dolphin/Source/Core/VideoCommon/Src/IndexGenerator.cpp
gnick79 2e59d26133 Related to Texture's glitches:
* fixed a bug on QUAD-Vertex generator

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6478 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-11-25 20:39:54 +00:00

344 lines
6.6 KiB
C++

// Copyright (C) 2003 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#include "IndexGenerator.h"
/*
*
QUAD simulator
0 1 4 5
3 2 7 6
012023 147172 ...
*/
//Init
u16 *IndexGenerator::Tptr = 0;
u16 *IndexGenerator::BASETptr = 0;
u16 *IndexGenerator::Lptr = 0;
u16 *IndexGenerator::BASELptr = 0;
u16 *IndexGenerator::Pptr = 0;
u16 *IndexGenerator::BASEPptr = 0;
int IndexGenerator::numT = 0;
int IndexGenerator::numL = 0;
int IndexGenerator::numP = 0;
int IndexGenerator::index = 0;
int IndexGenerator::Tadds = 0;
int IndexGenerator::Ladds = 0;
int IndexGenerator::Padds = 0;
IndexGenerator::IndexPrimitiveType IndexGenerator::LastTPrimitive = Prim_None;
IndexGenerator::IndexPrimitiveType IndexGenerator::LastLPrimitive = Prim_None;
bool IndexGenerator::used = false;
void IndexGenerator::Start(u16 *Triangleptr,u16 *Lineptr,u16 *Pointptr)
{
Tptr = Triangleptr;
Lptr = Lineptr;
Pptr = Pointptr;
BASETptr = Triangleptr;
BASELptr = Lineptr;
BASEPptr = Pointptr;
index = 0;
numT = 0;
numL = 0;
numP = 0;
Tadds = 0;
Ladds = 0;
Padds = 0;
LastTPrimitive = Prim_None;
LastLPrimitive = Prim_None;
}
// Triangles
void IndexGenerator::AddList(int numVerts)
{
//if we have no vertices return
if(numVerts <= 0) return;
int numTris = numVerts / 3;
if (!numTris)
{
//if we have less than 3 verts
if(numVerts == 1)
{
// discard
index++;
return;
}
else
{
//we have two verts render a degenerated triangle
numTris = 1;
*Tptr++ = index;
*Tptr++ = index+1;
*Tptr++ = index;
}
}
else
{
for (int i = 0; i < numTris; i++)
{
*Tptr++ = index+i*3;
*Tptr++ = index+i*3+1;
*Tptr++ = index+i*3+2;
}
int baseRemainingverts = numVerts - numVerts % 3;
switch (numVerts % 3)
{
case 2:
//whe have 2 remaining verts use strip method
*Tptr++ = index + baseRemainingverts - 1;
*Tptr++ = index + baseRemainingverts;
*Tptr++ = index + baseRemainingverts + 1;
numTris++;
break;
case 1:
//whe have 1 remaining verts use strip method this is only a conjeture
*Tptr++ = index + baseRemainingverts - 2;
*Tptr++ = index + baseRemainingverts - 1;
*Tptr++ = index + baseRemainingverts;
numTris++;
break;
default:
break;
};
}
index += numVerts;
numT += numTris;
Tadds++;
LastTPrimitive = Prim_List;
}
void IndexGenerator::AddStrip(int numVerts)
{
if(numVerts <= 0) return;
int numTris = numVerts - 2;
if (numTris < 1)
{
//if we have less than 3 verts
if(numVerts == 1)
{
// discard
index++;
return;
}
else
{
//we have two verts render a degenerated triangle
numTris = 1;
*Tptr++ = index;
*Tptr++ = index+1;
*Tptr++ = index;
}
}
else
{
bool wind = false;
for (int i = 0; i < numTris; i++)
{
*Tptr++ = index+i;
*Tptr++ = index+i+(wind?2:1);
*Tptr++ = index+i+(wind?1:2);
wind = !wind;
}
}
index += numVerts;
numT += numTris;
Tadds++;
LastTPrimitive = Prim_Strip;
}
void IndexGenerator::AddFan(int numVerts)
{
if(numVerts <= 0) return;
int numTris = numVerts - 2;
if (numTris < 1)
{
//if we have less than 3 verts
if(numVerts == 1)
{
//Discard
index++;
return;
}
else
{
//we have two verts render a degenerated triangle
numTris = 1;
*Tptr++ = index;
*Tptr++ = index+1;
*Tptr++ = index;
}
}
else
{
for (int i = 0; i < numTris; i++)
{
*Tptr++ = index;
*Tptr++ = index+i+1;
*Tptr++ = index+i+2;
}
}
index += numVerts;
numT += numTris;
Tadds++;
LastTPrimitive = Prim_Fan;
}
void IndexGenerator::AddQuads(int numVerts)
{
if(numVerts <= 0) return;
int numTris = (numVerts/4)*2;
if (numTris == 0)
{
//if we have less than 3 verts
if(numVerts == 1)
{
//discard
index++;
return;
}
else
{
if(numVerts == 2)
{
//we have two verts render a degenerated triangle
numTris = 1;
*Tptr++ = index;
*Tptr++ = index + 1;
*Tptr++ = index;
}
else
{
//we have 3 verts render a full triangle
numTris = 1;
*Tptr++ = index;
*Tptr++ = index + 1;
*Tptr++ = index + 2;
}
}
}
else
{
for (int i = 0; i < numTris / 2; i++)
{
*Tptr++ = index+i*4;
*Tptr++ = index+i*4+1;
*Tptr++ = index+i*4+2;
*Tptr++ = index+i*4;
*Tptr++ = index+i*4+2;
*Tptr++ = index+i*4+3;
}
int baseRemainingverts = numVerts - numVerts % 4;
switch (numVerts % 4)
{
case 3:
//whe have 3 remaining verts use strip method
*Tptr++ = index + baseRemainingverts;
*Tptr++ = index + baseRemainingverts + 1;
*Tptr++ = index + baseRemainingverts + 2;
numTris++;
break;
case 2:
//whe have 2 remaining verts use strip method
*Tptr++ = index + baseRemainingverts - 1;
*Tptr++ = index + baseRemainingverts;
*Tptr++ = index + baseRemainingverts + 1;
numTris++;
break;
case 1:
//whe have 1 remaining verts use strip method this is only a conjeture
*Tptr++ = index + baseRemainingverts - 2;
*Tptr++ = index + baseRemainingverts - 1;
*Tptr++ = index + baseRemainingverts;
numTris++;
break;
default:
break;
};
}
index += numVerts;
numT += numTris;
Tadds++;
LastTPrimitive = Prim_List;
}
//Lines
void IndexGenerator::AddLineList(int numVerts)
{
if(numVerts <= 0) return;
int numLines = numVerts / 2;
if (!numLines)
{
//Discard
index++;
return;
}
else
{
for (int i = 0; i < numLines; i++)
{
*Lptr++ = index+i*2;
*Lptr++ = index+i*2+1;
}
if((numVerts & 1) != 0)
{
//use line strip for remaining vert
*Lptr++ = index + numLines * 2 - 1;
*Lptr++ = index + numLines * 2;
}
}
index += numVerts;
numL += numLines;
Ladds++;
LastLPrimitive = Prim_List;
}
void IndexGenerator::AddLineStrip(int numVerts)
{
int numLines = numVerts - 1;
if (numLines <= 0)
{
if(numVerts == 1)
{
index++;
}
return;
}
for (int i = 0; i < numLines; i++)
{
*Lptr++ = index+i;
*Lptr++ = index+i+1;
}
index += numVerts;
numL += numLines;
Ladds++;
LastLPrimitive = Prim_Strip;
}
//Points
void IndexGenerator::AddPoints(int numVerts)
{
for (int i = 0; i < numVerts; i++)
{
*Pptr++ = index+i;
}
index += numVerts;
numP += numVerts;
Padds++;
}