static void ExpandSpline(int &count, int op, const std::vector<SimpleVertex> &simpleVerts, const std::vector<u16> &indices, std::vector<SimpleVertex> &generatedVerts, std::vector<u16> &generatedInds) { SplinePatchLocal patch; patch.computeNormals = false; patch.primType = gstate.getPatchPrimitiveType(); patch.patchFacing = false; patch.count_u = (op & 0x00FF) >> 0; patch.count_v = (op & 0xFF00) >> 8; patch.type_u = (op >> 16) & 0x3; patch.type_v = (op >> 18) & 0x3; patch.tess_u = gstate.getPatchDivisionU(); patch.tess_v = gstate.getPatchDivisionV(); if (patch.tess_u < 1) { patch.tess_u = 1; } if (patch.tess_v < 1) { patch.tess_v = 1; } // Real hardware seems to draw nothing when given < 4 either U or V. if (patch.count_u < 4 || patch.count_v < 4) { return; } std::vector<const SimpleVertex *> points; points.resize(patch.count_u * patch.count_v); // Make an array of pointers to the control points, to get rid of indices. for (int idx = 0; idx < patch.count_u * patch.count_v; idx++) { points[idx] = &simpleVerts[0] + (!indices.empty() ? indices[idx] : idx); } patch.points = &points[0]; int patch_div_s = (patch.count_u - 3) * patch.tess_u; int patch_div_t = (patch.count_v - 3) * patch.tess_v; int maxVertexCount = (patch_div_s + 1) * (patch_div_t + 1); generatedVerts.resize(maxVertexCount); generatedInds.resize(patch_div_s * patch_div_t * 6); count = 0; u8 *dest = (u8 *)&generatedVerts[0]; TessellateSplinePatch(dest, &generatedInds[0], count, patch, gstate.vertType, maxVertexCount); }
void DrawEngineCommon::SubmitSpline(const void *control_points, const void *indices, int tess_u, int tess_v, int count_u, int count_v, int type_u, int type_v, GEPatchPrimType prim_type, bool computeNormals, bool patchFacing, u32 vertType, int *bytesRead) { PROFILE_THIS_SCOPE("spline"); DispatchFlush(); u16 index_lower_bound = 0; u16 index_upper_bound = count_u * count_v - 1; IndexConverter idxConv(vertType, indices); if (indices) GetIndexBounds(indices, count_u * count_v, vertType, &index_lower_bound, &index_upper_bound); VertexDecoder *origVDecoder = GetVertexDecoder((vertType & 0xFFFFFF) | (gstate.getUVGenMode() << 24)); *bytesRead = count_u * count_v * origVDecoder->VertexSize(); // Real hardware seems to draw nothing when given < 4 either U or V. if (count_u < 4 || count_v < 4) { return; } // Simplify away bones and morph before proceeding SimpleVertex *simplified_control_points = (SimpleVertex *)(decoded + 65536 * 12); u8 *temp_buffer = decoded + 65536 * 18; u32 origVertType = vertType; vertType = NormalizeVertices((u8 *)simplified_control_points, temp_buffer, (u8 *)control_points, index_lower_bound, index_upper_bound, vertType); VertexDecoder *vdecoder = GetVertexDecoder(vertType); int vertexSize = vdecoder->VertexSize(); if (vertexSize != sizeof(SimpleVertex)) { ERROR_LOG(G3D, "Something went really wrong, vertex size: %i vs %i", vertexSize, (int)sizeof(SimpleVertex)); } // TODO: Do something less idiotic to manage this buffer SimpleVertex **points = new SimpleVertex *[count_u * count_v]; // Make an array of pointers to the control points, to get rid of indices. for (int idx = 0; idx < count_u * count_v; idx++) { points[idx] = simplified_control_points + (indices ? idxConv.convert(idx) : idx); } int count = 0; u8 *dest = splineBuffer; SplinePatchLocal patch; patch.tess_u = tess_u; patch.tess_v = tess_v; patch.type_u = type_u; patch.type_v = type_v; patch.count_u = count_u; patch.count_v = count_v; patch.points = points; patch.computeNormals = computeNormals; patch.primType = prim_type; patch.patchFacing = patchFacing; if (g_Config.bHardwareTessellation && g_Config.bHardwareTransform && !g_Config.bSoftwareRendering) { float *pos = (float*)(decoded + 65536 * 18); // Size 4 float float *tex = pos + count_u * count_v * 4; // Size 4 float float *col = tex + count_u * count_v * 4; // Size 4 float const bool hasColor = (origVertType & GE_VTYPE_COL_MASK) != 0; const bool hasTexCoords = (origVertType & GE_VTYPE_TC_MASK) != 0; int posStride, texStride, colStride; tessDataTransfer->PrepareBuffers(pos, tex, col, posStride, texStride, colStride, count_u * count_v, hasColor, hasTexCoords); float *p = pos; float *t = tex; float *c = col; for (int idx = 0; idx < count_u * count_v; idx++) { memcpy(p, points[idx]->pos.AsArray(), 3 * sizeof(float)); p += posStride; if (hasTexCoords) { memcpy(t, points[idx]->uv, 2 * sizeof(float)); t += texStride; } if (hasColor) { memcpy(c, Vec4f::FromRGBA(points[idx]->color_32).AsArray(), 4 * sizeof(float)); c += colStride; } } if (!hasColor) memcpy(col, Vec4f::FromRGBA(points[0]->color_32).AsArray(), 4 * sizeof(float)); tessDataTransfer->SendDataToShader(pos, tex, col, count_u * count_v, hasColor, hasTexCoords); TessellateSplinePatchHardware(dest, quadIndices_, count, patch); numPatches = (count_u - 3) * (count_v - 3); } else { int maxVertexCount = SPLINE_BUFFER_SIZE / vertexSize; TessellateSplinePatch(dest, quadIndices_, count, patch, origVertType, maxVertexCount); } delete[] points; u32 vertTypeWithIndex16 = (vertType & ~GE_VTYPE_IDX_MASK) | GE_VTYPE_IDX_16BIT; UVScale prevUVScale; if ((origVertType & GE_VTYPE_TC_MASK) != 0) { // We scaled during Normalize already so let's turn it off when drawing. prevUVScale = gstate_c.uv; gstate_c.uv.uScale = 1.0f; gstate_c.uv.vScale = 1.0f; gstate_c.uv.uOff = 0.0f; gstate_c.uv.vOff = 0.0f; } uint32_t vertTypeID = GetVertTypeID(vertTypeWithIndex16, gstate.getUVGenMode()); int generatedBytesRead; DispatchSubmitPrim(splineBuffer, quadIndices_, primType[prim_type], count, vertTypeID, &generatedBytesRead); DispatchFlush(); if ((origVertType & GE_VTYPE_TC_MASK) != 0) { gstate_c.uv = prevUVScale; } }