mirror of
https://github.com/libretro/ppsspp.git
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791 lines
26 KiB
C++
791 lines
26 KiB
C++
// Copyright (c) 2013- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#include "TransformPipeline.h"
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#include "Core/MemMap.h"
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#include "GPU/Math3D.h"
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// Splines are too slow, need optimization.
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const bool realTesselationBezier = true;
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const bool realTesselationSpline = false;
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// Here's how to evaluate them fast:
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// http://and-what-happened.blogspot.se/2012/07/evaluating-b-splines-aka-basis-splines.html
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// PSP compatible format so we can use the end of the pipeline
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struct SimpleVertex {
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float uv[2];
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u8 color[4];
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Vec3f nrm;
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Vec3f pos;
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};
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// This normalizes a set of vertices in any format to SimpleVertex format, by processing away morphing AND skinning.
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// The rest of the transform pipeline like lighting will go as normal, either hardware or software.
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// The implementation is initially a bit inefficient but shouldn't be a big deal.
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// An intermediate buffer of not-easy-to-predict size is stored at bufPtr.
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u32 TransformDrawEngine::NormalizeVertices(u8 *outPtr, u8 *bufPtr, const u8 *inPtr, int lowerBound, int upperBound, u32 vertType) {
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// First, decode the vertices into a GPU compatible format. This step can be eliminated but will need a separate
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// implementation of the vertex decoder.
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VertexDecoder *dec = GetVertexDecoder(vertType);
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dec->DecodeVerts(bufPtr, inPtr, lowerBound, upperBound);
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// OK, morphing eliminated but bones still remain to be taken care of.
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// Let's do a partial software transform where we only do skinning.
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VertexReader reader(bufPtr, dec->GetDecVtxFmt(), vertType);
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SimpleVertex *sverts = (SimpleVertex *)outPtr;
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u8 defaultColor[4] = {
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gstate.getMaterialAmbientR(),
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gstate.getMaterialAmbientG(),
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gstate.getMaterialAmbientB(),
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gstate.getMaterialAmbientA(),
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};
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// Let's have two separate loops, one for non skinning and one for skinning.
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if ((vertType & GE_VTYPE_WEIGHT_MASK) != GE_VTYPE_WEIGHT_NONE) {
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int numBoneWeights = vertTypeGetNumBoneWeights(vertType);
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for (int i = lowerBound; i <= upperBound; i++) {
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reader.Goto(i);
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SimpleVertex &sv = sverts[i];
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if (vertType & GE_VTYPE_TC_MASK) {
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reader.ReadUV(sv.uv);
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}
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if (vertType & GE_VTYPE_COL_MASK) {
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reader.ReadColor0_8888(sv.color);
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} else {
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memcpy(sv.color, defaultColor, 4);
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}
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float nrm[3], pos[3];
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float bnrm[3], bpos[3];
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if (vertType & GE_VTYPE_NRM_MASK) {
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// Normals are generated during tesselation anyway, not sure if any need to supply
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reader.ReadNrm(nrm);
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} else {
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nrm[0] = 0;
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nrm[1] = 0;
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nrm[2] = 1.0f;
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}
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reader.ReadPos(pos);
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// Apply skinning transform directly
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float weights[8];
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reader.ReadWeights(weights);
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// Skinning
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Vec3f psum(0,0,0);
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Vec3f nsum(0,0,0);
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for (int i = 0; i < numBoneWeights; i++) {
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if (weights[i] != 0.0f) {
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Vec3ByMatrix43(bpos, pos, gstate.boneMatrix+i*12);
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Vec3f tpos(bpos);
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psum += tpos * weights[i];
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Norm3ByMatrix43(bnrm, nrm, gstate.boneMatrix+i*12);
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Vec3f tnorm(bnrm);
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nsum += tnorm * weights[i];
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}
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}
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sv.pos = psum;
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sv.nrm = nsum;
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}
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} else {
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for (int i = lowerBound; i <= upperBound; i++) {
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reader.Goto(i);
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SimpleVertex &sv = sverts[i];
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if (vertType & GE_VTYPE_TC_MASK) {
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reader.ReadUV(sv.uv);
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} else {
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sv.uv[0] = 0; // This will get filled in during tesselation
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sv.uv[1] = 0;
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}
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if (vertType & GE_VTYPE_COL_MASK) {
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reader.ReadColor0_8888(sv.color);
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} else {
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memcpy(sv.color, defaultColor, 4);
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}
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if (vertType & GE_VTYPE_NRM_MASK) {
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// Normals are generated during tesselation anyway, not sure if any need to supply
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reader.ReadNrm((float *)&sv.nrm);
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} else {
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sv.nrm.x = 0;
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sv.nrm.y = 0;
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sv.nrm.z = 1.0f;
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}
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reader.ReadPos((float *)&sv.pos);
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}
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}
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// Okay, there we are! Return the new type (but keep the index bits)
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return GE_VTYPE_TC_FLOAT | GE_VTYPE_COL_8888 | GE_VTYPE_NRM_FLOAT | GE_VTYPE_POS_FLOAT | (vertType & GE_VTYPE_IDX_MASK);
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}
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#define START_OPEN 1
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#define END_OPEN 2
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static float lerp(float a, float b, float x) {
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return a + x * (b - a);
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}
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static void lerpColor(u8 a[4], u8 b[4], float x, u8 out[4]) {
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for (int i = 0; i < 4; i++) {
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out[i] = (float)a[i] + x * ((float)b[i] - (float)a[i]);
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}
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}
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// We decode all vertices into a common format for easy interpolation and stuff.
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// Not fast but can be optimized later.
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struct BezierPatch {
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SimpleVertex *points[16];
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// These are used to generate UVs.
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int u_index, v_index;
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// Interpolate colors between control points (bilinear, should be good enough).
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void sampleColor(float u, float v, u8 color[4]) const {
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u *= 3.0f;
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v *= 3.0f;
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int iu = (int)floorf(u);
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int iv = (int)floorf(v);
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int iu2 = iu + 1;
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int iv2 = iv + 1;
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float fracU = u - iu;
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float fracV = v - iv;
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if (iu2 > 3) iu2 = 3;
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if (iv2 > 3) iv2 = 3;
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int tl = iu + 4 * iv;
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int tr = iu2 + 4 * iv;
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int bl = iu + 4 * iv2;
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int br = iu2 + 4 * iv2;
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u8 upperColor[4], lowerColor[4];
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lerpColor(points[tl]->color, points[tr]->color, fracU, upperColor);
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lerpColor(points[bl]->color, points[br]->color, fracU, lowerColor);
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lerpColor(upperColor, lowerColor, fracV, color);
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}
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void sampleTexUV(float u, float v, float &tu, float &tv) const {
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u *= 3.0f;
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v *= 3.0f;
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int iu = (int)floorf(u);
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int iv = (int)floorf(v);
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int iu2 = iu + 1;
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int iv2 = iv + 1;
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float fracU = u - iu;
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float fracV = v - iv;
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if (iu2 > 3) iu2 = 3;
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if (iv2 > 3) iv2 = 3;
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int tl = iu + 4 * iv;
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int tr = iu2 + 4 * iv;
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int bl = iu + 4 * iv2;
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int br = iu2 + 4 * iv2;
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float upperTU = lerp(points[tl]->uv[0], points[tr]->uv[0], fracU);
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float upperTV = lerp(points[tl]->uv[1], points[tr]->uv[1], fracU);
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float lowerTU = lerp(points[bl]->uv[0], points[br]->uv[0], fracU);
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float lowerTV = lerp(points[bl]->uv[1], points[br]->uv[1], fracU);
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tu = lerp(upperTU, lowerTU, fracV);
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tv = lerp(upperTV, lowerTV, fracV);
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}
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};
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struct SplinePatch {
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SimpleVertex **points;
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int count_u;
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int count_v;
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int type_u;
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int type_v;
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/*
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// Interpolate colors between control points (bilinear, should be good enough).
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void sampleColor(float u, float v, u8 color[4]) const {
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u *= 3.0f;
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v *= 3.0f;
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int iu = (int)floorf(u);
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int iv = (int)floorf(v);
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int iu2 = iu + 1;
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int iv2 = iv + 1;
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float fracU = u - iu;
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float fracV = v - iv;
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if (iu2 >= count_u) iu2 = count_u - 1;
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if (iv2 >= count_v) iv2 = count_v - 1;
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int tl = iu + count_u * iv;
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int tr = iu2 + count_u * iv;
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int bl = iu + count_u * iv2;
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int br = iu2 + count_u * iv2;
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u8 upperColor[4], lowerColor[4];
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lerpColor(points[tl]->color, points[tr]->color, fracU, upperColor);
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lerpColor(points[bl]->color, points[br]->color, fracU, lowerColor);
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lerpColor(upperColor, lowerColor, fracV, color);
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}
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void sampleTexUV(float u, float v, float &tu, float &tv) const {
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u *= 3.0f;
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v *= 3.0f;
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int iu = (int)floorf(u);
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int iv = (int)floorf(v);
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int iu2 = iu + 1;
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int iv2 = iv + 1;
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float fracU = u - iu;
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float fracV = v - iv;
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if (iu2 >= count_u) iu2 = count_u - 1;
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if (iv2 >= count_v) iv2 = count_v - 1;
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int tl = iu + count_u * iv;
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int tr = iu2 + count_u * iv;
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int bl = iu + count_u * iv2;
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int br = iu2 + count_u * iv2;
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float upperTU = lerp(points[tl]->uv[0], points[tr]->uv[0], fracU);
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float upperTV = lerp(points[tl]->uv[1], points[tr]->uv[1], fracU);
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float lowerTU = lerp(points[bl]->uv[0], points[br]->uv[0], fracU);
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float lowerTV = lerp(points[bl]->uv[1], points[br]->uv[1], fracU);
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tu = lerp(upperTU, lowerTU, fracV);
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tv = lerp(upperTV, lowerTV, fracV);
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}*/
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};
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static void CopyTriangle(u8 *&dest, SimpleVertex *v1, SimpleVertex *v2, SimpleVertex* v3) {
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int vertexSize = sizeof(SimpleVertex);
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memcpy(dest, v1, vertexSize);
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dest += vertexSize;
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memcpy(dest, v2, vertexSize);
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dest += vertexSize;
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memcpy(dest, v3, vertexSize);
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dest += vertexSize;
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}
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#undef b2
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// Bernstein basis functions
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inline float bern0(float x) { return (1 - x) * (1 - x) * (1 - x); }
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inline float bern1(float x) { return 3 * x * (1 - x) * (1 - x); }
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inline float bern2(float x) { return 3 * x * x * (1 - x); }
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inline float bern3(float x) { return x * x * x; }
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// Not sure yet if these have any use
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inline float bern0deriv(float x) { return -3 * (x - 1) * (x - 1); }
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inline float bern1deriv(float x) { return 9 * x * x - 12 * x + 3; }
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inline float bern2deriv(float x) { return 3 * (2 - 3 * x) * x; }
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inline float bern3deriv(float x) { return 3 * x * x; }
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// http://en.wikipedia.org/wiki/Bernstein_polynomial
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Vec3f Bernstein3D(const Vec3f p0, const Vec3f p1, const Vec3f p2, const Vec3f p3, float x) {
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return p0 * bern0(x) + p1 * bern1(x) + p2 * bern2(x) + p3 * bern3(x);
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}
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Vec3f Bernstein3DDerivative(const Vec3f p0, const Vec3f p1, const Vec3f p2, const Vec3f p3, float x) {
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return p0 * bern0deriv(x) + p1 * bern1deriv(x) + p2 * bern2deriv(x) + p3 * bern3deriv(x);
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}
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// A little faster, but not optimal
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void spline_n_4(int i, float t, int *knot, float *splineVal) {
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knot += i + 1;
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float t0 = (t - knot[0]);
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float t1 = (t - knot[1]);
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float t2 = (t - knot[2]);
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float f30 = t0/(knot[3]-knot[0]);
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float f41 = t1/(knot[4]-knot[1]);
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float f52 = t2/(knot[5]-knot[2]);
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float f31 = t1/(knot[3]-knot[1]);
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float f42 = t2/(knot[4]-knot[2]);
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float f32 = t2/(knot[3]-knot[2]);
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float a = (1-f30)*(1-f31);
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float b = (f31*f41);
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float c = (1-f41)*(1-f42);
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float d = (f42*f52);
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splineVal[0] = a-(a*f32);
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splineVal[1] = 1-a-b+((a+b+c-1)*f32);
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splineVal[2] = b+((1-b-c-d)*f32);
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splineVal[3] = d*f32;
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}
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// knot should be an array of int, sized n + 5
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void spline_knot(int n, int type, int *knot) {
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memset(knot, 0, sizeof(int) * (n + 5));
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for(int i = 0; i < n - 1; ++i)
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knot[i + 3] = i;
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if ((type & 1) == 0) {
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knot[0] = -3;
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knot[1] = -2;
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knot[2] = -1;
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}
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if ((type & 2) == 0) {
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knot[n + 2] = n - 1;
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knot[n + 3] = n;
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knot[n + 4] = n + 1;
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} else {
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knot[n + 2] = n - 2;
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knot[n + 3] = n - 2;
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knot[n + 4] = n - 2;
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}
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}
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void TesselateSplinePatch(u8 *&dest, int &count, const SplinePatch &spatch, u32 origVertType) {
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const float third = 1.0f / 3.0f;
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if (!realTesselationSpline) {
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// Fast and easy way - just draw the control points, generate some very basic normal vector substitutes.
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// Very inaccurate but okay for Loco Roco. Maybe should keep it as an option because it's fast.
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const int tile_min_u = (spatch.type_u & START_OPEN) ? 0 : 1;
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const int tile_min_v = (spatch.type_v & START_OPEN) ? 0 : 1;
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const int tile_max_u = (spatch.type_u & END_OPEN) ? spatch.count_u - 1 : spatch.count_u - 2;
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const int tile_max_v = (spatch.type_v & END_OPEN) ? spatch.count_v - 1 : spatch.count_v - 2;
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for (int tile_v = tile_min_v; tile_v < tile_max_v; ++tile_v) {
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for (int tile_u = tile_min_u; tile_u < tile_max_u; ++tile_u) {
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int point_index = tile_u + tile_v * spatch.count_u;
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SimpleVertex v0 = *spatch.points[point_index];
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SimpleVertex v1 = *spatch.points[point_index+1];
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SimpleVertex v2 = *spatch.points[point_index+spatch.count_u];
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SimpleVertex v3 = *spatch.points[point_index+spatch.count_u+1];
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// Generate UV. TODO: Do this even if UV specified in control points?
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if ((origVertType & GE_VTYPE_TC_MASK) == 0) {
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float u = tile_u * third;
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float v = tile_v * third;
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v0.uv[0] = u;
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v0.uv[1] = v;
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v1.uv[0] = u + third;
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v1.uv[1] = v;
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v2.uv[0] = u;
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v2.uv[1] = v + third;
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v3.uv[0] = u + third;
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v3.uv[1] = v + third;
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}
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// Generate normal if lighting is enabled (otherwise there's no point).
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// This is a really poor quality algorithm, we get facet normals.
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if (gstate.isLightingEnabled()) {
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Vec3f norm = Cross(v1.pos - v0.pos, v2.pos - v0.pos);
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norm.Normalize();
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if (gstate.patchfacing & 1)
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norm *= -1.0f;
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v0.nrm = norm;
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v1.nrm = norm;
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v2.nrm = norm;
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v3.nrm = norm;
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}
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CopyTriangle(dest, &v0, &v2, &v1);
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CopyTriangle(dest, &v1, &v2, &v3);
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count += 6;
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}
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}
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} else {
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// Full correct tessellation of spline patches.
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// Does not yet generate normals and is atrociously slow (see spline_s...)
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// First, generate knot vectors.
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int n = spatch.count_u - 1;
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int m = spatch.count_v - 1;
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int *knot_u = new int[n + 5];
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int *knot_v = new int[m + 5];
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spline_knot(n, spatch.type_u, knot_u);
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spline_knot(m, spatch.type_v, knot_v);
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int patch_div_s = gstate.getPatchDivisionU();
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int patch_div_t = gstate.getPatchDivisionV();
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// Increase tesselation based on the size. Should be approximately right?
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// JPCSP is wrong at least because their method results in square loco roco.
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patch_div_s = (spatch.count_u - 3) * patch_div_s / 3;
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patch_div_t = (spatch.count_v - 3) * patch_div_t / 3;
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if (patch_div_s == 0) patch_div_s = 1;
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if (patch_div_t == 0) patch_div_t = 1;
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// TODO: Remove this cap when spline_s has been optimized.
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if (patch_div_s > 20) patch_div_s = 20;
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if (patch_div_t > 20) patch_div_t = 20;
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// First compute all the vertices and put them in an array
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SimpleVertex *vertices = new SimpleVertex[(patch_div_s + 1) * (patch_div_t + 1)];
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bool computeNormals = gstate.isLightingEnabled();
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for (int tile_v = 0; tile_v < patch_div_t + 1; tile_v++) {
|
|
float v = ((float)tile_v * (float)(m - 2) / (float)(patch_div_t + 0.00001f)); // epsilon to prevent division by 0 in spline_s
|
|
for (int tile_u = 0; tile_u < patch_div_s + 1; tile_u++) {
|
|
float u = ((float)tile_u * (float)(n - 2) / (float)(patch_div_s + 0.00001f));
|
|
|
|
SimpleVertex *vert = &vertices[tile_v * (patch_div_s + 1) + tile_u];
|
|
vert->pos.SetZero();
|
|
if (origVertType & GE_VTYPE_NRM_MASK) {
|
|
vert->nrm.SetZero();
|
|
} else {
|
|
vert->nrm.SetZero();
|
|
vert->nrm.z = 1.0f;
|
|
}
|
|
if (origVertType & GE_VTYPE_COL_MASK) {
|
|
memset(vert->color, 0, 4);
|
|
} else {
|
|
memcpy(vert->color, spatch.points[0]->color, 4);
|
|
}
|
|
if (origVertType & GE_VTYPE_TC_MASK) {
|
|
vert->uv[0] = 0.0f;
|
|
vert->uv[1] = 0.0f;
|
|
} else {
|
|
vert->uv[0] = ((float)tile_u / (float)patch_div_s);
|
|
vert->uv[1] = ((float)tile_v / (float)patch_div_t);
|
|
}
|
|
|
|
// Collect influences from surrounding control points.
|
|
// Should be possible to limit to a smaller range than looping through the entire patch...
|
|
// Also, it should be possible to do something similar to what we do in bezier where we only
|
|
// evaluate the spline 5 times instead of n * m, taking advantage of the fundamentally linear
|
|
// nature of this stuff to separate into horizontal and vertical passes.
|
|
float u_weights[4];
|
|
float v_weights[4];
|
|
|
|
int iu = (int)u;
|
|
int iv = (int)v;
|
|
spline_n_4(iu, u, knot_u, u_weights);
|
|
spline_n_4(iv, v, knot_v, v_weights);
|
|
|
|
for (int ii = 0; ii < 4; ++ii) {
|
|
for (int jj = 0; jj < 4; ++jj) {
|
|
float u_spline = u_weights[ii];
|
|
float v_spline = v_weights[jj];
|
|
float f = u_spline * v_spline;
|
|
|
|
if (f > 0.0f) {
|
|
SimpleVertex *a = spatch.points[spatch.count_u * (iv + jj) + (iu + ii)];
|
|
vert->pos += a->pos * f;
|
|
if (origVertType & GE_VTYPE_TC_MASK) {
|
|
vert->uv[0] += a->uv[0] * f;
|
|
vert->uv[1] += a->uv[1] * f;
|
|
}
|
|
if (origVertType & GE_VTYPE_COL_MASK) {
|
|
vert->color[0] += a->color[0] * f;
|
|
vert->color[1] += a->color[1] * f;
|
|
vert->color[2] += a->color[2] * f;
|
|
vert->color[3] += a->color[3] * f;
|
|
}
|
|
if (origVertType & GE_VTYPE_NRM_MASK) {
|
|
vert->nrm += a->nrm * f;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (origVertType & GE_VTYPE_NRM_MASK) {
|
|
vert->nrm.Normalize();
|
|
}
|
|
}
|
|
}
|
|
|
|
delete [] knot_u;
|
|
delete [] knot_v;
|
|
|
|
// Tesselate. TODO: Use indices so we only need to emit 4 vertices per pair of triangles instead of six.
|
|
for (int tile_v = 0; tile_v < patch_div_t; ++tile_v) {
|
|
for (int tile_u = 0; tile_u < patch_div_s; ++tile_u) {
|
|
float u = ((float)tile_u / (float)patch_div_s);
|
|
float v = ((float)tile_v / (float)patch_div_t);
|
|
|
|
SimpleVertex *v0 = &vertices[tile_v * (patch_div_s + 1) + tile_u];
|
|
SimpleVertex *v1 = &vertices[tile_v * (patch_div_s + 1) + tile_u + 1];
|
|
SimpleVertex *v2 = &vertices[(tile_v + 1) * (patch_div_s + 1) + tile_u];
|
|
SimpleVertex *v3 = &vertices[(tile_v + 1) * (patch_div_s + 1) + tile_u + 1];
|
|
|
|
CopyTriangle(dest, v0, v2, v1);
|
|
CopyTriangle(dest, v1, v2, v3);
|
|
count += 6;
|
|
}
|
|
}
|
|
|
|
delete [] vertices;
|
|
}
|
|
}
|
|
|
|
void TesselateBezierPatch(u8 *&dest, int &count, const BezierPatch &patch, u32 origVertType) {
|
|
const float third = 1.0f / 3.0f;
|
|
|
|
if (!realTesselationBezier) {
|
|
// 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()) {
|
|
Vec3f 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;
|
|
}
|
|
|
|
CopyTriangle(dest, &v0, &v2, &v1);
|
|
CopyTriangle(dest, &v1, &v2, &v3);
|
|
count += 6;
|
|
}
|
|
}
|
|
} else {
|
|
// Full correct tesselation of bezier patches.
|
|
// Note: Does not handle splines correctly.
|
|
|
|
int tess_u = gstate.getPatchDivisionU();
|
|
int tess_v = gstate.getPatchDivisionV();
|
|
|
|
// First compute all the vertices and put them in an array
|
|
SimpleVertex *vertices = new SimpleVertex[(tess_u + 1) * (tess_v + 1)];
|
|
|
|
bool computeNormals = gstate.isLightingEnabled();
|
|
for (int tile_v = 0; tile_v < tess_v + 1; ++tile_v) {
|
|
for (int tile_u = 0; tile_u < tess_u + 1; ++tile_u) {
|
|
float u = ((float)tile_u / (float)tess_u);
|
|
float v = ((float)tile_v / (float)tess_v);
|
|
float bu = u;
|
|
float bv = v;
|
|
|
|
// TODO: Should be able to precompute the four curves per U, then just Bernstein per V. Will benefit large tesselation factors.
|
|
Vec3f pos1 = Bernstein3D(patch.points[0]->pos, patch.points[1]->pos, patch.points[2]->pos, patch.points[3]->pos, bu);
|
|
Vec3f pos2 = Bernstein3D(patch.points[4]->pos, patch.points[5]->pos, patch.points[6]->pos, patch.points[7]->pos, bu);
|
|
Vec3f pos3 = Bernstein3D(patch.points[8]->pos, patch.points[9]->pos, patch.points[10]->pos, patch.points[11]->pos, bu);
|
|
Vec3f pos4 = Bernstein3D(patch.points[12]->pos, patch.points[13]->pos, patch.points[14]->pos, patch.points[15]->pos, bu);
|
|
|
|
SimpleVertex &vert = vertices[tile_v * (tess_u + 1) + tile_u];
|
|
|
|
if (computeNormals) {
|
|
Vec3f derivU1 = Bernstein3DDerivative(patch.points[0]->pos, patch.points[1]->pos, patch.points[2]->pos, patch.points[3]->pos, bu);
|
|
Vec3f derivU2 = Bernstein3DDerivative(patch.points[4]->pos, patch.points[5]->pos, patch.points[6]->pos, patch.points[7]->pos, bu);
|
|
Vec3f derivU3 = Bernstein3DDerivative(patch.points[8]->pos, patch.points[9]->pos, patch.points[10]->pos, patch.points[11]->pos, bu);
|
|
Vec3f derivU4 = Bernstein3DDerivative(patch.points[12]->pos, patch.points[13]->pos, patch.points[14]->pos, patch.points[15]->pos, bu);
|
|
Vec3f derivU = Bernstein3D(derivU1, derivU2, derivU3, derivU4, bv);
|
|
Vec3f derivV = Bernstein3DDerivative(pos1, pos2, pos3, pos4, bv);
|
|
|
|
// TODO: Interpolate normals instead of generating them, if available?
|
|
vert.nrm = Cross(derivU, derivV).Normalized();
|
|
if (gstate.patchfacing & 1)
|
|
vert.nrm *= -1.0f;
|
|
} else {
|
|
vert.nrm.SetZero();
|
|
}
|
|
|
|
vert.pos = Bernstein3D(pos1, pos2, pos3, pos4, bv);
|
|
|
|
if ((origVertType & GE_VTYPE_TC_MASK) == 0) {
|
|
// Generate texcoord
|
|
vert.uv[0] = u + patch.u_index * third;
|
|
vert.uv[1] = v + patch.v_index * third;
|
|
} else {
|
|
// Sample UV from control points
|
|
patch.sampleTexUV(u, v, vert.uv[0], vert.uv[1]);
|
|
}
|
|
|
|
if (origVertType & GE_VTYPE_COL_MASK) {
|
|
patch.sampleColor(u, v, vert.color);
|
|
} else {
|
|
memcpy(vert.color, patch.points[0]->color, 4);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Tesselate. TODO: Use indices so we only need to emit 4 vertices per pair of triangles instead of six.
|
|
for (int tile_v = 0; tile_v < tess_v; ++tile_v) {
|
|
for (int tile_u = 0; tile_u < tess_u; ++tile_u) {
|
|
float u = ((float)tile_u / (float)tess_u);
|
|
float v = ((float)tile_v / (float)tess_v);
|
|
|
|
SimpleVertex *v0 = &vertices[tile_v * (tess_u + 1) + tile_u];
|
|
SimpleVertex *v1 = &vertices[tile_v * (tess_u + 1) + tile_u + 1];
|
|
SimpleVertex *v2 = &vertices[(tile_v + 1) * (tess_u + 1) + tile_u];
|
|
SimpleVertex *v3 = &vertices[(tile_v + 1) * (tess_u + 1) + tile_u + 1];
|
|
|
|
CopyTriangle(dest, v0, v2, v1);
|
|
CopyTriangle(dest, v1, v2, v3);
|
|
count += 6;
|
|
}
|
|
}
|
|
|
|
delete [] vertices;
|
|
}
|
|
}
|
|
|
|
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, 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;
|
|
|
|
SplinePatch 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 vertTypeWithoutIndex = vertType & ~GE_VTYPE_IDX_MASK;
|
|
|
|
SubmitPrim(decoded2, 0, GE_PRIM_TRIANGLES, count, vertTypeWithoutIndex, GE_VTYPE_IDX_NONE, 0);
|
|
Flush();
|
|
}
|
|
|
|
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, 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 vertTypeWithoutIndex = vertType & ~GE_VTYPE_IDX_MASK;
|
|
|
|
SubmitPrim(decoded2, 0, GE_PRIM_TRIANGLES, count, vertTypeWithoutIndex, GE_VTYPE_IDX_NONE, 0);
|
|
Flush();
|
|
}
|