { ret[0] = vertices->xyz[0]; ret[1] = vertices->xyz[1]; ret[2] = vertices->xyz[2]; ret[3] = 1.0f; TransformVec4(ret); vertices->xyz[0] = ret[0]; vertices->xyz[1] = ret[1]; vertices->xyz[2] = ret[2]; vertices->w = ret[3]; } } void TransformVertex(const float* xyz, const float* w, float* oxyz, float* ow) { float ret[4]; ret[0] = xyz[0]; ret[1] = xyz[1]; ret[2] = xyz[2]; ret[3] = *w; TransformVec4(ret); oxyz[0] = ret[0]; oxyz[1] = ret[1]; oxyz[2] = ret[2]; *ow = ret[3]; }