コード例 #1
0
static void _BezierPatchLowQuality(u8 *&dest, u16 *&indices, int &count, int tess_u, int tess_v, const BezierPatch &patch, u32 origVertType) {
	const float third = 1.0f / 3.0f;
	// Fast and easy way - just draw the control points, generate some very basic normal vector subsitutes.
	// Very inaccurate though but okay for Loco Roco. Maybe should keep it as an option.

	float u_base = patch.u_index / 3.0f;
	float v_base = patch.v_index / 3.0f;

	GEPatchPrimType prim_type = patch.primType;

	for (int tile_v = 0; tile_v < 3; tile_v++) {
		for (int tile_u = 0; tile_u < 3; tile_u++) {
			int point_index = tile_u + tile_v * 4;

			SimpleVertex v0 = *patch.points[point_index];
			SimpleVertex v1 = *patch.points[point_index + 1];
			SimpleVertex v2 = *patch.points[point_index + 4];
			SimpleVertex v3 = *patch.points[point_index + 5];

			// Generate UV. TODO: Do this even if UV specified in control points?
			if ((origVertType & GE_VTYPE_TC_MASK) == 0) {
				float u = u_base + tile_u * third;
				float v = v_base + tile_v * third;
				v0.uv[0] = u;
				v0.uv[1] = v;
				v1.uv[0] = u + third;
				v1.uv[1] = v;
				v2.uv[0] = u;
				v2.uv[1] = v + third;
				v3.uv[0] = u + third;
				v3.uv[1] = v + third;
			}

			// Generate normal if lighting is enabled (otherwise there's no point).
			// This is a really poor quality algorithm, we get facet normals.
			if (patch.computeNormals) {
				Vec3Packedf norm = Cross(v1.pos - v0.pos, v2.pos - v0.pos);
				norm.Normalize();
				if (patch.patchFacing)
					norm *= -1.0f;
				v0.nrm = norm;
				v1.nrm = norm;
				v2.nrm = norm;
				v3.nrm = norm;
			}


			int total = patch.index * 3 * 3 * 4; // A patch has 3x3 tiles, and each tiles have 4 vertices.
			int tile_index = tile_u + tile_v * 3;
			int idx0 = total + tile_index * 4 + 0;
			int idx1 = total + tile_index * 4 + 1;
			int idx2 = total + tile_index * 4 + 2;
			int idx3 = total + tile_index * 4 + 3;

			CopyQuad(dest, &v0, &v1, &v2, &v3);
			CopyQuadIndex(indices, prim_type, idx0, idx1, idx2, idx3);
			count += 6;
		}
	}
}
コード例 #2
0
ファイル: Spline.cpp プロジェクト: ANR2ME/ppsspp
void _SplinePatchLowQuality(u8 *&dest, int &count, const SplinePatchLocal &spatch, u32 origVertType) {
	const float third = 1.0f / 3.0f;
	// Fast and easy way - just draw the control points, generate some very basic normal vector substitutes.
	// Very inaccurate but okay for Loco Roco. Maybe should keep it as an option because it's fast.

	const int tile_min_u = (spatch.type_u & START_OPEN) ? 0 : 1;
	const int tile_min_v = (spatch.type_v & START_OPEN) ? 0 : 1;
	const int tile_max_u = (spatch.type_u & END_OPEN) ? spatch.count_u - 1 : spatch.count_u - 2;
	const int tile_max_v = (spatch.type_v & END_OPEN) ? spatch.count_v - 1 : spatch.count_v - 2;

	for (int tile_v = tile_min_v; tile_v < tile_max_v; ++tile_v) {
		for (int tile_u = tile_min_u; tile_u < tile_max_u; ++tile_u) {
			int point_index = tile_u + tile_v * spatch.count_u;

			SimpleVertex v0 = *spatch.points[point_index];
			SimpleVertex v1 = *spatch.points[point_index + 1];
			SimpleVertex v2 = *spatch.points[point_index + spatch.count_u];
			SimpleVertex v3 = *spatch.points[point_index + spatch.count_u + 1];

			// Generate UV. TODO: Do this even if UV specified in control points?
			if ((origVertType & GE_VTYPE_TC_MASK) == 0) {
				float u = tile_u * third;
				float v = tile_v * third;
				v0.uv[0] = u;
				v0.uv[1] = v;
				v1.uv[0] = u + third;
				v1.uv[1] = v;
				v2.uv[0] = u;
				v2.uv[1] = v + third;
				v3.uv[0] = u + third;
				v3.uv[1] = v + third;
			}

			// Generate normal if lighting is enabled (otherwise there's no point).
			// This is a really poor quality algorithm, we get facet normals.
			if (gstate.isLightingEnabled()) {
				Vec3Packedf norm = Cross(v1.pos - v0.pos, v2.pos - v0.pos);
				norm.Normalize();
				if (gstate.patchfacing & 1)
					norm *= -1.0f;
				v0.nrm = norm;
				v1.nrm = norm;
				v2.nrm = norm;
				v3.nrm = norm;
			}

			CopyQuad(dest, &v0, &v1, &v2, &v3);
			count += 6;
		}
	}

}
コード例 #3
0
ファイル: Spline.cpp プロジェクト: ANR2ME/ppsspp
void _BezierPatchLowQuality(u8 *&dest, int &count, int tess_u, int tess_v, const BezierPatch &patch, u32 origVertType) {
	const float third = 1.0f / 3.0f;
	// Fast and easy way - just draw the control points, generate some very basic normal vector subsitutes.
	// Very inaccurate though but okay for Loco Roco. Maybe should keep it as an option.

	float u_base = patch.u_index / 3.0f;
	float v_base = patch.v_index / 3.0f;

	for (int tile_v = 0; tile_v < 3; tile_v++) {
		for (int tile_u = 0; tile_u < 3; tile_u++) {
			int point_index = tile_u + tile_v * 4;

			SimpleVertex v0 = *patch.points[point_index];
			SimpleVertex v1 = *patch.points[point_index + 1];
			SimpleVertex v2 = *patch.points[point_index + 4];
			SimpleVertex v3 = *patch.points[point_index + 5];

			// Generate UV. TODO: Do this even if UV specified in control points?
			if ((origVertType & GE_VTYPE_TC_MASK) == 0) {
				float u = u_base + tile_u * third;
				float v = v_base + tile_v * third;
				v0.uv[0] = u;
				v0.uv[1] = v;
				v1.uv[0] = u + third;
				v1.uv[1] = v;
				v2.uv[0] = u;
				v2.uv[1] = v + third;
				v3.uv[0] = u + third;
				v3.uv[1] = v + third;
			}

			// Generate normal if lighting is enabled (otherwise there's no point).
			// This is a really poor quality algorithm, we get facet normals.
			if (gstate.isLightingEnabled()) {
				Vec3Packedf norm = Cross(v1.pos - v0.pos, v2.pos - v0.pos);
				norm.Normalize();
				if (gstate.patchfacing & 1)
					norm *= -1.0f;
				v0.nrm = norm;
				v1.nrm = norm;
				v2.nrm = norm;
				v3.nrm = norm;
			}

			CopyQuad(dest, &v0, &v1, &v2, &v3);
			count += 6;
		}
	}
}
コード例 #4
0
static inline void AccumulateWeighted(Vec3f &out, const Vec3Packedf &in, const Vec4f &w) {
#ifdef _M_SSE
	out.vec = _mm_add_ps(out.vec, _mm_mul_ps(_mm_loadu_ps(in.AsArray()), w.vec));
#else
	out += in * w.x;
#endif
}
コード例 #5
0
static void _SplinePatchLowQuality(u8 *&dest, u16 *indices, int &count, const SplinePatchLocal &spatch, u32 origVertType) {
	// Fast and easy way - just draw the control points, generate some very basic normal vector substitutes.
	// Very inaccurate but okay for Loco Roco. Maybe should keep it as an option because it's fast.

	const int tile_min_u = (spatch.type_u & START_OPEN) ? 0 : 1;
	const int tile_min_v = (spatch.type_v & START_OPEN) ? 0 : 1;
	const int tile_max_u = (spatch.type_u & END_OPEN) ? spatch.count_u - 1 : spatch.count_u - 2;
	const int tile_max_v = (spatch.type_v & END_OPEN) ? spatch.count_v - 1 : spatch.count_v - 2;

	float tu_width = (float)spatch.count_u - 3.0f;
	float tv_height = (float)spatch.count_v - 3.0f;
	tu_width /= (float)(tile_max_u - tile_min_u);
	tv_height /= (float)(tile_max_v - tile_min_v);

	GEPatchPrimType prim_type = spatch.primType;
	bool computeNormals = spatch.computeNormals;
	bool patchFacing = spatch.patchFacing;

	int i = 0;
	for (int tile_v = tile_min_v; tile_v < tile_max_v; ++tile_v) {
		for (int tile_u = tile_min_u; tile_u < tile_max_u; ++tile_u) {
			int point_index = tile_u + tile_v * spatch.count_u;

			SimpleVertex v0 = *spatch.points[point_index];
			SimpleVertex v1 = *spatch.points[point_index + 1];
			SimpleVertex v2 = *spatch.points[point_index + spatch.count_u];
			SimpleVertex v3 = *spatch.points[point_index + spatch.count_u + 1];

			// Generate UV. TODO: Do this even if UV specified in control points?
			if ((origVertType & GE_VTYPE_TC_MASK) == 0) {
				float u = (tile_u - tile_min_u) * tu_width;
				float v = (tile_v - tile_min_v) * tv_height;

				v0.uv[0] = u;
				v0.uv[1] = v;
				v1.uv[0] = u + tu_width;
				v1.uv[1] = v;
				v2.uv[0] = u;
				v2.uv[1] = v + tv_height;
				v3.uv[0] = u + tu_width;
				v3.uv[1] = v + tv_height;
			}

			// Generate normal if lighting is enabled (otherwise there's no point).
			// This is a really poor quality algorithm, we get facet normals.
			if (computeNormals) {
				Vec3Packedf norm = Cross(v1.pos - v0.pos, v2.pos - v0.pos);
				norm.Normalize();
				if (patchFacing)
					norm *= -1.0f;
				v0.nrm = norm;
				v1.nrm = norm;
				v2.nrm = norm;
				v3.nrm = norm;
			}

			int idx0 = i * 4 + 0;
			int idx1 = i * 4 + 1;
			int idx2 = i * 4 + 2;
			int idx3 = i * 4 + 3;
			i++;

			CopyQuad(dest, &v0, &v1, &v2, &v3);
			CopyQuadIndex(indices, prim_type, idx0, idx1, idx2, idx3);
			count += 6;
		}
	}

}