mirror of
https://github.com/libretro/ppsspp.git
synced 2024-12-05 07:27:02 +00:00
cc6681cd0b
This needs work, has several problems that must be fixed to run on Windows. Ced, you'll have to fix up your xb project file a bit, sorry.
200 lines
6.7 KiB
C++
200 lines
6.7 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/.
|
|
|
|
#include "TransformPipeline.h"
|
|
#include "Core/MemMap.h"
|
|
|
|
// Just to get something on the screen, we'll just not subdivide correctly.
|
|
void TransformDrawEngine::DrawBezier(int ucount, int vcount) {
|
|
if ((ucount - 1) % 3 != 0 || (vcount - 1) % 3 != 0)
|
|
ERROR_LOG_REPORT(G3D, "Unsupported bezier parameters ucount=%i, vcount=%i", ucount, vcount);
|
|
|
|
u16 *indices = new u16[ucount * vcount * 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 < ucount; y++) {
|
|
for (int x = 0; x < vcount - 1; x++) {
|
|
indices[c++] = y * (vcount - 1)+ x;
|
|
indices[c++] = y * (vcount - 1) + x + 1;
|
|
indices[c++] = (y + 1) * (vcount - 1) + x + 1;
|
|
indices[c++] = (y + 1) * (vcount - 1) + x + 1;
|
|
indices[c++] = (y + 1) * (vcount - 1) + x;
|
|
indices[c++] = y * (vcount - 1) + 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.getTexCoordMask()) {
|
|
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.
|
|
|
|
delete [] indices;
|
|
}
|
|
|
|
|
|
// Spline implementation copied and modified from neobrain's softgpu (orphis code?)
|
|
|
|
#define START_OPEN_U 1
|
|
#define END_OPEN_U 2
|
|
#define START_OPEN_V 4
|
|
#define END_OPEN_V 8
|
|
|
|
// We decode all vertices into a common format for easy interpolation and stuff.
|
|
// Not fast but can be optimized later.
|
|
struct HWSplinePatch {
|
|
u8 *points[16];
|
|
int type;
|
|
|
|
// We need to generate both UVs and normals later...
|
|
// float u0, v0, u1, v1;
|
|
};
|
|
|
|
static void CopyTriangle(u8 *&dest, u8 *v1, u8 *v2, u8 * v3, int vertexSize) {
|
|
memcpy(dest, v1, vertexSize);
|
|
dest += vertexSize;
|
|
memcpy(dest, v2, vertexSize);
|
|
dest += vertexSize;
|
|
memcpy(dest, v3, vertexSize);
|
|
dest += vertexSize;
|
|
}
|
|
|
|
void TransformDrawEngine::SubmitSpline(void* control_points, void* indices, int count_u, int count_v, int type_u, int type_v, GEPatchPrimType 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 = GetVertexDecoder(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 and normals if not present.
|
|
CopyTriangle(dest, v0, v2, v1, undecodedVertexSize);
|
|
CopyTriangle(dest, v1, v2, v3, undecodedVertexSize);
|
|
count += 6;
|
|
}
|
|
}
|
|
}
|
|
delete[] patches;
|
|
|
|
u32 vertTypeWithoutIndex = vertex_type & ~GE_VTYPE_IDX_MASK;
|
|
|
|
SubmitPrim(decoded2, 0, GE_PRIM_TRIANGLES, count, vertTypeWithoutIndex, GE_VTYPE_IDX_NONE, 0);
|
|
Flush();
|
|
}
|
|
|
|
// TODO
|
|
void TransformDrawEngine::SubmitBezier(void* control_points, void* indices, int count_u, int count_v, GEPatchPrimType prim_type, u32 vertex_type) {
|
|
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);
|
|
|
|
Flush();
|
|
}
|