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TextureMatrix.cpp
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TextureMatrix.cpp
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#include "TextureMatrix.h"
#include "ShaderExpression.h"
#include "Doom3ShaderSystem.h"
namespace shaders
{
struct TextureMatrix::TemporaryMatrix
{
IShaderExpression::Ptr xx;
IShaderExpression::Ptr yx;
IShaderExpression::Ptr tx;
IShaderExpression::Ptr xy;
IShaderExpression::Ptr yy;
IShaderExpression::Ptr ty;
};
TextureMatrix::TextureMatrix(ExpressionSlots& expressions, Registers& registers) :
_expressions(expressions),
_registers(registers)
{}
void TextureMatrix::setIdentity()
{
// Initialise the texture matrix to identity (set the diagonals to 1)
xx().registerIndex = REG_ONE;
yx().registerIndex = REG_ZERO;
tx().registerIndex = REG_ZERO;
xy().registerIndex = REG_ZERO;
yy().registerIndex = REG_ONE;
ty().registerIndex = REG_ZERO;
}
Matrix4 TextureMatrix::getMatrix4()
{
auto matrix = Matrix4::getIdentity();
matrix.xx() = _registers[xx().registerIndex];
matrix.yx() = _registers[yx().registerIndex];
matrix.tx() = _registers[tx().registerIndex];
matrix.xy() = _registers[xy().registerIndex];
matrix.yy() = _registers[yy().registerIndex];
matrix.ty() = _registers[ty().registerIndex];
return matrix;
}
void TextureMatrix::applyTransformation(const IShaderLayer::Transformation& transformation)
{
TemporaryMatrix matrix;
switch (transformation.type)
{
case IShaderLayer::TransformType::Translate:
matrix.xx = ShaderExpression::createConstant(1);
matrix.yx = ShaderExpression::createConstant(0);
matrix.tx = transformation.expression1;
matrix.xy = ShaderExpression::createConstant(0);
matrix.yy = ShaderExpression::createConstant(1);
matrix.ty = transformation.expression2;
break;
case IShaderLayer::TransformType::Scale:
matrix.xx = transformation.expression1;
matrix.yx = ShaderExpression::createConstant(0);
matrix.tx = ShaderExpression::createConstant(0);
matrix.xy = ShaderExpression::createConstant(0);
matrix.yy = transformation.expression2;
matrix.ty = ShaderExpression::createConstant(0);
break;
case IShaderLayer::TransformType::CenterScale:
matrix.xx = transformation.expression1;
matrix.yx = ShaderExpression::createConstant(0);
matrix.tx = ShaderExpression::createAddition(
ShaderExpression::createConstant(0.5),
ShaderExpression::createMultiplication(ShaderExpression::createConstant(-0.5), transformation.expression1)
);
matrix.xy = ShaderExpression::createConstant(0);
matrix.yy = transformation.expression2;
matrix.ty = ShaderExpression::createAddition(
ShaderExpression::createConstant(0.5),
ShaderExpression::createMultiplication(ShaderExpression::createConstant(-0.5), transformation.expression2)
);
break;
case IShaderLayer::TransformType::Shear:
matrix.xx = ShaderExpression::createConstant(1);
matrix.yx = transformation.expression1;
matrix.tx = ShaderExpression::createMultiplication(ShaderExpression::createConstant(-0.5), transformation.expression1);
matrix.xy = transformation.expression2;
matrix.yy = ShaderExpression::createConstant(1);
matrix.ty = ShaderExpression::createMultiplication(ShaderExpression::createConstant(-0.5), transformation.expression2);
break;
case IShaderLayer::TransformType::Rotate:
{
auto sinTable = GetShaderSystem()->getTableForName("sinTable");
auto cosTable = GetShaderSystem()->getTableForName("cosTable");
if (!sinTable || !cosTable)
{
rWarning() << "Cannot create rotate stage transform without sinTable and cosTable declarations" << std::endl;
break;
}
// sin(expr) and cos(expr) shortcuts
auto sinExpr = ShaderExpression::createTableLookup(sinTable, transformation.expression1);
auto cosExpr = ShaderExpression::createTableLookup(cosTable, transformation.expression1);
matrix.xx = ShaderExpression::createTableLookup(cosTable, transformation.expression1);
matrix.yx = ShaderExpression::createMultiplication(
ShaderExpression::createConstant(-1),
ShaderExpression::createTableLookup(sinTable, transformation.expression1)
);
matrix.tx = ShaderExpression::createAddition(
ShaderExpression::createConstant(0.5),
ShaderExpression::createAddition(
ShaderExpression::createMultiplication(ShaderExpression::createConstant(-0.5), cosExpr),
ShaderExpression::createMultiplication(ShaderExpression::createConstant(+0.5), sinExpr)
)
);
matrix.xy = ShaderExpression::createTableLookup(sinTable, transformation.expression1);
matrix.yy = ShaderExpression::createTableLookup(cosTable, transformation.expression1);
matrix.ty = ShaderExpression::createAddition(
ShaderExpression::createConstant(0.5),
ShaderExpression::createAddition(
ShaderExpression::createMultiplication(ShaderExpression::createConstant(-0.5), sinExpr),
ShaderExpression::createMultiplication(ShaderExpression::createConstant(-0.5), cosExpr)
)
);
break;
}
default:
return;
};
multiplyMatrix(matrix);
}
void TextureMatrix::multiplyMatrix(const TemporaryMatrix& matrix)
{
auto xx = add(multiply(matrix.xx, this->xx()), multiply(matrix.yx, this->xy()));
auto xy = add(multiply(matrix.xy, this->xx()), multiply(matrix.yy, this->xy()));
auto yx = add(multiply(matrix.xx, this->yx()), multiply(matrix.yx, this->yy()));
auto yy = add(multiply(matrix.xy, this->yx()), multiply(matrix.yy, this->yy()));
auto tx = add(add(multiply(matrix.xx, this->tx()), multiply(matrix.yx, this->ty())), matrix.tx);
auto ty = add(add(multiply(matrix.xy, this->tx()), multiply(matrix.yy, this->ty())), matrix.ty);
_expressions.assign(IShaderLayer::Expression::TextureMatrixRow0Col0, xx, REG_ONE);
_expressions.assign(IShaderLayer::Expression::TextureMatrixRow0Col1, yx, REG_ZERO);
_expressions.assign(IShaderLayer::Expression::TextureMatrixRow1Col1, yy, REG_ONE);
_expressions.assign(IShaderLayer::Expression::TextureMatrixRow1Col0, xy, REG_ZERO);
_expressions.assign(IShaderLayer::Expression::TextureMatrixRow0Col2, tx, REG_ZERO);
_expressions.assign(IShaderLayer::Expression::TextureMatrixRow1Col2, ty, REG_ZERO);
}
IShaderExpression::Ptr TextureMatrix::add(const IShaderExpression::Ptr& a, const IShaderExpression::Ptr& b)
{
return ShaderExpression::createAddition(a, b);
}
IShaderExpression::Ptr TextureMatrix::multiply(const IShaderExpression::Ptr& a, ExpressionSlot& b)
{
// Create a constant if there's no expression in the slot yet
auto bExpr = b.expression ? b.expression : ShaderExpression::createConstant(_registers[b.registerIndex]);
return ShaderExpression::createMultiplication(a, bExpr);
}
}