void TransformDrawEngine::SubmitBezier(void* control_points, void* indices, int count_u, int count_v, GEPatchPrimType prim_type, u32 vertType) { Flush(); if (prim_type != GE_PATCHPRIM_TRIANGLES) { // Only triangles supported! return; } u16 index_lower_bound = 0; u16 index_upper_bound = count_u * count_v - 1; bool indices_16bit = (vertType & GE_VTYPE_IDX_MASK) == GE_VTYPE_IDX_16BIT; const u8* indices8 = (const u8*)indices; const u16* indices16 = (const u16*)indices; if (indices) GetIndexBounds(indices, count_u*count_v, vertType, &index_lower_bound, &index_upper_bound); // Simplify away bones and morph before proceeding SimpleVertex *simplified_control_points = (SimpleVertex *)(decoded + 65536 * 12); u8 *temp_buffer = decoded + 65536 * 24; 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)); } const DecVtxFormat& vtxfmt = vdecoder->GetDecVtxFmt(); // Bezier patches share less control points than spline patches. Otherwise they are pretty much the same (except bezier don't support the open/close thing) int num_patches_u = (count_u - 1) / 3; int num_patches_v = (count_v - 1) / 3; BezierPatch* patches = new BezierPatch[num_patches_u * num_patches_v]; for (int patch_u = 0; patch_u < num_patches_u; patch_u++) { for (int patch_v = 0; patch_v < num_patches_v; patch_v++) { BezierPatch& patch = patches[patch_u + patch_v * num_patches_u]; for (int point = 0; point < 16; ++point) { int idx = (patch_u * 3 + point%4) + (patch_v * 3 + point/4) * count_u; if (indices) patch.points[point] = simplified_control_points + (indices_16bit ? indices16[idx] : indices8[idx]); else patch.points[point] = simplified_control_points + idx; } patch.u_index = patch_u * 3; patch.v_index = patch_v * 3; } } u8 *decoded2 = decoded + 65536 * 36; int count = 0; u8 *dest = decoded2; // Simple approximation of the real tesselation factor. // We shouldn't really split up into separate 4x4 patches, instead we should do something that works // like the splines, so we subdivide across the whole "mega-patch". if (num_patches_u == 0) num_patches_u = 1; if (num_patches_v == 0) num_patches_v = 1; int tess_u = gstate.getPatchDivisionU() / num_patches_u; int tess_v = gstate.getPatchDivisionV() / num_patches_v; if (tess_u < 4) tess_u = 4; if (tess_v < 4) tess_v = 4; for (int patch_idx = 0; patch_idx < num_patches_u*num_patches_v; ++patch_idx) { BezierPatch& patch = patches[patch_idx]; TesselateBezierPatch(dest, count, tess_u, tess_v, patch, origVertType); } delete[] patches; u32 vertTypeWithIndex16 = (vertType & ~GE_VTYPE_IDX_MASK) | GE_VTYPE_IDX_16BIT; UVScale prevUVScale; if (g_Config.bPrescaleUV) { // 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; gstate_c.uv.vOff = 0; } SubmitPrim(decoded2, quadIndices_, GE_PRIM_TRIANGLES, count, vertTypeWithIndex16, 0); Flush(); if (g_Config.bPrescaleUV) { gstate_c.uv = prevUVScale; } }
void DrawEngineCommon::SubmitBezier(const void *control_points, const void *indices, int tess_u, int tess_v, int count_u, int count_v, GEPatchPrimType prim_type, bool computeNormals, bool patchFacing, u32 vertType) { PROFILE_THIS_SCOPE("bezier"); DispatchFlush(); // TODO: Verify correct functionality with < 4. if (count_u < 4 || count_v < 4) return; u16 index_lower_bound = 0; u16 index_upper_bound = count_u * count_v - 1; bool indices_16bit = (vertType & GE_VTYPE_IDX_MASK) == GE_VTYPE_IDX_16BIT; const u8* indices8 = (const u8*)indices; const u16* indices16 = (const u16*)indices; if (indices) GetIndexBounds(indices, count_u*count_v, vertType, &index_lower_bound, &index_upper_bound); // Simplify away bones and morph before proceeding // There are normally not a lot of control points so just splitting decoded should be reasonably safe, although not great. 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)); } // Bezier patches share less control points than spline patches. Otherwise they are pretty much the same (except bezier don't support the open/close thing) int num_patches_u = (count_u - 1) / 3; int num_patches_v = (count_v - 1) / 3; BezierPatch* patches = new BezierPatch[num_patches_u * num_patches_v]; for (int patch_u = 0; patch_u < num_patches_u; patch_u++) { for (int patch_v = 0; patch_v < num_patches_v; patch_v++) { BezierPatch& patch = patches[patch_u + patch_v * num_patches_u]; for (int point = 0; point < 16; ++point) { int idx = (patch_u * 3 + point % 4) + (patch_v * 3 + point / 4) * count_u; if (indices) patch.points[point] = simplified_control_points + (indices_16bit ? indices16[idx] : indices8[idx]); else patch.points[point] = simplified_control_points + idx; } patch.u_index = patch_u * 3; patch.v_index = patch_v * 3; patch.index = patch_v * num_patches_u + patch_u; patch.primType = prim_type; patch.computeNormals = computeNormals; patch.patchFacing = patchFacing; } } int count = 0; u8 *dest = splineBuffer; // Simple approximation of the real tesselation factor. // We shouldn't really split up into separate 4x4 patches, instead we should do something that works // like the splines, so we subdivide across the whole "mega-patch". if (num_patches_u == 0) num_patches_u = 1; if (num_patches_v == 0) num_patches_v = 1; if (tess_u < 4) tess_u = 4; if (tess_v < 4) tess_v = 4; u16 *inds = quadIndices_; int maxVertices = SPLINE_BUFFER_SIZE / vertexSize; for (int patch_idx = 0; patch_idx < num_patches_u*num_patches_v; ++patch_idx) { BezierPatch& patch = patches[patch_idx]; TesselateBezierPatch(dest, inds, count, tess_u, tess_v, patch, origVertType, maxVertices); } delete[] patches; u32 vertTypeWithIndex16 = (vertType & ~GE_VTYPE_IDX_MASK) | GE_VTYPE_IDX_16BIT; UVScale prevUVScale; if (g_Config.bPrescaleUV) { // 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; gstate_c.uv.vOff = 0; } int bytesRead; DispatchSubmitPrim(splineBuffer, quadIndices_, primType[prim_type], count, vertTypeWithIndex16, &bytesRead); DispatchFlush(); if (g_Config.bPrescaleUV) { gstate_c.uv = prevUVScale; } }
void TransformDrawEngine::SubmitBezier(void* control_points, void* indices, int count_u, int count_v, GEPatchPrimType prim_type, u32 vertType) { Flush(); if (prim_type != GE_PATCHPRIM_TRIANGLES) { // Only triangles supported! return; } u16 index_lower_bound = 0; u16 index_upper_bound = count_u * count_v - 1; bool indices_16bit = (vertType & GE_VTYPE_IDX_MASK) == GE_VTYPE_IDX_16BIT; const u8* indices8 = (const u8*)indices; const u16* indices16 = (const u16*)indices; if (indices) GetIndexBounds(indices, count_u*count_v, vertType, &index_lower_bound, &index_upper_bound); // Simplify away bones and morph before proceeding SimpleVertex *simplified_control_points = (SimpleVertex *)(decoded + 65536 * 12); u8 *temp_buffer = decoded + 65536 * 24; 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)); } const DecVtxFormat& vtxfmt = vdecoder->GetDecVtxFmt(); // Bezier patches share less control points than spline patches. Otherwise they are pretty much the same (except bezier don't support the open/close thing) int num_patches_u = (count_u - 1) / 3; int num_patches_v = (count_v - 1) / 3; BezierPatch* patches = new BezierPatch[num_patches_u * num_patches_v]; for (int patch_u = 0; patch_u < num_patches_u; patch_u++) { for (int patch_v = 0; patch_v < num_patches_v; patch_v++) { BezierPatch& patch = patches[patch_u + patch_v * num_patches_u]; for (int point = 0; point < 16; ++point) { int idx = (patch_u * 3 + point%4) + (patch_v * 3 + point/4) * count_u; if (indices) patch.points[point] = simplified_control_points + (indices_16bit ? indices16[idx] : indices8[idx]); else patch.points[point] = simplified_control_points + idx; } patch.u_index = patch_u * 3; patch.v_index = patch_v * 3; } } u8 *decoded2 = decoded + 65536 * 36; int count = 0; u8 *dest = decoded2; for (int patch_idx = 0; patch_idx < num_patches_u*num_patches_v; ++patch_idx) { BezierPatch& patch = patches[patch_idx]; TesselateBezierPatch(dest, count, patch, origVertType); } delete[] patches; u32 vertTypeWithIndex16 = (vertType & ~GE_VTYPE_IDX_MASK) | GE_VTYPE_IDX_16BIT; SubmitPrim(decoded2, quadIndices_, GE_PRIM_TRIANGLES, count, vertTypeWithIndex16, -1, 0); Flush(); }