| 1 | // Copyright 2016 The SwiftShader Authors. All Rights Reserved. | 
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| 2 | // | 
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| 3 | // Licensed under the Apache License, Version 2.0 (the "License"); | 
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| 4 | // you may not use this file except in compliance with the License. | 
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| 5 | // You may obtain a copy of the License at | 
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| 6 | // | 
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| 7 | //    http://www.apache.org/licenses/LICENSE-2.0 | 
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| 8 | // | 
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| 9 | // Unless required by applicable law or agreed to in writing, software | 
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| 10 | // distributed under the License is distributed on an "AS IS" BASIS, | 
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| 11 | // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. | 
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| 12 | // See the License for the specific language governing permissions and | 
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| 13 | // limitations under the License. | 
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| 14 |  | 
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| 15 | #include "VertexPipeline.hpp" | 
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| 16 |  | 
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| 17 | #include "Renderer/Vertex.hpp" | 
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| 18 | #include "Renderer/Renderer.hpp" | 
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| 19 | #include "Common/Debug.hpp" | 
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| 20 |  | 
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| 21 | #include <string.h> | 
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| 22 | #include <stdlib.h> | 
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| 23 | #include <stdio.h> | 
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| 24 |  | 
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| 25 | #undef max | 
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| 26 | #undef min | 
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| 27 |  | 
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| 28 | namespace sw | 
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| 29 | { | 
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| 30 | extern bool secondaryColor; | 
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| 31 |  | 
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| 32 | VertexPipeline::VertexPipeline(const VertexProcessor::State &state) : VertexRoutine(state, 0) | 
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| 33 | { | 
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| 34 | } | 
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| 35 |  | 
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| 36 | VertexPipeline::~VertexPipeline() | 
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| 37 | { | 
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| 38 | } | 
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| 39 |  | 
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| 40 | Vector4f VertexPipeline::transformBlend(const Register &src, const Pointer<Byte> &matrix, bool homogeneous) | 
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| 41 | { | 
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| 42 | Vector4f dst; | 
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| 43 |  | 
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| 44 | if(state.vertexBlendMatrixCount == 0) | 
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| 45 | { | 
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| 46 | dst = transform(src, matrix, homogeneous); | 
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| 47 | } | 
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| 48 | else | 
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| 49 | { | 
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| 50 | UInt index0[4]; | 
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| 51 | UInt index1[4]; | 
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| 52 | UInt index2[4]; | 
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| 53 | UInt index3[4]; | 
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| 54 |  | 
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| 55 | if(state.indexedVertexBlendEnable) | 
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| 56 | { | 
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| 57 | for(int i = 0; i < 4; i++) | 
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| 58 | { | 
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| 59 | Float4 B = v[BlendIndices].x; | 
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| 60 | UInt indices; | 
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| 61 |  | 
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| 62 | switch(i) | 
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| 63 | { | 
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| 64 | case 0: indices = As<UInt>(Float(B.x)); break; | 
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| 65 | case 1: indices = As<UInt>(Float(B.y)); break; | 
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| 66 | case 2: indices = As<UInt>(Float(B.z)); break; | 
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| 67 | case 3: indices = As<UInt>(Float(B.w)); break; | 
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| 68 | } | 
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| 69 |  | 
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| 70 | index0[i] = (indices & 0x000000FF) << 6; | 
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| 71 | index1[i] = (indices & 0x0000FF00) >> 2; | 
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| 72 | index2[i] = (indices & 0x00FF0000) >> 10; | 
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| 73 | index3[i] = (indices & 0xFF000000) >> 18; | 
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| 74 | } | 
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| 75 | } | 
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| 76 | else | 
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| 77 | { | 
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| 78 | for(int i = 0; i < 4; i++) | 
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| 79 | { | 
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| 80 | index0[i] = 0 * 64; | 
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| 81 | index1[i] = 1 * 64; | 
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| 82 | index2[i] = 2 * 64; | 
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| 83 | index3[i] = 3 * 64; | 
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| 84 | } | 
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| 85 | } | 
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| 86 |  | 
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| 87 | Float4 weight0; | 
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| 88 | Float4 weight1; | 
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| 89 | Float4 weight2; | 
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| 90 | Float4 weight3; | 
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| 91 |  | 
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| 92 | switch(state.vertexBlendMatrixCount) | 
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| 93 | { | 
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| 94 | case 4: weight2 = v[BlendWeight].z; | 
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| 95 | case 3: weight1 = v[BlendWeight].y; | 
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| 96 | case 2: weight0 = v[BlendWeight].x; | 
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| 97 | case 1: | 
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| 98 | break; | 
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| 99 | } | 
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| 100 |  | 
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| 101 | if(state.vertexBlendMatrixCount == 1) | 
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| 102 | { | 
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| 103 | dst = transform(src, matrix, index0, homogeneous); | 
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| 104 | } | 
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| 105 | else if(state.vertexBlendMatrixCount == 2) | 
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| 106 | { | 
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| 107 | weight1 = Float4(1.0f) - weight0; | 
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| 108 |  | 
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| 109 | Vector4f pos0; | 
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| 110 | Vector4f pos1; | 
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| 111 |  | 
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| 112 | pos0 = transform(src, matrix, index0, homogeneous); | 
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| 113 | pos1 = transform(src, matrix, index1, homogeneous); | 
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| 114 |  | 
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| 115 | dst.x = pos0.x * weight0 + pos1.x * weight1;   // FIXME: Vector4f operators | 
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| 116 | dst.y = pos0.y * weight0 + pos1.y * weight1; | 
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| 117 | dst.z = pos0.z * weight0 + pos1.z * weight1; | 
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| 118 | dst.w = pos0.w * weight0 + pos1.w * weight1; | 
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| 119 | } | 
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| 120 | else if(state.vertexBlendMatrixCount == 3) | 
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| 121 | { | 
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| 122 | weight2 = Float4(1.0f) - (weight0 + weight1); | 
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| 123 |  | 
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| 124 | Vector4f pos0; | 
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| 125 | Vector4f pos1; | 
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| 126 | Vector4f pos2; | 
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| 127 |  | 
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| 128 | pos0 = transform(src, matrix, index0, homogeneous); | 
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| 129 | pos1 = transform(src, matrix, index1, homogeneous); | 
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| 130 | pos2 = transform(src, matrix, index2, homogeneous); | 
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| 131 |  | 
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| 132 | dst.x = pos0.x * weight0 + pos1.x * weight1 + pos2.x * weight2; | 
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| 133 | dst.y = pos0.y * weight0 + pos1.y * weight1 + pos2.y * weight2; | 
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| 134 | dst.z = pos0.z * weight0 + pos1.z * weight1 + pos2.z * weight2; | 
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| 135 | dst.w = pos0.w * weight0 + pos1.w * weight1 + pos2.w * weight2; | 
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| 136 | } | 
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| 137 | else if(state.vertexBlendMatrixCount == 4) | 
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| 138 | { | 
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| 139 | weight3 = Float4(1.0f) - (weight0 + weight1 + weight2); | 
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| 140 |  | 
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| 141 | Vector4f pos0; | 
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| 142 | Vector4f pos1; | 
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| 143 | Vector4f pos2; | 
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| 144 | Vector4f pos3; | 
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| 145 |  | 
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| 146 | pos0 = transform(src, matrix, index0, homogeneous); | 
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| 147 | pos1 = transform(src, matrix, index1, homogeneous); | 
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| 148 | pos2 = transform(src, matrix, index2, homogeneous); | 
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| 149 | pos3 = transform(src, matrix, index3, homogeneous); | 
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| 150 |  | 
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| 151 | dst.x = pos0.x * weight0 + pos1.x * weight1 + pos2.x * weight2 + pos3.x * weight3; | 
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| 152 | dst.y = pos0.y * weight0 + pos1.y * weight1 + pos2.y * weight2 + pos3.y * weight3; | 
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| 153 | dst.z = pos0.z * weight0 + pos1.z * weight1 + pos2.z * weight2 + pos3.z * weight3; | 
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| 154 | dst.w = pos0.w * weight0 + pos1.w * weight1 + pos2.w * weight2 + pos3.w * weight3; | 
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| 155 | } | 
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| 156 | } | 
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| 157 |  | 
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| 158 | return dst; | 
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| 159 | } | 
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| 160 |  | 
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| 161 | void VertexPipeline::pipeline(UInt &index) | 
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| 162 | { | 
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| 163 | Vector4f position; | 
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| 164 | Vector4f normal; | 
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| 165 |  | 
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| 166 | if(!state.preTransformed) | 
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| 167 | { | 
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| 168 | position = transformBlend(v[Position], Pointer<Byte>(data + OFFSET(DrawData,ff.transformT)), true); | 
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| 169 | } | 
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| 170 | else | 
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| 171 | { | 
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| 172 | position = v[PositionT]; | 
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| 173 | } | 
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| 174 |  | 
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| 175 | o[Pos].x = position.x; | 
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| 176 | o[Pos].y = position.y; | 
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| 177 | o[Pos].z = position.z; | 
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| 178 | o[Pos].w = position.w; | 
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| 179 |  | 
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| 180 | Vector4f vertexPosition = transformBlend(v[Position], Pointer<Byte>(data + OFFSET(DrawData,ff.cameraTransformT)), true); | 
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| 181 |  | 
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| 182 | if(state.vertexNormalActive) | 
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| 183 | { | 
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| 184 | normal = transformBlend(v[Normal], Pointer<Byte>(data + OFFSET(DrawData,ff.normalTransformT)), false); | 
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| 185 |  | 
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| 186 | if(state.normalizeNormals) | 
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| 187 | { | 
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| 188 | normal = normalize(normal); | 
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| 189 | } | 
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| 190 | } | 
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| 191 |  | 
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| 192 | if(!state.vertexLightingActive) | 
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| 193 | { | 
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| 194 | // FIXME: Don't process if not used at all | 
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| 195 | if(state.diffuseActive && state.input[Color0]) | 
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| 196 | { | 
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| 197 | Vector4f diffuse = v[Color0]; | 
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| 198 |  | 
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| 199 | o[C0].x = diffuse.x; | 
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| 200 | o[C0].y = diffuse.y; | 
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| 201 | o[C0].z = diffuse.z; | 
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| 202 | o[C0].w = diffuse.w; | 
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| 203 | } | 
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| 204 | else | 
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| 205 | { | 
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| 206 | o[C0].x = Float4(1.0f); | 
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| 207 | o[C0].y = Float4(1.0f); | 
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| 208 | o[C0].z = Float4(1.0f); | 
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| 209 | o[C0].w = Float4(1.0f); | 
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| 210 | } | 
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| 211 |  | 
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| 212 | // FIXME: Don't process if not used at all | 
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| 213 | if(state.specularActive && state.input[Color1]) | 
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| 214 | { | 
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| 215 | Vector4f specular = v[Color1]; | 
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| 216 |  | 
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| 217 | o[C1].x = specular.x; | 
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| 218 | o[C1].y = specular.y; | 
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| 219 | o[C1].z = specular.z; | 
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| 220 | o[C1].w = specular.w; | 
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| 221 | } | 
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| 222 | else | 
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| 223 | { | 
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| 224 | o[C1].x = Float4(0.0f); | 
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| 225 | o[C1].y = Float4(0.0f); | 
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| 226 | o[C1].z = Float4(0.0f); | 
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| 227 | o[C1].w = Float4(1.0f); | 
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| 228 | } | 
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| 229 | } | 
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| 230 | else | 
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| 231 | { | 
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| 232 | o[C0].x = Float4(0.0f); | 
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| 233 | o[C0].y = Float4(0.0f); | 
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| 234 | o[C0].z = Float4(0.0f); | 
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| 235 | o[C0].w = Float4(0.0f); | 
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| 236 |  | 
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| 237 | o[C1].x = Float4(0.0f); | 
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| 238 | o[C1].y = Float4(0.0f); | 
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| 239 | o[C1].z = Float4(0.0f); | 
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| 240 | o[C1].w = Float4(0.0f); | 
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| 241 |  | 
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| 242 | Vector4f ambient; | 
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| 243 | Float4 globalAmbient = *Pointer<Float4>(data + OFFSET(DrawData,ff.globalAmbient));   // FIXME: Unpack | 
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| 244 |  | 
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| 245 | ambient.x = globalAmbient.x; | 
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| 246 | ambient.y = globalAmbient.y; | 
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| 247 | ambient.z = globalAmbient.z; | 
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| 248 |  | 
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| 249 | for(int i = 0; i < 8; i++) | 
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| 250 | { | 
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| 251 | if(!(state.vertexLightActive & (1 << i))) | 
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| 252 | { | 
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| 253 | continue; | 
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| 254 | } | 
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| 255 |  | 
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| 256 | Vector4f L;    // Light vector | 
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| 257 | Float4 att;   // Attenuation | 
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| 258 |  | 
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| 259 | // Attenuation | 
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| 260 | { | 
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| 261 | Float4 d;   // Distance | 
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| 262 |  | 
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| 263 | L.x = L.y = L.z = *Pointer<Float4>(data + OFFSET(DrawData,ff.lightPosition[i]));   // FIXME: Unpack | 
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| 264 | L.x = L.x.xxxx; | 
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| 265 | L.y = L.y.yyyy; | 
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| 266 | L.z = L.z.zzzz; | 
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| 267 |  | 
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| 268 | L.x -= vertexPosition.x; | 
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| 269 | L.y -= vertexPosition.y; | 
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| 270 | L.z -= vertexPosition.z; | 
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| 271 | d = dot3(L, L); | 
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| 272 | d = RcpSqrt_pp(d);     // FIXME: Sufficient precision? | 
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| 273 | L.x *= d; | 
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| 274 | L.y *= d; | 
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| 275 | L.z *= d; | 
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| 276 | d = Rcp_pp(d);       // FIXME: Sufficient precision? | 
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| 277 |  | 
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| 278 | Float4 q = *Pointer<Float4>(data + OFFSET(DrawData,ff.attenuationQuadratic[i])); | 
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| 279 | Float4 l = *Pointer<Float4>(data + OFFSET(DrawData,ff.attenuationLinear[i])); | 
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| 280 | Float4 c = *Pointer<Float4>(data + OFFSET(DrawData,ff.attenuationConstant[i])); | 
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| 281 |  | 
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| 282 | att = Rcp_pp((q * d + l) * d + c); | 
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| 283 | } | 
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| 284 |  | 
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| 285 | // Ambient per light | 
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| 286 | { | 
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| 287 | Float4 lightAmbient = *Pointer<Float4>(data + OFFSET(DrawData,ff.lightAmbient[i]));   // FIXME: Unpack | 
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| 288 |  | 
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| 289 | ambient.x = ambient.x + lightAmbient.x * att; | 
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| 290 | ambient.y = ambient.y + lightAmbient.y * att; | 
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| 291 | ambient.z = ambient.z + lightAmbient.z * att; | 
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| 292 | } | 
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| 293 |  | 
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| 294 | // Diffuse | 
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| 295 | if(state.vertexNormalActive) | 
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| 296 | { | 
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| 297 | Float4 dot; | 
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| 298 |  | 
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| 299 | dot = dot3(L, normal); | 
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| 300 | dot = Max(dot, Float4(0.0f)); | 
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| 301 | dot *= att; | 
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| 302 |  | 
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| 303 | Vector4f diff; | 
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| 304 |  | 
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| 305 | if(state.vertexDiffuseMaterialSourceActive == MATERIAL_MATERIAL) | 
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| 306 | { | 
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| 307 | diff.x = diff.y = diff.z = *Pointer<Float4>(data + OFFSET(DrawData,ff.materialDiffuse));   // FIXME: Unpack | 
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| 308 | diff.x = diff.x.xxxx; | 
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| 309 | diff.y = diff.y.yyyy; | 
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| 310 | diff.z = diff.z.zzzz; | 
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| 311 | } | 
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| 312 | else if(state.vertexDiffuseMaterialSourceActive == MATERIAL_COLOR1) | 
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| 313 | { | 
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| 314 | diff = v[Color0]; | 
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| 315 | } | 
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| 316 | else if(state.vertexDiffuseMaterialSourceActive == MATERIAL_COLOR2) | 
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| 317 | { | 
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| 318 | diff = v[Color1]; | 
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| 319 | } | 
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| 320 | else ASSERT(false); | 
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| 321 |  | 
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| 322 | Float4 lightDiffuse = *Pointer<Float4>(data + OFFSET(DrawData,ff.lightDiffuse[i])); | 
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| 323 |  | 
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| 324 | o[C0].x = o[C0].x + diff.x * dot * lightDiffuse.x;   // FIXME: Clamp first? | 
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| 325 | o[C0].y = o[C0].y + diff.y * dot * lightDiffuse.y;   // FIXME: Clamp first? | 
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| 326 | o[C0].z = o[C0].z + diff.z * dot * lightDiffuse.z;   // FIXME: Clamp first? | 
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| 327 | } | 
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| 328 |  | 
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| 329 | // Specular | 
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| 330 | if(state.vertexSpecularActive) | 
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| 331 | { | 
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| 332 | Vector4f S; | 
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| 333 | Vector4f C;   // Camera vector | 
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| 334 | Float4 pow; | 
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| 335 |  | 
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| 336 | pow = *Pointer<Float>(data + OFFSET(DrawData,ff.materialShininess)); | 
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| 337 |  | 
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| 338 | S.x = Float4(0.0f) - vertexPosition.x; | 
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| 339 | S.y = Float4(0.0f) - vertexPosition.y; | 
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| 340 | S.z = Float4(0.0f) - vertexPosition.z; | 
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| 341 | C = normalize(S); | 
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| 342 |  | 
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| 343 | S.x = L.x + C.x; | 
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| 344 | S.y = L.y + C.y; | 
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| 345 | S.z = L.z + C.z; | 
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| 346 | C = normalize(S); | 
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| 347 |  | 
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| 348 | Float4 dot = Max(dot3(C, normal), Float4(0.0f));   // FIXME: max(dot3(C, normal), 0) | 
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| 349 |  | 
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| 350 | Float4 P = power(dot, pow); | 
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| 351 | P *= att; | 
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| 352 |  | 
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| 353 | Vector4f spec; | 
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| 354 |  | 
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| 355 | if(state.vertexSpecularMaterialSourceActive == MATERIAL_MATERIAL) | 
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| 356 | { | 
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| 357 | Float4 materialSpecular = *Pointer<Float4>(data + OFFSET(DrawData,ff.materialSpecular));   // FIXME: Unpack | 
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| 358 |  | 
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| 359 | spec.x = materialSpecular.x; | 
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| 360 | spec.y = materialSpecular.y; | 
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| 361 | spec.z = materialSpecular.z; | 
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| 362 | } | 
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| 363 | else if(state.vertexSpecularMaterialSourceActive == MATERIAL_COLOR1) | 
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| 364 | { | 
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| 365 | spec = v[Color0]; | 
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| 366 | } | 
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| 367 | else if(state.vertexSpecularMaterialSourceActive == MATERIAL_COLOR2) | 
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| 368 | { | 
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| 369 | spec = v[Color1]; | 
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| 370 | } | 
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| 371 | else ASSERT(false); | 
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| 372 |  | 
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| 373 | Float4 lightSpecular = *Pointer<Float4>(data + OFFSET(DrawData,ff.lightSpecular[i])); | 
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| 374 |  | 
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| 375 | spec.x *= lightSpecular.x; | 
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| 376 | spec.y *= lightSpecular.y; | 
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| 377 | spec.z *= lightSpecular.z; | 
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| 378 |  | 
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| 379 | spec.x *= P; | 
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| 380 | spec.y *= P; | 
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| 381 | spec.z *= P; | 
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| 382 |  | 
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| 383 | spec.x = Max(spec.x, Float4(0.0f)); | 
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| 384 | spec.y = Max(spec.y, Float4(0.0f)); | 
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| 385 | spec.z = Max(spec.z, Float4(0.0f)); | 
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| 386 |  | 
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| 387 | if(secondaryColor) | 
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| 388 | { | 
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| 389 | o[C1].x = o[C1].x + spec.x; | 
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| 390 | o[C1].y = o[C1].y + spec.y; | 
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| 391 | o[C1].z = o[C1].z + spec.z; | 
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| 392 | } | 
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| 393 | else | 
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| 394 | { | 
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| 395 | o[C0].x = o[C0].x + spec.x; | 
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| 396 | o[C0].y = o[C0].y + spec.y; | 
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| 397 | o[C0].z = o[C0].z + spec.z; | 
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| 398 | } | 
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| 399 | } | 
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| 400 | } | 
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| 401 |  | 
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| 402 | if(state.vertexAmbientMaterialSourceActive == MATERIAL_MATERIAL) | 
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| 403 | { | 
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| 404 | Float4 materialAmbient = *Pointer<Float4>(data + OFFSET(DrawData,ff.materialAmbient));   // FIXME: Unpack | 
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| 405 |  | 
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| 406 | ambient.x = ambient.x * materialAmbient.x; | 
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| 407 | ambient.y = ambient.y * materialAmbient.y; | 
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| 408 | ambient.z = ambient.z * materialAmbient.z; | 
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| 409 | } | 
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| 410 | else if(state.vertexAmbientMaterialSourceActive == MATERIAL_COLOR1) | 
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| 411 | { | 
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| 412 | Vector4f materialDiffuse = v[Color0]; | 
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| 413 |  | 
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| 414 | ambient.x = ambient.x * materialDiffuse.x; | 
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| 415 | ambient.y = ambient.y * materialDiffuse.y; | 
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| 416 | ambient.z = ambient.z * materialDiffuse.z; | 
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| 417 | } | 
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| 418 | else if(state.vertexAmbientMaterialSourceActive == MATERIAL_COLOR2) | 
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| 419 | { | 
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| 420 | Vector4f materialSpecular = v[Color1]; | 
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| 421 |  | 
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| 422 | ambient.x = ambient.x * materialSpecular.x; | 
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| 423 | ambient.y = ambient.y * materialSpecular.y; | 
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| 424 | ambient.z = ambient.z * materialSpecular.z; | 
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| 425 | } | 
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| 426 | else ASSERT(false); | 
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| 427 |  | 
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| 428 | o[C0].x = o[C0].x + ambient.x; | 
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| 429 | o[C0].y = o[C0].y + ambient.y; | 
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| 430 | o[C0].z = o[C0].z + ambient.z; | 
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| 431 |  | 
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| 432 | // Emissive | 
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| 433 | if(state.vertexEmissiveMaterialSourceActive == MATERIAL_MATERIAL) | 
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| 434 | { | 
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| 435 | Float4 materialEmission = *Pointer<Float4>(data + OFFSET(DrawData,ff.materialEmission));   // FIXME: Unpack | 
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| 436 |  | 
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| 437 | o[C0].x = o[C0].x + materialEmission.x; | 
|---|
| 438 | o[C0].y = o[C0].y + materialEmission.y; | 
|---|
| 439 | o[C0].z = o[C0].z + materialEmission.z; | 
|---|
| 440 | } | 
|---|
| 441 | else if(state.vertexEmissiveMaterialSourceActive == MATERIAL_COLOR1) | 
|---|
| 442 | { | 
|---|
| 443 | Vector4f materialSpecular = v[Color0]; | 
|---|
| 444 |  | 
|---|
| 445 | o[C0].x = o[C0].x + materialSpecular.x; | 
|---|
| 446 | o[C0].y = o[C0].y + materialSpecular.y; | 
|---|
| 447 | o[C0].z = o[C0].z + materialSpecular.z; | 
|---|
| 448 | } | 
|---|
| 449 | else if(state.vertexEmissiveMaterialSourceActive == MATERIAL_COLOR2) | 
|---|
| 450 | { | 
|---|
| 451 | Vector4f materialSpecular = v[Color1]; | 
|---|
| 452 |  | 
|---|
| 453 | o[C0].x = o[C0].x + materialSpecular.x; | 
|---|
| 454 | o[C0].y = o[C0].y + materialSpecular.y; | 
|---|
| 455 | o[C0].z = o[C0].z + materialSpecular.z; | 
|---|
| 456 | } | 
|---|
| 457 | else ASSERT(false); | 
|---|
| 458 |  | 
|---|
| 459 | // Diffuse alpha component | 
|---|
| 460 | if(state.vertexDiffuseMaterialSourceActive == MATERIAL_MATERIAL) | 
|---|
| 461 | { | 
|---|
| 462 | o[C0].w = Float4(*Pointer<Float4>(data + OFFSET(DrawData,ff.materialDiffuse[0]))).wwww;   // FIXME: Unpack | 
|---|
| 463 | } | 
|---|
| 464 | else if(state.vertexDiffuseMaterialSourceActive == MATERIAL_COLOR1) | 
|---|
| 465 | { | 
|---|
| 466 | Vector4f alpha = v[Color0]; | 
|---|
| 467 | o[C0].w = alpha.w; | 
|---|
| 468 | } | 
|---|
| 469 | else if(state.vertexDiffuseMaterialSourceActive == MATERIAL_COLOR2) | 
|---|
| 470 | { | 
|---|
| 471 | Vector4f alpha = v[Color1]; | 
|---|
| 472 | o[C0].w = alpha.w; | 
|---|
| 473 | } | 
|---|
| 474 | else ASSERT(false); | 
|---|
| 475 |  | 
|---|
| 476 | if(state.vertexSpecularActive) | 
|---|
| 477 | { | 
|---|
| 478 | // Specular alpha component | 
|---|
| 479 | if(state.vertexSpecularMaterialSourceActive == MATERIAL_MATERIAL) | 
|---|
| 480 | { | 
|---|
| 481 | o[C1].w = Float4(*Pointer<Float4>(data + OFFSET(DrawData,ff.materialSpecular[3]))).wwww;   // FIXME: Unpack | 
|---|
| 482 | } | 
|---|
| 483 | else if(state.vertexSpecularMaterialSourceActive == MATERIAL_COLOR1) | 
|---|
| 484 | { | 
|---|
| 485 | Vector4f alpha = v[Color0]; | 
|---|
| 486 | o[C1].w = alpha.w; | 
|---|
| 487 | } | 
|---|
| 488 | else if(state.vertexSpecularMaterialSourceActive == MATERIAL_COLOR2) | 
|---|
| 489 | { | 
|---|
| 490 | Vector4f alpha = v[Color1]; | 
|---|
| 491 | o[C1].w = alpha.w; | 
|---|
| 492 | } | 
|---|
| 493 | else ASSERT(false); | 
|---|
| 494 | } | 
|---|
| 495 | } | 
|---|
| 496 |  | 
|---|
| 497 | if(state.fogActive) | 
|---|
| 498 | { | 
|---|
| 499 | Float4 f; | 
|---|
| 500 |  | 
|---|
| 501 | if(!state.rangeFogActive) | 
|---|
| 502 | { | 
|---|
| 503 | f = Abs(vertexPosition.z); | 
|---|
| 504 | } | 
|---|
| 505 | else | 
|---|
| 506 | { | 
|---|
| 507 | f = Sqrt(dot3(vertexPosition, vertexPosition));   // FIXME: f = length(vertexPosition); | 
|---|
| 508 | } | 
|---|
| 509 |  | 
|---|
| 510 | switch(state.vertexFogMode) | 
|---|
| 511 | { | 
|---|
| 512 | case FOG_NONE: | 
|---|
| 513 | if(state.specularActive) | 
|---|
| 514 | { | 
|---|
| 515 | o[Fog].x = o[C1].w; | 
|---|
| 516 | } | 
|---|
| 517 | else | 
|---|
| 518 | { | 
|---|
| 519 | o[Fog].x = Float4(0.0f); | 
|---|
| 520 | } | 
|---|
| 521 | break; | 
|---|
| 522 | case FOG_LINEAR: | 
|---|
| 523 | o[Fog].x = f * *Pointer<Float4>(data + OFFSET(DrawData,fog.scale)) + *Pointer<Float4>(data + OFFSET(DrawData,fog.offset)); | 
|---|
| 524 | break; | 
|---|
| 525 | case FOG_EXP: | 
|---|
| 526 | o[Fog].x = exponential2(f * *Pointer<Float4>(data + OFFSET(DrawData,fog.densityE)), true); | 
|---|
| 527 | break; | 
|---|
| 528 | case FOG_EXP2: | 
|---|
| 529 | o[Fog].x = exponential2((f * f) * *Pointer<Float4>(data + OFFSET(DrawData,fog.density2E)), true); | 
|---|
| 530 | break; | 
|---|
| 531 | default: | 
|---|
| 532 | ASSERT(false); | 
|---|
| 533 | } | 
|---|
| 534 | } | 
|---|
| 535 |  | 
|---|
| 536 | for(int stage = 0; stage < 8; stage++) | 
|---|
| 537 | { | 
|---|
| 538 | processTextureCoordinate(stage, normal, position); | 
|---|
| 539 | } | 
|---|
| 540 |  | 
|---|
| 541 | processPointSize(); | 
|---|
| 542 | } | 
|---|
| 543 |  | 
|---|
| 544 | void VertexPipeline::processTextureCoordinate(int stage, Vector4f &normal, Vector4f &position) | 
|---|
| 545 | { | 
|---|
| 546 | if(state.output[T0 + stage].write) | 
|---|
| 547 | { | 
|---|
| 548 | int i = state.textureState[stage].texCoordIndexActive; | 
|---|
| 549 |  | 
|---|
| 550 | switch(state.textureState[stage].texGenActive) | 
|---|
| 551 | { | 
|---|
| 552 | case TEXGEN_NONE: | 
|---|
| 553 | { | 
|---|
| 554 | Vector4f &&varying = v[TexCoord0 + i]; | 
|---|
| 555 |  | 
|---|
| 556 | o[T0 + stage].x = varying.x; | 
|---|
| 557 | o[T0 + stage].y = varying.y; | 
|---|
| 558 | o[T0 + stage].z = varying.z; | 
|---|
| 559 | o[T0 + stage].w = varying.w; | 
|---|
| 560 | } | 
|---|
| 561 | break; | 
|---|
| 562 | case TEXGEN_PASSTHRU: | 
|---|
| 563 | { | 
|---|
| 564 | Vector4f &&varying = v[TexCoord0 + i]; | 
|---|
| 565 |  | 
|---|
| 566 | o[T0 + stage].x = varying.x; | 
|---|
| 567 | o[T0 + stage].y = varying.y; | 
|---|
| 568 | o[T0 + stage].z = varying.z; | 
|---|
| 569 | o[T0 + stage].w = varying.w; | 
|---|
| 570 |  | 
|---|
| 571 | if(state.input[TexCoord0 + i]) | 
|---|
| 572 | { | 
|---|
| 573 | switch(state.input[TexCoord0 + i].count) | 
|---|
| 574 | { | 
|---|
| 575 | case 1: | 
|---|
| 576 | o[T0 + stage].y = Float4(1.0f); | 
|---|
| 577 | o[T0 + stage].z = Float4(0.0f); | 
|---|
| 578 | o[T0 + stage].w = Float4(0.0f); | 
|---|
| 579 | break; | 
|---|
| 580 | case 2: | 
|---|
| 581 | o[T0 + stage].z = Float4(1.0f); | 
|---|
| 582 | o[T0 + stage].w = Float4(0.0f); | 
|---|
| 583 | break; | 
|---|
| 584 | case 3: | 
|---|
| 585 | o[T0 + stage].w = Float4(1.0f); | 
|---|
| 586 | break; | 
|---|
| 587 | case 4: | 
|---|
| 588 | break; | 
|---|
| 589 | default: | 
|---|
| 590 | ASSERT(false); | 
|---|
| 591 | } | 
|---|
| 592 | } | 
|---|
| 593 | } | 
|---|
| 594 | break; | 
|---|
| 595 | case TEXGEN_NORMAL: | 
|---|
| 596 | { | 
|---|
| 597 | Vector4f Nc;   // Normal vector in camera space | 
|---|
| 598 |  | 
|---|
| 599 | if(state.vertexNormalActive) | 
|---|
| 600 | { | 
|---|
| 601 | Nc = normal; | 
|---|
| 602 | } | 
|---|
| 603 | else | 
|---|
| 604 | { | 
|---|
| 605 | Nc.x = Float4(0.0f); | 
|---|
| 606 | Nc.y = Float4(0.0f); | 
|---|
| 607 | Nc.z = Float4(0.0f); | 
|---|
| 608 | } | 
|---|
| 609 |  | 
|---|
| 610 | Nc.w = Float4(1.0f); | 
|---|
| 611 |  | 
|---|
| 612 | o[T0 + stage].x = Nc.x; | 
|---|
| 613 | o[T0 + stage].y = Nc.y; | 
|---|
| 614 | o[T0 + stage].z = Nc.z; | 
|---|
| 615 | o[T0 + stage].w = Nc.w; | 
|---|
| 616 | } | 
|---|
| 617 | break; | 
|---|
| 618 | case TEXGEN_POSITION: | 
|---|
| 619 | { | 
|---|
| 620 | Vector4f Pn = transformBlend(v[Position], Pointer<Byte>(data + OFFSET(DrawData,ff.cameraTransformT)), true);   // Position in camera space | 
|---|
| 621 |  | 
|---|
| 622 | Pn.w = Float4(1.0f); | 
|---|
| 623 |  | 
|---|
| 624 | o[T0 + stage].x = Pn.x; | 
|---|
| 625 | o[T0 + stage].y = Pn.y; | 
|---|
| 626 | o[T0 + stage].z = Pn.z; | 
|---|
| 627 | o[T0 + stage].w = Pn.w; | 
|---|
| 628 | } | 
|---|
| 629 | break; | 
|---|
| 630 | case TEXGEN_REFLECTION: | 
|---|
| 631 | { | 
|---|
| 632 | Vector4f R;   // Reflection vector | 
|---|
| 633 |  | 
|---|
| 634 | if(state.vertexNormalActive) | 
|---|
| 635 | { | 
|---|
| 636 | Vector4f Nc;   // Normal vector in camera space | 
|---|
| 637 |  | 
|---|
| 638 | Nc = normal; | 
|---|
| 639 |  | 
|---|
| 640 | if(state.localViewerActive) | 
|---|
| 641 | { | 
|---|
| 642 | Vector4f Ec;   // Eye vector in camera space | 
|---|
| 643 | Vector4f N2; | 
|---|
| 644 |  | 
|---|
| 645 | Ec = transformBlend(v[Position], Pointer<Byte>(data + OFFSET(DrawData,ff.cameraTransformT)), true); | 
|---|
| 646 | Ec = normalize(Ec); | 
|---|
| 647 |  | 
|---|
| 648 | // R = E - 2 * N * (E . N) | 
|---|
| 649 | Float4 dot = Float4(2.0f) * dot3(Ec, Nc); | 
|---|
| 650 |  | 
|---|
| 651 | R.x = Ec.x - Nc.x * dot; | 
|---|
| 652 | R.y = Ec.y - Nc.y * dot; | 
|---|
| 653 | R.z = Ec.z - Nc.z * dot; | 
|---|
| 654 | } | 
|---|
| 655 | else | 
|---|
| 656 | { | 
|---|
| 657 | // u = -2 * Nz * Nx | 
|---|
| 658 | // v = -2 * Nz * Ny | 
|---|
| 659 | // w = 1 - 2 * Nz * Nz | 
|---|
| 660 |  | 
|---|
| 661 | R.x = -Float4(2.0f) * Nc.z * Nc.x; | 
|---|
| 662 | R.y = -Float4(2.0f) * Nc.z * Nc.y; | 
|---|
| 663 | R.z = Float4(1.0f) - Float4(2.0f) * Nc.z * Nc.z; | 
|---|
| 664 | } | 
|---|
| 665 | } | 
|---|
| 666 | else | 
|---|
| 667 | { | 
|---|
| 668 | R.x = Float4(0.0f); | 
|---|
| 669 | R.y = Float4(0.0f); | 
|---|
| 670 | R.z = Float4(0.0f); | 
|---|
| 671 | } | 
|---|
| 672 |  | 
|---|
| 673 | R.w = Float4(1.0f); | 
|---|
| 674 |  | 
|---|
| 675 | o[T0 + stage].x = R.x; | 
|---|
| 676 | o[T0 + stage].y = R.y; | 
|---|
| 677 | o[T0 + stage].z = R.z; | 
|---|
| 678 | o[T0 + stage].w = R.w; | 
|---|
| 679 | } | 
|---|
| 680 | break; | 
|---|
| 681 | case TEXGEN_SPHEREMAP: | 
|---|
| 682 | { | 
|---|
| 683 | Vector4f R;   // Reflection vector | 
|---|
| 684 |  | 
|---|
| 685 | if(state.vertexNormalActive) | 
|---|
| 686 | { | 
|---|
| 687 | Vector4f Nc;   // Normal vector in camera space | 
|---|
| 688 |  | 
|---|
| 689 | Nc = normal; | 
|---|
| 690 |  | 
|---|
| 691 | if(state.localViewerActive) | 
|---|
| 692 | { | 
|---|
| 693 | Vector4f Ec;   // Eye vector in camera space | 
|---|
| 694 | Vector4f N2; | 
|---|
| 695 |  | 
|---|
| 696 | Ec = transformBlend(v[Position], Pointer<Byte>(data + OFFSET(DrawData,ff.cameraTransformT)), true); | 
|---|
| 697 | Ec = normalize(Ec); | 
|---|
| 698 |  | 
|---|
| 699 | // R = E - 2 * N * (E . N) | 
|---|
| 700 | Float4 dot = Float4(2.0f) * dot3(Ec, Nc); | 
|---|
| 701 |  | 
|---|
| 702 | R.x = Ec.x - Nc.x * dot; | 
|---|
| 703 | R.y = Ec.y - Nc.y * dot; | 
|---|
| 704 | R.z = Ec.z - Nc.z * dot; | 
|---|
| 705 | } | 
|---|
| 706 | else | 
|---|
| 707 | { | 
|---|
| 708 | // u = -2 * Nz * Nx | 
|---|
| 709 | // v = -2 * Nz * Ny | 
|---|
| 710 | // w = 1 - 2 * Nz * Nz | 
|---|
| 711 |  | 
|---|
| 712 | R.x = -Float4(2.0f) * Nc.z * Nc.x; | 
|---|
| 713 | R.y = -Float4(2.0f) * Nc.z * Nc.y; | 
|---|
| 714 | R.z = Float4(1.0f) - Float4(2.0f) * Nc.z * Nc.z; | 
|---|
| 715 | } | 
|---|
| 716 | } | 
|---|
| 717 | else | 
|---|
| 718 | { | 
|---|
| 719 | R.x = Float4(0.0f); | 
|---|
| 720 | R.y = Float4(0.0f); | 
|---|
| 721 | R.z = Float4(0.0f); | 
|---|
| 722 | } | 
|---|
| 723 |  | 
|---|
| 724 | R.z -= Float4(1.0f); | 
|---|
| 725 | R = normalize(R); | 
|---|
| 726 | R.x = Float4(0.5f) * R.x + Float4(0.5f); | 
|---|
| 727 | R.y = Float4(0.5f) * R.y + Float4(0.5f); | 
|---|
| 728 |  | 
|---|
| 729 | R.z = Float4(1.0f); | 
|---|
| 730 | R.w = Float4(0.0f); | 
|---|
| 731 |  | 
|---|
| 732 | o[T0 + stage].x = R.x; | 
|---|
| 733 | o[T0 + stage].y = R.y; | 
|---|
| 734 | o[T0 + stage].z = R.z; | 
|---|
| 735 | o[T0 + stage].w = R.w; | 
|---|
| 736 | } | 
|---|
| 737 | break; | 
|---|
| 738 | default: | 
|---|
| 739 | ASSERT(false); | 
|---|
| 740 | } | 
|---|
| 741 |  | 
|---|
| 742 | Vector4f ; | 
|---|
| 743 | Vector4f ; | 
|---|
| 744 | Vector4f ; | 
|---|
| 745 | Vector4f ; | 
|---|
| 746 |  | 
|---|
| 747 | Vector4f T; | 
|---|
| 748 | Vector4f t; | 
|---|
| 749 |  | 
|---|
| 750 | T.x = o[T0 + stage].x; | 
|---|
| 751 | T.y = o[T0 + stage].y; | 
|---|
| 752 | T.z = o[T0 + stage].z; | 
|---|
| 753 | T.w = o[T0 + stage].w; | 
|---|
| 754 |  | 
|---|
| 755 | switch(state.textureState[stage].textureTransformCountActive) | 
|---|
| 756 | { | 
|---|
| 757 | case 4: | 
|---|
| 758 | texTrans3.x = texTrans3.y = texTrans3.z = texTrans3.w = *Pointer<Float4>(data + OFFSET(DrawData,ff.textureTransform[stage][3]));   // FIXME: Unpack | 
|---|
| 759 | texTrans3.x = texTrans3.x.xxxx; | 
|---|
| 760 | texTrans3.y = texTrans3.y.yyyy; | 
|---|
| 761 | texTrans3.z = texTrans3.z.zzzz; | 
|---|
| 762 | texTrans3.w = texTrans3.w.wwww; | 
|---|
| 763 | t.w = dot4(T, texTrans3); | 
|---|
| 764 | case 3: | 
|---|
| 765 | texTrans2.x = texTrans2.y = texTrans2.z = texTrans2.w = *Pointer<Float4>(data + OFFSET(DrawData,ff.textureTransform[stage][2]));   // FIXME: Unpack | 
|---|
| 766 | texTrans2.x = texTrans2.x.xxxx; | 
|---|
| 767 | texTrans2.y = texTrans2.y.yyyy; | 
|---|
| 768 | texTrans2.z = texTrans2.z.zzzz; | 
|---|
| 769 | texTrans2.w = texTrans2.w.wwww; | 
|---|
| 770 | t.z = dot4(T, texTrans2); | 
|---|
| 771 | case 2: | 
|---|
| 772 | texTrans1.x = texTrans1.y = texTrans1.z = texTrans1.w = *Pointer<Float4>(data + OFFSET(DrawData,ff.textureTransform[stage][1]));   // FIXME: Unpack | 
|---|
| 773 | texTrans1.x = texTrans1.x.xxxx; | 
|---|
| 774 | texTrans1.y = texTrans1.y.yyyy; | 
|---|
| 775 | texTrans1.z = texTrans1.z.zzzz; | 
|---|
| 776 | texTrans1.w = texTrans1.w.wwww; | 
|---|
| 777 | t.y = dot4(T, texTrans1); | 
|---|
| 778 | case 1: | 
|---|
| 779 | texTrans0.x = texTrans0.y = texTrans0.z = texTrans0.w = *Pointer<Float4>(data + OFFSET(DrawData,ff.textureTransform[stage][0]));   // FIXME: Unpack | 
|---|
| 780 | texTrans0.x = texTrans0.x.xxxx; | 
|---|
| 781 | texTrans0.y = texTrans0.y.yyyy; | 
|---|
| 782 | texTrans0.z = texTrans0.z.zzzz; | 
|---|
| 783 | texTrans0.w = texTrans0.w.wwww; | 
|---|
| 784 | t.x = dot4(T, texTrans0); | 
|---|
| 785 |  | 
|---|
| 786 | o[T0 + stage].x = t.x; | 
|---|
| 787 | o[T0 + stage].y = t.y; | 
|---|
| 788 | o[T0 + stage].z = t.z; | 
|---|
| 789 | o[T0 + stage].w = t.w; | 
|---|
| 790 | case 0: | 
|---|
| 791 | break; | 
|---|
| 792 | default: | 
|---|
| 793 | ASSERT(false); | 
|---|
| 794 | } | 
|---|
| 795 | } | 
|---|
| 796 | } | 
|---|
| 797 |  | 
|---|
| 798 | void VertexPipeline::processPointSize() | 
|---|
| 799 | { | 
|---|
| 800 | if(!state.pointSizeActive) | 
|---|
| 801 | { | 
|---|
| 802 | return;   // Use global pointsize | 
|---|
| 803 | } | 
|---|
| 804 |  | 
|---|
| 805 | if(state.input[PointSize]) | 
|---|
| 806 | { | 
|---|
| 807 | o[Pts].y = v[PointSize].x; | 
|---|
| 808 | } | 
|---|
| 809 | else | 
|---|
| 810 | { | 
|---|
| 811 | o[Pts].y = *Pointer<Float4>(data + OFFSET(DrawData,point.pointSize)); | 
|---|
| 812 | } | 
|---|
| 813 |  | 
|---|
| 814 | if(state.pointScaleActive && !state.preTransformed) | 
|---|
| 815 | { | 
|---|
| 816 | Vector4f p = transformBlend(v[Position], Pointer<Byte>(data + OFFSET(DrawData,ff.cameraTransformT)), true); | 
|---|
| 817 |  | 
|---|
| 818 | Float4 d = Sqrt(dot3(p, p));   // FIXME: length(p); | 
|---|
| 819 |  | 
|---|
| 820 | Float4 A = *Pointer<Float>(data + OFFSET(DrawData,point.pointScaleA));   // FIXME: Unpack | 
|---|
| 821 | Float4 B = *Pointer<Float>(data + OFFSET(DrawData,point.pointScaleB));   // FIXME: Unpack | 
|---|
| 822 | Float4 C = *Pointer<Float>(data + OFFSET(DrawData,point.pointScaleC));   // FIXME: Unpack | 
|---|
| 823 |  | 
|---|
| 824 | A = RcpSqrt_pp(A + d * (B + d * C)); | 
|---|
| 825 |  | 
|---|
| 826 | o[Pts].y = o[Pts].y * Float4(*Pointer<Float>(data + OFFSET(DrawData,viewportHeight))) * A;   // FIXME: Unpack | 
|---|
| 827 | } | 
|---|
| 828 | } | 
|---|
| 829 |  | 
|---|
| 830 | Vector4f VertexPipeline::transform(const Register &src, const Pointer<Byte> &matrix, bool homogeneous) | 
|---|
| 831 | { | 
|---|
| 832 | Vector4f dst; | 
|---|
| 833 |  | 
|---|
| 834 | if(homogeneous) | 
|---|
| 835 | { | 
|---|
| 836 | Float4 m[4][4]; | 
|---|
| 837 |  | 
|---|
| 838 | for(int j = 0; j < 4; j++) | 
|---|
| 839 | { | 
|---|
| 840 | for(int i = 0; i < 4; i++) | 
|---|
| 841 | { | 
|---|
| 842 | m[j][i].x = *Pointer<Float>(matrix + 16 * i + 4 * j); | 
|---|
| 843 | m[j][i].y = *Pointer<Float>(matrix + 16 * i + 4 * j); | 
|---|
| 844 | m[j][i].z = *Pointer<Float>(matrix + 16 * i + 4 * j); | 
|---|
| 845 | m[j][i].w = *Pointer<Float>(matrix + 16 * i + 4 * j); | 
|---|
| 846 | } | 
|---|
| 847 | } | 
|---|
| 848 |  | 
|---|
| 849 | dst.x = src.x * m[0][0] + src.y * m[0][1] + src.z * m[0][2] + src.w * m[0][3]; | 
|---|
| 850 | dst.y = src.x * m[1][0] + src.y * m[1][1] + src.z * m[1][2] + src.w * m[1][3]; | 
|---|
| 851 | dst.z = src.x * m[2][0] + src.y * m[2][1] + src.z * m[2][2] + src.w * m[2][3]; | 
|---|
| 852 | dst.w = src.x * m[3][0] + src.y * m[3][1] + src.z * m[3][2] + src.w * m[3][3]; | 
|---|
| 853 | } | 
|---|
| 854 | else | 
|---|
| 855 | { | 
|---|
| 856 | Float4 m[3][3]; | 
|---|
| 857 |  | 
|---|
| 858 | for(int j = 0; j < 3; j++) | 
|---|
| 859 | { | 
|---|
| 860 | for(int i = 0; i < 3; i++) | 
|---|
| 861 | { | 
|---|
| 862 | m[j][i].x = *Pointer<Float>(matrix + 16 * i + 4 * j); | 
|---|
| 863 | m[j][i].y = *Pointer<Float>(matrix + 16 * i + 4 * j); | 
|---|
| 864 | m[j][i].z = *Pointer<Float>(matrix + 16 * i + 4 * j); | 
|---|
| 865 | m[j][i].w = *Pointer<Float>(matrix + 16 * i + 4 * j); | 
|---|
| 866 | } | 
|---|
| 867 | } | 
|---|
| 868 |  | 
|---|
| 869 | dst.x = src.x * m[0][0] + src.y * m[0][1] + src.z * m[0][2]; | 
|---|
| 870 | dst.y = src.x * m[1][0] + src.y * m[1][1] + src.z * m[1][2]; | 
|---|
| 871 | dst.z = src.x * m[2][0] + src.y * m[2][1] + src.z * m[2][2]; | 
|---|
| 872 | } | 
|---|
| 873 |  | 
|---|
| 874 | return dst; | 
|---|
| 875 | } | 
|---|
| 876 |  | 
|---|
| 877 | Vector4f VertexPipeline::transform(const Register &src, const Pointer<Byte> &matrix, UInt index[4], bool homogeneous) | 
|---|
| 878 | { | 
|---|
| 879 | Vector4f dst; | 
|---|
| 880 |  | 
|---|
| 881 | if(homogeneous) | 
|---|
| 882 | { | 
|---|
| 883 | Float4 m[4][4]; | 
|---|
| 884 |  | 
|---|
| 885 | for(int j = 0; j < 4; j++) | 
|---|
| 886 | { | 
|---|
| 887 | for(int i = 0; i < 4; i++) | 
|---|
| 888 | { | 
|---|
| 889 | m[j][i].x = *Pointer<Float>(matrix + 16 * i + 4 * j + index[0]); | 
|---|
| 890 | m[j][i].y = *Pointer<Float>(matrix + 16 * i + 4 * j + index[1]); | 
|---|
| 891 | m[j][i].z = *Pointer<Float>(matrix + 16 * i + 4 * j + index[2]); | 
|---|
| 892 | m[j][i].w = *Pointer<Float>(matrix + 16 * i + 4 * j + index[3]); | 
|---|
| 893 | } | 
|---|
| 894 | } | 
|---|
| 895 |  | 
|---|
| 896 | dst.x = src.x * m[0][0] + src.y * m[0][1] + src.z * m[0][2] + m[0][3]; | 
|---|
| 897 | dst.y = src.x * m[1][0] + src.y * m[1][1] + src.z * m[1][2] + m[1][3]; | 
|---|
| 898 | dst.z = src.x * m[2][0] + src.y * m[2][1] + src.z * m[2][2] + m[2][3]; | 
|---|
| 899 | dst.w = src.x * m[3][0] + src.y * m[3][1] + src.z * m[3][2] + m[3][3]; | 
|---|
| 900 | } | 
|---|
| 901 | else | 
|---|
| 902 | { | 
|---|
| 903 | Float4 m[3][3]; | 
|---|
| 904 |  | 
|---|
| 905 | for(int j = 0; j < 3; j++) | 
|---|
| 906 | { | 
|---|
| 907 | for(int i = 0; i < 3; i++) | 
|---|
| 908 | { | 
|---|
| 909 | m[j][i].x = *Pointer<Float>(matrix + 16 * i + 4 * j + index[0]); | 
|---|
| 910 | m[j][i].y = *Pointer<Float>(matrix + 16 * i + 4 * j + index[1]); | 
|---|
| 911 | m[j][i].z = *Pointer<Float>(matrix + 16 * i + 4 * j + index[2]); | 
|---|
| 912 | m[j][i].w = *Pointer<Float>(matrix + 16 * i + 4 * j + index[3]); | 
|---|
| 913 | } | 
|---|
| 914 | } | 
|---|
| 915 |  | 
|---|
| 916 | dst.x = src.x * m[0][0] + src.y * m[0][1] + src.z * m[0][2]; | 
|---|
| 917 | dst.y = src.x * m[1][0] + src.y * m[1][1] + src.z * m[1][2]; | 
|---|
| 918 | dst.z = src.x * m[2][0] + src.y * m[2][1] + src.z * m[2][2]; | 
|---|
| 919 | } | 
|---|
| 920 |  | 
|---|
| 921 | return dst; | 
|---|
| 922 | } | 
|---|
| 923 |  | 
|---|
| 924 | Vector4f VertexPipeline::normalize(Vector4f &src) | 
|---|
| 925 | { | 
|---|
| 926 | Vector4f dst; | 
|---|
| 927 |  | 
|---|
| 928 | Float4 rcpLength = RcpSqrt_pp(dot3(src, src)); | 
|---|
| 929 |  | 
|---|
| 930 | dst.x = src.x * rcpLength; | 
|---|
| 931 | dst.y = src.y * rcpLength; | 
|---|
| 932 | dst.z = src.z * rcpLength; | 
|---|
| 933 |  | 
|---|
| 934 | return dst; | 
|---|
| 935 | } | 
|---|
| 936 |  | 
|---|
| 937 | Float4 VertexPipeline::power(Float4 &src0, Float4 &src1) | 
|---|
| 938 | { | 
|---|
| 939 | Float4 dst = src0; | 
|---|
| 940 |  | 
|---|
| 941 | dst = dst * dst; | 
|---|
| 942 | dst = dst * dst; | 
|---|
| 943 | dst = Float4(As<Int4>(dst) - As<Int4>(Float4(1.0f))); | 
|---|
| 944 |  | 
|---|
| 945 | dst *= src1; | 
|---|
| 946 |  | 
|---|
| 947 | dst = As<Float4>(Int4(dst) + As<Int4>(Float4(1.0f))); | 
|---|
| 948 | dst = RcpSqrt_pp(dst); | 
|---|
| 949 | dst = RcpSqrt_pp(dst); | 
|---|
| 950 |  | 
|---|
| 951 | return dst; | 
|---|
| 952 | } | 
|---|
| 953 | } | 
|---|
| 954 |  | 
|---|