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https://github.com/holub/mame
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Stat making video/model1.cpp use glm as necessary, nw
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@ -2,6 +2,8 @@
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// copyright-holders:Olivier Galibert
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#include <functional>
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#include <glm/glm/vec3.hpp>
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#include "audio/dsbz80.h"
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#include "audio/segam1audio.h"
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#include "cpu/v60/v60.h"
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@ -125,36 +127,6 @@ public:
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int col;
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};
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// TOOD: Replace with glm::vec3
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class vector_t
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{
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public:
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vector_t()
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{
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memset(v, 0, sizeof(float) * 3);
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}
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vector_t(float x, float y, float z)
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{
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set_x(x);
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set_y(y);
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set_z(z);
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}
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void normalize();
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static float dot(const vector_t& a, const vector_t& b);
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float x() { return v[0]; }
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float y() { return v[1]; }
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float z() { return v[2]; }
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void set_x(float x) { v[0] = x; }
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void set_y(float y) { v[1] = y; }
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void set_z(float z) { v[2] = z; }
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private:
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float v[3];
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};
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struct lightparam_t
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{
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float a;
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@ -169,18 +141,18 @@ public:
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view_t() { }
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void init_translation_matrix();
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void set_viewport(float xcenter, float ycenter, float xl, float xr, float yb, float yt);
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void set_lightparam(int index, float diffuse, float ambient, float specular, int power);
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void set_zoom(float x, float y);
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void set_light_direction(float x, float y, float z);
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void set_translation_matrix(float* mat);
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void set_view_translation(float x, float y);
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void project_point(point_t *p) const;
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void project_point_direct(point_t *p) const;
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void transform_vector(vector_t *p) const;
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void transform_vector(glm::vec3& p) const;
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void transform_point(point_t *p) const;
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void recompute_frustum();
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@ -190,7 +162,7 @@ public:
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float a_bottom, a_top, a_left, a_right;
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float vxx, vyy, vzz, ayy, ayyc, ayys;
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float translation[12];
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vector_t light;
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glm::vec3 light;
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lightparam_t lightparams[32];
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};
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@ -467,7 +439,7 @@ private:
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static float min4f(float a, float b, float c, float d);
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static float max4f(float a, float b, float c, float d);
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static float compute_specular(vector_t *normal, vector_t *light, float diffuse,int lmode);
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static float compute_specular(glm::vec3& normal, glm::vec3& light, float diffuse,int lmode);
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void push_object(UINT32 tex_adr, UINT32 poly_adr, UINT32 size);
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UINT16* push_direct(UINT16 *list);
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@ -1,5 +1,8 @@
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// license:BSD-3-Clause
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// copyright-holders:Olivier Galibert
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#include <glm/glm/geometric.hpp>
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#include "emu.h"
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#include "cpu/mb86233/mb86233.h"
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#include "includes/model1.h"
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@ -32,36 +35,23 @@ float model1_state::readf(const UINT16 *adr) const
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void model1_state::view_t::transform_point(point_t *p) const
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{
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point_t q = *p;
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float xx, zz;
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xx = translation[0] * q.x + translation[3] * q.y + translation[6] * q.z + translation[ 9] + vxx;
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p->y = translation[1] * q.x + translation[4] * q.y + translation[7] * q.z + translation[10] + vyy;
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zz = translation[2] * q.x + translation[5] * q.y + translation[8] * q.z + translation[11] + vzz;
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float xx = translation[0] * q.x + translation[3] * q.y + translation[6] * q.z + translation[ 9] + vxx;
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p->y = translation[1] * q.x + translation[4] * q.y + translation[7] * q.z + translation[10] + vyy;
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float zz = translation[2] * q.x + translation[5] * q.y + translation[8] * q.z + translation[11] + vzz;
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p->x = ayyc * xx - ayys * zz;
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p->z = ayys * xx + ayyc * zz;
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}
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void model1_state::view_t::transform_vector(vector_t *p) const
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void model1_state::view_t::transform_vector(glm::vec3& p) const
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{
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vector_t q = *p;
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p->set_x(translation[0] * q.x() + translation[3] * q.y() + translation[6] * q.z());
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p->set_x(translation[1] * q.x() + translation[4] * q.y() + translation[7] * q.z());
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p->set_x(translation[2] * q.x() + translation[5] * q.y() + translation[8] * q.z());
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}
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void model1_state::vector_t::normalize()
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{
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float norm = sqrt(dot(*this, *this));
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if (norm)
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{
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v[0] /= norm;
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v[1] /= norm;
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v[2] /= norm;
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}
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}
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float model1_state::vector_t::dot(const vector_t& a, const vector_t& b)
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{
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return a.v[0] * b.v[0] + a.v[1] * b.v[1] + a.v[2] * b.v[2];
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glm::vec3 q(p);
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glm::vec3 row1(translation[0], translation[3], translation[6]);
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glm::vec3 row2(translation[1], translation[4], translation[7]);
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glm::vec3 row3(translation[2], translation[5], translation[8]);
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p = glm::vec3(glm::dot(q, row1), glm::dot(q, row2), glm::dot(q, row3));
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//p->set_x(translation[0] * q.x() + translation[3] * q.y() + translation[6] * q.z());
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//p->set_y(translation[1] * q.x() + translation[4] * q.y() + translation[7] * q.z());
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//p->set_z(translation[2] * q.x() + translation[5] * q.y() + translation[8] * q.z());
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}
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void model1_state::cross_product(point_t* o, const point_t* p, const point_t* q) const
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@ -735,14 +725,14 @@ float model1_state::max4f(float a, float b, float c, float d)
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#ifdef UNUSED_DEFINITION
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static const UINT8 num_of_times[]={1,1,1,1,2,2,2,3};
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#endif
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float model1_state::compute_specular(vector_t *normal, vector_t *light, float diffuse,int lmode)
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float model1_state::compute_specular(glm::vec3& normal, glm::vec3& light, float diffuse, int lmode)
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{
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#if 0
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int p = view->lightparams[lmode].p & 7;
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float sv = view->lightparams[lmode].s;
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int p = m_view->lightparams[lmode].p & 7;
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float sv = m_view->lightparams[lmode].s;
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//This is how it should be according to model2 geo program, but doesn't work fine
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float s = 2 * (diffuse * normal->z - light->z);
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float s = 2 * (diffuse * normal.z - light.z);
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for (int i = 0; i < num_of_times[p]; i++)
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{
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s *= s;
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@ -769,7 +759,7 @@ void model1_state::push_object(UINT32 tex_adr, UINT32 poly_adr, UINT32 size) {
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#if 0
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int dump;
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#endif
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float *poly_data;
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if (poly_adr & 0x800000)
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poly_data = (float *)m_poly_ram.get();
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@ -814,7 +804,7 @@ void model1_state::push_object(UINT32 tex_adr, UINT32 poly_adr, UINT32 size) {
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old_p1->z = poly_data[poly_adr + 5];
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m_view->transform_point(old_p0);
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m_view->transform_point(old_p1);
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if (old_p0->z > 0)
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{
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m_view->project_point(old_p0);
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@ -823,7 +813,7 @@ void model1_state::push_object(UINT32 tex_adr, UINT32 poly_adr, UINT32 size) {
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{
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old_p0->s.x = old_p0->s.y = 0;
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}
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if (old_p1->z > 0)
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{
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m_view->project_point(old_p1);
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@ -859,7 +849,7 @@ void model1_state::push_object(UINT32 tex_adr, UINT32 poly_adr, UINT32 size) {
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point_t *p0 = m_pointpt++;
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point_t *p1 = m_pointpt++;
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vector_t vn(poly_data[poly_adr + 1], poly_data[poly_adr + 2], poly_data[poly_adr + 3]);
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glm::vec3 vn(poly_data[poly_adr + 1], poly_data[poly_adr + 2], poly_data[poly_adr + 3]);
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p0->x = poly_data[poly_adr + 4];
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p0->y = poly_data[poly_adr + 5];
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p0->z = poly_data[poly_adr + 6];
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@ -869,7 +859,7 @@ void model1_state::push_object(UINT32 tex_adr, UINT32 poly_adr, UINT32 size) {
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int link = (flags >> 8) & 3;
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m_view->transform_vector(&vn);
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m_view->transform_vector(vn);
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m_view->transform_point(p0);
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m_view->transform_point(p1);
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@ -881,7 +871,7 @@ void model1_state::push_object(UINT32 tex_adr, UINT32 poly_adr, UINT32 size) {
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{
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p0->s.x = p0->s.y = 0;
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}
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if (p1->z > 0)
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{
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m_view->project_point(p1);
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@ -919,7 +909,7 @@ void model1_state::push_object(UINT32 tex_adr, UINT32 poly_adr, UINT32 size) {
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if (!(flags & 0x00004000) && view_determinant(old_p1, old_p0, p0) > 0)
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goto next;
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vn.normalize();
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vn = glm::normalize(vn);
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cquad.p[0] = old_p1;
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cquad.p[1] = old_p0;
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@ -950,22 +940,22 @@ void model1_state::push_object(UINT32 tex_adr, UINT32 poly_adr, UINT32 size) {
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cquad.col = scale_color(machine().pens[0x1000 | (m_tgp_ram[tex_adr - 0x40000] & 0x3ff)], MIN(1.0, ln));
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cquad.col = scale_color(machine().pens[0x1000 | (m_tgp_ram[tex_adr - 0x40000] & 0x3ff)], MIN(1.0, ln));
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#endif
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float dif = vector_t::dot(vn, m_view->light);
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float spec = compute_specular(&vn, &m_view->light, dif, lightmode);
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float dif = glm::dot(vn, m_view->light);
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float spec = compute_specular(vn, m_view->light, dif, lightmode);
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float ln = m_view->lightparams[lightmode].a + m_view->lightparams[lightmode].d * MAX(0.0f, dif) + spec;
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int lumval = 255.0f * MIN(1.0f, ln);
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int color = m_paletteram16[0x1000 | (m_tgp_ram[tex_adr - 0x40000] & 0x3ff)];
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int r = (color >> 0x0) & 0x1f;
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int g = (color >> 0x5) & 0x1f;
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int b = (color >> 0xA) & 0x1f;
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lumval >>= 2; //there must be a luma translation table somewhere
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if (lumval > 0x3f)
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lumval = 0x3f;
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else if (lumval < 0)
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lumval = 0;
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r = (m_color_xlat[(r << 8) | lumval | 0x0] >> 3) & 0x1f;
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g = (m_color_xlat[(g << 8) | lumval | 0x2000] >> 3) & 0x1f;
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b = (m_color_xlat[(b << 8) | lumval | 0x4000] >> 3) & 0x1f;
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@ -1280,10 +1270,7 @@ void model1_state::view_t::set_zoom(float x, float y)
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void model1_state::view_t::set_light_direction(float x, float y, float z)
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{
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light.set_x(x);
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light.set_y(y);
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light.set_z(z);
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light.normalize();
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light = glm::normalize(glm::vec3(x, y, z));
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}
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void model1_state::view_t::set_translation_matrix(float* mat)
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