fix Q usage

This commit is contained in:
ManDude
2022-01-10 03:47:38 +00:00
parent 83e9950870
commit 2171c20d0b
3 changed files with 178 additions and 1494 deletions
File diff suppressed because it is too large Load Diff
@@ -903,12 +903,176 @@ void SpriteRenderer::do_3d_block_cpu(u32 count,
m_vertices_3d.at(sprite_idx * 6 + 4) = vert1;
m_vertices_3d.at(sprite_idx * 6 + 5) = vert1;
m_vertices_3d.at(sprite_idx * 6 + 0).vert_id = 0;
m_vertices_3d.at(sprite_idx * 6 + 1).vert_id = 1;
m_vertices_3d.at(sprite_idx * 6 + 2).vert_id = 2;
m_vertices_3d.at(sprite_idx * 6 + 3).vert_id = 2;
m_vertices_3d.at(sprite_idx * 6 + 4).vert_id = 3;
m_vertices_3d.at(sprite_idx * 6 + 5).vert_id = 0;
// STEP 1: UNPACK DATA AND CREATE READABLE VARIABLES
Vector4f position = Vector4f(vert1.xyz_sx.x(), vert1.xyz_sx.y(), vert1.xyz_sx.z(), 1.0f);
float sx = vert1.xyz_sx.w();
float sy = vert1.quat_sy.y();
Vector4f quat = Vector4f(vert1.quat_sy.x(), vert1.quat_sy.y(), vert1.quat_sy.z(), 1.0f);
Vector4f fragment_color = vert1.rgba;
// STEP 2: TRANSFORM TRANS
// lqi.xyzw vf01, vi02 | nop
// Vector4f pos_vf01 = xyz_sx;
// lqi.xyzw vf05, vi02 | nop
// Vector4f flags_vf05 = flag_rot_sy;
// lqi.xyzw vf11, vi02 | nop
// Vector4f color_vf11 = rgba;
// multiplications from the right column
position = matrix_transform(camera_matrix, position);
float Q = m_frame_data.pfog0 / position.w();
// STEP 3: SET UP SCALES AND AREA
// This is used at the end for alpha mod?
// Vector4f scales_vf01 = pos_vf01; // now used for something else.
// lq.xyzw vf12, 1020(vi00) | mulaw.xyzw ACC, vf28, vf00
// vf12 is fog consts
// Vector4f fog_consts_vf12 = Vector4f(fog_min, fog_max, max_scale, bonus);
// ilw.y vi08, 1(vi02) | maddax.xyzw ACC, vf25, vf01
// load offset selector for the next round.
// nop | madday.xyzw ACC, vf26, vf01
// nop | maddz.xyzw vf02, vf27, vf01
// move.w vf05, vf00 | addw.z vf01, vf00, vf05
// scales_vf01.z = sy
// scales_vf01.z = rot_sy.y; // start building the scale vector
// rot_sy.y = 1.f; // what are we building in flags right now??
// scales_vf01.x = scales_vf01.z; // = sy
// scales_vf01.x *= scales_vf01.w; // x = sx * sy
// scales_vf01.x *= m_frame_data.inv_area; // x = sx * sy * inv_area (area ratio)
sx *= Q;
sy *= Q;
float final_area = std::min(sx * sy * m_frame_data.inv_area, 1.0f);
// STEP 4
// nop | nop
// div Q, vf31.x, vf02.w | muly.z vf05, vf05, vf31
// float Q = pfog0 / position.w;
quat.z() *= m_frame_data.deg_to_rad; // ?
// nop | mul.xyzw vf03, vf02, vf29
// Vector4f scaled_pos_vf03 = position * hmge_scale;
// nop | nop
// nop | nop
// nop | mulz.z vf04, vf05, vf05 (ts)
// the load is for rotation stuff,
// lq.xyzw vf14, 1001(vi00) | clipw.xyz vf03, vf03 (used for fcand)
// iaddi vi06, vi00, 0x1 | adda.xyzw ACC, vf11, vf11 (used for fmand)
// upcoming fcand with 0x3f, that checks all of them.
// int fcand_result = clip_xyz_plus_minus(position * hmge_scale);
// bool fmand_result = color_vf11.w == 0; // (really w+w, but I don't think it matters?)
// L8:
// xgkick double buffer setup
// ior vi05, vi15, vi00 | mul.zw vf01, vf01, Q
// scales_vf01.z *= Q; // sy
// scales_vf01.w *= Q; // sx
// lq.xyzw vf14, 1002(vi00) ts| mula.xyzw ACC, vf05, vf14 (ts)
// fmand vi01, vi06 | mul.xyz vf02, vf02, Q
position.xyz() *= Q;
// ibne vi00, vi01, L10 | addz.x vf01, vf00, vf01
// scales_vf01.x = scales_vf01.z; // = sy
// if (fmand_result) {
// continue; // reject!
// }
// lqi.xyzw vf07, vi03 | mulz.xyzw vf16, vf15, vf04 (ts)
// vf07 is first use adgif
// lq.xyzw vf14, 1003(vi00) | madda.xyzw ACC, vf15, vf14 (ts both)
// lqi.xyzw vf08, vi03 | add.xyzw vf10, vf02, vf30
// vf08 is second user adgif
Vector4f offset = position + hvdf_offset;
// lqi.xyzw vf09, vi03 | mulw.x vf01, vf01, vf01
// vf09 is third user adgif
// scales_vf01.x *= scales_vf01.w; // x = sx * sy
// sqi.xyzw vf06, vi05 | mulz.xyzw vf15, vf16, vf04 (ts)
// FIRST ADGIF IS adgif_vf06
// packet.adgif_giftag = adgif_vf06;
// just do all 5 now.
// packet.user_adgif = m_adgif[sprite_idx];
offset.w() = std::max(offset.w(), m_frame_data.fog_max);
// scales_vf01.z = max(scales_vf01.z, m_frame_data.min_scale);
// scales_vf01.w = max(scales_vf01.w, m_frame_data.min_scale);
// scales_vf01.x *= m_frame_data.inv_area; // x = sx * sy * inv_area (area ratio)
offset.w() = std::min(offset.w(), m_frame_data.fog_min);
// scales_vf01.z = min(scales_vf01.z, max_scale);
// scales_vf01.w = min(scales_vf01.w, max_scale);
// bool use_first_giftag = offset_selector == 0;
// auto flag_vi07 = flags;
// scales_vf01.x = min(scales_vf01.x, 1.f);
position.w() = offset.w() - m_frame_data.fog_max;
fragment_color.w() *= final_area; // is this right? doesn't this stall??
// ibne vi00, vi09, L6 | nop
// if (position.w != 0) {
// use_first_giftag = false;
// }
// flag_vi07 = 0; // todo hack
// Vector4f* xy_array = m_frame_data.xyz_array + flag_vi07;
// math::Vector<s32, 4> color_integer_vf11 = color_vf11.cast<s32>();
fragment_color /= 255.0f;
// packet.color = color_integer_vf11;
// if (fcand_result) {
// continue; // reject (could move earlier)
// }
Vector4f transformed = sprite_transform2(position, m_frame_data.xyz_array[0], camera_matrix,
sprite_quat_to_rot(quat.x(), quat.y(), quat.z()),
sx, sy,
hvdf_offset, m_frame_data.pfog0, m_frame_data.fog_min, m_frame_data.fog_max);
// packet.sprite_giftag = use_first_giftag ? m_frame_data.sprite_2d_giftag :
// m_frame_data.sprite_2d_giftag2;
auto tex_coord = m_frame_data.st_array[0].xyz();
// correct xy offset
transformed.x() -= (2048.);
transformed.y() -= (2048.);
// correct z scale
transformed.z() /= (8388608);
transformed.z() -= 1;
// correct xy scale
transformed.x() /= (256);
transformed.y() /= -(128);
/*
SpriteHud2DPacket packet;
@@ -120,7 +120,9 @@ void main() {
// scales_vf01.x = scales_vf01.z; // = sy
// scales_vf01.x *= scales_vf01.w; // x = sx * sy
// scales_vf01.x *= m_frame_data.inv_area; // x = sx * sy * inv_area (area ratio)
float final_area = min((Q * sx) * (Q * sy) * inv_area, 1.0);
sx *= Q;
sy *= Q;
float final_area = min(sx * sy * inv_area, 1.0);
// STEP 4
@@ -209,7 +211,7 @@ void main() {
// flag_vi07 = 0; // todo hack
// vec4* xy_array = m_frame_data.xyz_array + flag_vi07;
// math::Vector<s32, 4> color_integer_vf11 = color_vf11.cast<s32>();
// fragment_color /= 255.0;
fragment_color /= 255.0;
// packet.color = color_integer_vf11;
@@ -222,9 +224,17 @@ void main() {
// packet.sprite_giftag = use_first_giftag ? m_frame_data.sprite_2d_giftag : m_frame_data.sprite_2d_giftag2;
tex_coord = st_array[vert_id].xyz;
// correct xy offset
transformed.xy -= (2048.);
// hack
transformed.xyz *= transformed.w;
// correct z scale
transformed.z /= (8388608);
transformed.z -= 1;
// correct xy scale
transformed.x /= (256);
transformed.y /= -(128);
gl_Position = transformed;
// scissoring area adjust