Пример #1
0
// Just to get something on the screen, we'll just not subdivide correctly.
void TransformDrawEngine::DrawBezier(int ucount, int vcount) {
	u16 indices[3 * 3 * 6];

	static bool reported = false;
	if (!reported) {
		Reporting::ReportMessage("Unsupported bezier curve");
		reported = true;
	}

	// if (gstate.patchprimitive)
	// Generate indices for a rectangular mesh.
	int c = 0;
	for (int y = 0; y < 3; y++) {
		for (int x = 0; x < 3; x++) {
			indices[c++] = y * 4 + x;
			indices[c++] = y * 4 + x + 1;
			indices[c++] = (y + 1) * 4 + x + 1;
			indices[c++] = (y + 1) * 4 + x + 1;
			indices[c++] = (y + 1) * 4 + x;
			indices[c++] = y * 4 + x;
		}
	}

	// We are free to use the "decoded" buffer here.
	// Let's split it into two to get a second buffer, there's enough space.
	u8 *decoded2 = decoded + 65536 * 24;

	// Alright, now for the vertex data.
	// For now, we will simply inject UVs.

	float customUV[4 * 4 * 2];
	for (int y = 0; y < 4; y++) {
		for (int x = 0; x < 4; x++) {
			customUV[(y * 4 + x) * 2 + 0] = (float)x/3.0f;
			customUV[(y * 4 + x) * 2 + 1] = (float)y/3.0f;
		}
	}

	if (!(gstate.vertType & GE_VTYPE_TC_MASK)) {
		VertexDecoder *dec = GetVertexDecoder(gstate.vertType);
		dec->SetVertexType(gstate.vertType);
		u32 newVertType = dec->InjectUVs(decoded2, Memory::GetPointer(gstate_c.vertexAddr), customUV, 16);
		SubmitPrim(decoded2, &indices[0], GE_PRIM_TRIANGLES, c, newVertType, GE_VTYPE_IDX_16BIT, 0);
	} else {
		SubmitPrim(Memory::GetPointer(gstate_c.vertexAddr), &indices[0], GE_PRIM_TRIANGLES, c, gstate.vertType, GE_VTYPE_IDX_16BIT, 0);
	}
	Flush();  // as our vertex storage here is temporary, it will only survive one draw.
}
Пример #2
0
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;
	}
}
Пример #3
0
void TransformDrawEngine::SubmitSpline(void* control_points, void* indices, int count_u, int count_v, int type_u, int type_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();

	// 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++) {
		if (indices)
			points[idx] = simplified_control_points + (indices_16bit ? indices16[idx] : indices8[idx]);
		else
			points[idx] = simplified_control_points + idx;
	}

	u8 *decoded2 = decoded + 65536 * 36;

	int count = 0;
	u8 *dest = decoded2;

	SplinePatchLocal patch;
	patch.type_u = type_u;
	patch.type_v = type_v;
	patch.count_u = count_u;
	patch.count_v = count_v;
	patch.points = points;

	TesselateSplinePatch(dest, count, patch, origVertType);

	delete[] points;

	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;
	}
}
Пример #4
0
void TransformDrawEngine::SubmitBezier(const void *control_points, const void *indices, int count_u, int count_v, GEPatchPrimType prim_type, u32 vertType) {
	Flush();

	// 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;
		}
	}

	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;
	int tess_u = gstate.getPatchDivisionU();
	int tess_v = gstate.getPatchDivisionV();
	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;
	SubmitPrim(splineBuffer, quadIndices_, primType[prim_type], count, vertTypeWithIndex16, &bytesRead);

	Flush();

	if (g_Config.bPrescaleUV) {
		gstate_c.uv = prevUVScale;
	}
}
Пример #5
0
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();
}
Пример #6
0
void TransformDrawEngine::SubmitSpline(void* control_points, void* indices, int count_u, int count_v, int type_u, int type_v, u32 prim_type, u32 vertex_type)
{
	Flush();

	if (prim_type != GE_PATCHPRIM_TRIANGLES) {
		// Only triangles supported!
		return;
	}

	// We're not actually going to decode, only reshuffle.
	VertexDecoder vdecoder;
	vdecoder.SetVertexType(vertex_type);

	int undecodedVertexSize = vdecoder.VertexSize();

	const DecVtxFormat& vtxfmt = vdecoder.GetDecVtxFmt();

	u16 index_lower_bound = 0;
	u16 index_upper_bound = count_u * count_v - 1;
	bool indices_16bit = (vertex_type & GE_VTYPE_IDX_MASK) == GE_VTYPE_IDX_16BIT;
	u8* indices8 = (u8*)indices;
	u16* indices16 = (u16*)indices;
	if (indices)
		GetIndexBounds(indices, count_u*count_v, vertex_type, &index_lower_bound, &index_upper_bound);

	int num_patches_u = count_u - 3;
	int num_patches_v = count_v - 3;

	// TODO: Do something less idiotic to manage this buffer
	HWSplinePatch* patches = new HWSplinePatch[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) {
			HWSplinePatch& patch = patches[patch_u + patch_v * num_patches_u];

			for (int point = 0; point < 16; ++point) {
				int idx = (patch_u + point%4) + (patch_v + point/4) * count_u;
				if (indices)
					patch.points[point] = (u8 *)control_points + undecodedVertexSize * (indices_16bit ? indices16[idx] : indices8[idx]);
				else
					patch.points[point] = (u8 *)control_points + undecodedVertexSize * idx;
			}
			patch.type = (type_u | (type_v<<2));
			if (patch_u != 0) patch.type &= ~START_OPEN_U;
			if (patch_v != 0) patch.type &= ~START_OPEN_V;
			if (patch_u != num_patches_u-1) patch.type &= ~END_OPEN_U;
			if (patch_v != num_patches_v-1) patch.type &= ~END_OPEN_V;
		}
	}

	u8 *decoded2 = decoded + 65536 * 24;

	int count = 0;
	u8 *dest = decoded2;

	for (int patch_idx = 0; patch_idx < num_patches_u*num_patches_v; ++patch_idx) {
		HWSplinePatch& patch = patches[patch_idx];

		// TODO: Should do actual patch subdivision instead of just drawing the control points!
		const int tile_min_u = (patch.type & START_OPEN_U) ? 0 : 1;
		const int tile_min_v = (patch.type & START_OPEN_V) ? 0 : 1;
		const int tile_max_u = (patch.type & END_OPEN_U) ? 3 : 2;
		const int tile_max_v = (patch.type & END_OPEN_V) ? 3 : 2;
		for (int tile_u = tile_min_u; tile_u < tile_max_u; ++tile_u) {
			for (int tile_v = tile_min_v; tile_v < tile_max_v; ++tile_v) {
				int point_index = tile_u + tile_v*4;

				u8 *v0 = patch.points[point_index];
				u8 *v1 = patch.points[point_index+1];
				u8 *v2 = patch.points[point_index+4];
				u8 *v3 = patch.points[point_index+5];

				// TODO: Insert UVs where applicable. Actually subdivide.
				CopyTriangle(dest, v0, v1, v2, undecodedVertexSize);
				CopyTriangle(dest, v2, v1, v0, undecodedVertexSize);
				CopyTriangle(dest, v2, v1, v3, undecodedVertexSize);
				CopyTriangle(dest, v3, v1, v2, undecodedVertexSize);
				count += 12;
			}
		}
	}
	delete[] patches;

	u32 vertTypeWithoutIndex = vertex_type & ~GE_VTYPE_IDX_MASK;

	SubmitPrim(decoded2, 0, GE_PRIM_TRIANGLES, count, vertTypeWithoutIndex, GE_VTYPE_IDX_NONE, 0);
	Flush();
}