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authordonkopunchstania <donkopunchstania@gmail.com>2009-04-19 10:10:45 +0000
committerdonkopunchstania <donkopunchstania@gmail.com>2009-04-19 10:10:45 +0000
commit93348abc18297dd1126b585f2bc30445baa6e1ff (patch)
tree7837e14ea0dcd57e0f07a53abcc3045cd72c7601 /Source/Core/VideoCommon/Src/VertexShaderManager.cpp
parentb4c22390ac1941dbf095eedd0aa81d59b7d8092a (diff)
Created a free look utility which only works on win32 right now. It lets the user fly around with the mouse and keyboard. Had to add some ugly matrix functions to the math utilities.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3005 8ced0084-cf51-0410-be5f-012b33b47a6e
Diffstat (limited to 'Source/Core/VideoCommon/Src/VertexShaderManager.cpp')
-rw-r--r--Source/Core/VideoCommon/Src/VertexShaderManager.cpp80
1 files changed, 75 insertions, 5 deletions
diff --git a/Source/Core/VideoCommon/Src/VertexShaderManager.cpp b/Source/Core/VideoCommon/Src/VertexShaderManager.cpp
index 6e37e7b44b..3e6db1acbf 100644
--- a/Source/Core/VideoCommon/Src/VertexShaderManager.cpp
+++ b/Source/Core/VideoCommon/Src/VertexShaderManager.cpp
@@ -16,6 +16,7 @@
// http://code.google.com/p/dolphin-emu/
#include "Common.h"
+#include "MathUtil.h"
#include "Profiler.h"
#include <cmath>
@@ -45,6 +46,11 @@ static int nNormalMatricesChanged[2]; // min,max
static int nPostTransformMatricesChanged[2]; // min,max
static int nLightsChanged[2]; // min,max
+static Matrix33 s_viewRotationMatrix;
+static Matrix33 s_viewInvRotationMatrix;
+static float s_fViewTranslationVector[3];
+static float s_fViewRotation[2];
+
void UpdateViewport();
void VertexShaderManager::Init()
@@ -59,6 +65,8 @@ void VertexShaderManager::Init()
memset(&xfregs, 0, sizeof(xfregs));
memset(xfmem, 0, sizeof(xfmem));
+
+ ResetView();
}
void VertexShaderManager::Shutdown()
@@ -69,7 +77,7 @@ void VertexShaderManager::Shutdown()
// =======================================================================================
// Syncs the shader constant buffers with xfmem
// ----------------
-void VertexShaderManager::SetConstants(bool proj_hax_1,bool SMG_hack)
+void VertexShaderManager::SetConstants(bool proj_hax_1,bool SMG_hack, bool freeLook)
{
//nTransformMatricesChanged[0] = 0; nTransformMatricesChanged[1] = 256;
//nNormalMatricesChanged[0] = 0; nNormalMatricesChanged[1] = 96;
@@ -293,10 +301,29 @@ void VertexShaderManager::SetConstants(bool proj_hax_1,bool SMG_hack)
}
PRIM_LOG("Projection: %f %f %f %f %f %f\n", xfregs.rawProjection[0], xfregs.rawProjection[1], xfregs.rawProjection[2], xfregs.rawProjection[3], xfregs.rawProjection[4], xfregs.rawProjection[5]);
- SetVSConstant4fv(C_PROJECTION, &g_fProjectionMatrix[0]);
- SetVSConstant4fv(C_PROJECTION+1, &g_fProjectionMatrix[4]);
- SetVSConstant4fv(C_PROJECTION+2, &g_fProjectionMatrix[8]);
- SetVSConstant4fv(C_PROJECTION+3, &g_fProjectionMatrix[12]);
+
+ if (freeLook) {
+ Matrix44 mtxA;
+ Matrix44 mtxB;
+ Matrix44 viewMtx;
+
+ Matrix44::Translate(mtxA, s_fViewTranslationVector);
+ Matrix44::LoadMatrix33(mtxB, s_viewRotationMatrix);
+ Matrix44::Multiply(mtxB, mtxA, viewMtx); // view = rotation x translation
+ Matrix44::Set(mtxB, g_fProjectionMatrix);
+ Matrix44::Multiply(mtxB, viewMtx, mtxA); // mtxA = projection x view
+
+ SetVSConstant4fv(C_PROJECTION, &mtxA.data[0]);
+ SetVSConstant4fv(C_PROJECTION+1, &mtxA.data[4]);
+ SetVSConstant4fv(C_PROJECTION+2, &mtxA.data[8]);
+ SetVSConstant4fv(C_PROJECTION+3, &mtxA.data[12]);
+ }
+ else {
+ SetVSConstant4fv(C_PROJECTION, &g_fProjectionMatrix[0]);
+ SetVSConstant4fv(C_PROJECTION+1, &g_fProjectionMatrix[4]);
+ SetVSConstant4fv(C_PROJECTION+2, &g_fProjectionMatrix[8]);
+ SetVSConstant4fv(C_PROJECTION+3, &g_fProjectionMatrix[12]);
+ }
}
}
@@ -430,3 +457,46 @@ void VertexShaderManager::SetMaterialColor(int index, u32 data)
s_fMaterials[ind++] = ((data>>8)&0xFF)/255.0f;
s_fMaterials[ind] = ((data)&0xFF)/255.0f;
}
+
+void VertexShaderManager::TranslateView(float x, float y)
+{
+ float result[3];
+ float vector[3] = { x,0,y };
+
+ Matrix33::Multiply(s_viewInvRotationMatrix, vector, result);
+
+ for(int i = 0; i < 3; i++) {
+ s_fViewTranslationVector[i] += result[i];
+ }
+
+ bProjectionChanged = true;
+}
+
+void VertexShaderManager::RotateView(float x, float y)
+{
+ s_fViewRotation[0] += x;
+ s_fViewRotation[1] += y;
+
+ Matrix33 mx;
+ Matrix33 my;
+ Matrix33::RotateX(mx, s_fViewRotation[1]);
+ Matrix33::RotateY(my, s_fViewRotation[0]);
+ Matrix33::Multiply(mx, my, s_viewRotationMatrix);
+
+ // reverse rotation
+ Matrix33::RotateX(mx, -s_fViewRotation[1]);
+ Matrix33::RotateY(my, -s_fViewRotation[0]);
+ Matrix33::Multiply(my, mx, s_viewInvRotationMatrix);
+
+ bProjectionChanged = true;
+}
+
+void VertexShaderManager::ResetView()
+{
+ memset(s_fViewTranslationVector, 0, sizeof(s_fViewTranslationVector));
+ Matrix33::LoadIdentity(s_viewRotationMatrix);
+ Matrix33::LoadIdentity(s_viewInvRotationMatrix);
+ s_fViewRotation[0] = s_fViewRotation[1] = 0.0f;
+
+ bProjectionChanged = true;
+}