mirror of
https://github.com/libretro/ppsspp.git
synced 2024-12-12 02:44:00 +00:00
135 lines
3.7 KiB
C
135 lines
3.7 KiB
C
// Copyright (c) 2013- PPSSPP 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 or later versions.
|
|
|
|
// 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 git repository and contact information can be found at
|
|
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
|
|
|
|
#pragma once
|
|
|
|
#include "Common/CommonTypes.h"
|
|
#include "GPU/Math3D.h"
|
|
#include "GPU/ge_constants.h"
|
|
|
|
// PSP compatible format so we can use the end of the pipeline in beziers etc
|
|
struct SimpleVertex {
|
|
float uv[2];
|
|
union {
|
|
u8 color[4];
|
|
u32_le color_32;
|
|
};
|
|
Vec3Packedf nrm;
|
|
Vec3Packedf pos;
|
|
};
|
|
|
|
inline float lerp(float a, float b, float x) {
|
|
return a + x * (b - a);
|
|
}
|
|
|
|
// SLOW!
|
|
inline void lerpColor(const Vec4f &a, const Vec4f &b, float x, Vec4f &out) {
|
|
for (int i = 0; i < 4; i++) {
|
|
out[i] = a[i] + x * (b[i] - a[i]);
|
|
}
|
|
}
|
|
|
|
inline void lerpColor(const u8 *a, const u8 *b, float x, Vec4f &out) {
|
|
lerpColor(Vec4f::FromRGBA(a), Vec4f::FromRGBA(b), x, out);
|
|
}
|
|
|
|
// We decode all vertices into a common format for easy interpolation and stuff.
|
|
// Not fast but can be optimized later.
|
|
struct BezierPatch {
|
|
SimpleVertex *points[16];
|
|
|
|
// These are used to generate UVs.
|
|
int u_index, v_index;
|
|
|
|
int index;
|
|
GEPatchPrimType primType;
|
|
bool computeNormals;
|
|
bool patchFacing;
|
|
|
|
struct SamplingParams {
|
|
float fracU;
|
|
float fracV;
|
|
int tl;
|
|
int tr;
|
|
int bl;
|
|
int br;
|
|
|
|
SamplingParams(float u, float v) {
|
|
u *= 3.0f;
|
|
v *= 3.0f;
|
|
int iu = (int)floorf(u);
|
|
int iv = (int)floorf(v);
|
|
int iu2 = iu + 1;
|
|
int iv2 = iv + 1;
|
|
fracU = u - iu;
|
|
fracV = v - iv;
|
|
|
|
if (iu2 > 3)
|
|
iu2 = 3;
|
|
if (iv2 > 3)
|
|
iv2 = 3;
|
|
|
|
tl = iu + 4 * iv;
|
|
tr = iu2 + 4 * iv;
|
|
bl = iu + 4 * iv2;
|
|
br = iu2 + 4 * iv2;
|
|
}
|
|
};
|
|
|
|
// Interpolate colors between control points (bilinear, should be good enough).
|
|
void sampleColor(float u, float v, u8 color[4]) const {
|
|
const SamplingParams params(u, v);
|
|
Vec4f upperColor, lowerColor, resultColor;
|
|
lerpColor(points[params.tl]->color, points[params.tr]->color, params.fracU, upperColor);
|
|
lerpColor(points[params.bl]->color, points[params.br]->color, params.fracU, lowerColor);
|
|
lerpColor(upperColor, lowerColor, params.fracV, resultColor);
|
|
resultColor.ToRGBA(color);
|
|
}
|
|
|
|
void sampleTexUV(float u, float v, float &tu, float &tv) const {
|
|
const SamplingParams params(u, v);
|
|
float upperTU = lerp(points[params.tl]->uv[0], points[params.tr]->uv[0], params.fracU);
|
|
float upperTV = lerp(points[params.tl]->uv[1], points[params.tr]->uv[1], params.fracU);
|
|
float lowerTU = lerp(points[params.bl]->uv[0], points[params.br]->uv[0], params.fracU);
|
|
float lowerTV = lerp(points[params.bl]->uv[1], points[params.br]->uv[1], params.fracU);
|
|
tu = lerp(upperTU, lowerTU, params.fracV);
|
|
tv = lerp(upperTV, lowerTV, params.fracV);
|
|
}
|
|
};
|
|
|
|
struct SplinePatchLocal {
|
|
SimpleVertex **points;
|
|
int tess_u;
|
|
int tess_v;
|
|
int count_u;
|
|
int count_v;
|
|
int type_u;
|
|
int type_v;
|
|
bool computeNormals;
|
|
bool patchFacing;
|
|
GEPatchPrimType primType;
|
|
};
|
|
|
|
enum quality {
|
|
LOW_QUALITY = 0,
|
|
MEDIUM_QUALITY = 1,
|
|
HIGH_QUALITY = 2,
|
|
};
|
|
|
|
void TesselateSplinePatch(u8 *&dest, u16 *indices, int &count, const SplinePatchLocal &spatch, u32 origVertType, int maxVertices);
|
|
void TesselateBezierPatch(u8 *&dest, u16 *&indices, int &count, int tess_u, int tess_v, const BezierPatch &patch, u32 origVertType, int maxVertices);
|