本文整理汇总了C++中VertexDecoder::SetVertexType方法的典型用法代码示例。如果您正苦于以下问题:C++ VertexDecoder::SetVertexType方法的具体用法?C++ VertexDecoder::SetVertexType怎么用?C++ VertexDecoder::SetVertexType使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类VertexDecoder
的用法示例。
在下文中一共展示了VertexDecoder::SetVertexType方法的10个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: VertexDecoder
VertexDecoder *DrawEngineCommon::GetVertexDecoder(u32 vtype) {
auto iter = decoderMap_.find(vtype);
if (iter != decoderMap_.end())
return iter->second;
VertexDecoder *dec = new VertexDecoder();
dec->SetVertexType(vtype, decOptions_, decJitCache_);
decoderMap_[vtype] = dec;
return dec;
}
示例2: DrawBezier
// 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.
}
示例3: TransformAndDrawPrim
void TransformAndDrawPrim(void *verts, void *inds, int prim, int vertexCount, LinkedShader *program, float *customUV, int forceIndexType)
{
// First, decode the verts and apply morphing
VertexDecoder dec;
dec.SetVertexType(gstate.vertType);
dec.DecodeVerts(decoded, verts, inds, prim, vertexCount);
bool useTexCoord = false;
// Check if anything needs updating
if (gstate.textureChanged)
{
if (gstate.textureMapEnable && !(gstate.clearmode & 1))
{
PSPSetTexture();
useTexCoord = true;
}
}
// Then, transform and draw in one big swoop (urgh!)
// need to move this to the shader.
// We're gonna have to keep software transforming RECTANGLES, unless we use a geom shader which we can't on OpenGL ES 2.0.
// Usually, though, these primitives don't use lighting etc so it's no biggie performance wise, but it would be nice to get rid of
// this code.
// Actually, if we find the camera-relative right and down vectors, it might even be possible to add the extra points in pre-transformed
// space and thus make decent use of hardware transform.
// Actually again, single quads could be drawn more efficiently using GL_TRIANGLE_STRIP, no need to duplicate verts as for
// GL_TRIANGLES. Still need to sw transform to compute the extra two corners though.
// Temporary storage for RECTANGLES emulation
float v2[3] = {0};
float uv2[2] = {0};
int numTrans = 0;
TransformedVertex *trans = &transformed[0];
// TODO: Could use glDrawElements in some cases, see below.
// TODO: Split up into multiple draw calls for Android where you can't guarantee support for more than 0x10000 verts.
int i = 0;
#ifdef ANDROID
if (vertexCount > 0x10000/3)
vertexCount = 0x10000/3;
#endif
for (int i = 0; i < vertexCount; i++)
{
int indexType = (gstate.vertType & GE_VTYPE_IDX_MASK);
if (forceIndexType != -1) {
indexType = forceIndexType;
}
int index;
if (indexType == GE_VTYPE_IDX_8BIT)
{
index = ((u8*)inds)[i];
}
else if (indexType == GE_VTYPE_IDX_16BIT)
{
index = ((u16*)inds)[i];
}
else
{
index = i;
}
float v[3] = {0,0,0};
float c[4] = {1,1,1,1};
float uv[2] = {0,0};
if (gstate.vertType & GE_VTYPE_THROUGH_MASK)
{
// Do not touch the coordinates or the colors. No lighting.
for (int j=0; j<3; j++)
v[j] = decoded[index].pos[j];
// TODO : check if has color
for (int j=0; j<4; j++)
c[j] = decoded[index].color[j];
// TODO : check if has uv
for (int j=0; j<2; j++)
uv[j] = decoded[index].uv[j];
//Rescale UV?
}
else
{
//We do software T&L for now
float out[3], norm[3];
if ((gstate.vertType & GE_VTYPE_WEIGHT_MASK) == GE_VTYPE_WEIGHT_NONE)
{
Vec3ByMatrix43(out, decoded[index].pos, gstate.worldMatrix);
Norm3ByMatrix43(norm, decoded[index].normal, gstate.worldMatrix);
}
else
{
//.........这里部分代码省略.........
示例4: GetCurrentSimpleVertices
// TODO: This probably is not the best interface.
// Also, we should try to merge this into the similar function in DrawEngineCommon.
bool TransformUnit::GetCurrentSimpleVertices(int count, std::vector<GPUDebugVertex> &vertices, std::vector<u16> &indices) {
// This is always for the current vertices.
u16 indexLowerBound = 0;
u16 indexUpperBound = count - 1;
if ((gstate.vertType & GE_VTYPE_IDX_MASK) != GE_VTYPE_IDX_NONE) {
const u8 *inds = Memory::GetPointer(gstate_c.indexAddr);
const u16 *inds16 = (const u16 *)inds;
const u32 *inds32 = (const u32 *)inds;
if (inds) {
GetIndexBounds(inds, count, gstate.vertType, &indexLowerBound, &indexUpperBound);
indices.resize(count);
switch (gstate.vertType & GE_VTYPE_IDX_MASK) {
case GE_VTYPE_IDX_8BIT:
for (int i = 0; i < count; ++i) {
indices[i] = inds[i];
}
break;
case GE_VTYPE_IDX_16BIT:
for (int i = 0; i < count; ++i) {
indices[i] = inds16[i];
}
break;
case GE_VTYPE_IDX_32BIT:
WARN_LOG_REPORT_ONCE(simpleIndexes32, G3D, "SimpleVertices: Decoding 32-bit indexes");
for (int i = 0; i < count; ++i) {
// These aren't documented and should be rare. Let's bounds check each one.
if (inds32[i] != (u16)inds32[i]) {
ERROR_LOG_REPORT_ONCE(simpleIndexes32Bounds, G3D, "SimpleVertices: Index outside 16-bit range");
}
indices[i] = (u16)inds32[i];
}
break;
}
} else {
indices.clear();
}
} else {
indices.clear();
}
static std::vector<u32> temp_buffer;
static std::vector<SimpleVertex> simpleVertices;
temp_buffer.resize(65536 * 24 / sizeof(u32));
simpleVertices.resize(indexUpperBound + 1);
VertexDecoder vdecoder;
VertexDecoderOptions options{};
vdecoder.SetVertexType(gstate.vertType, options);
DrawEngineCommon::NormalizeVertices((u8 *)(&simpleVertices[0]), (u8 *)(&temp_buffer[0]), Memory::GetPointer(gstate_c.vertexAddr), &vdecoder, indexLowerBound, indexUpperBound, gstate.vertType);
float world[16];
float view[16];
float worldview[16];
float worldviewproj[16];
ConvertMatrix4x3To4x4(world, gstate.worldMatrix);
ConvertMatrix4x3To4x4(view, gstate.viewMatrix);
Matrix4ByMatrix4(worldview, world, view);
Matrix4ByMatrix4(worldviewproj, worldview, gstate.projMatrix);
vertices.resize(indexUpperBound + 1);
for (int i = indexLowerBound; i <= indexUpperBound; ++i) {
const SimpleVertex &vert = simpleVertices[i];
if (gstate.isModeThrough()) {
if (gstate.vertType & GE_VTYPE_TC_MASK) {
vertices[i].u = vert.uv[0];
vertices[i].v = vert.uv[1];
} else {
vertices[i].u = 0.0f;
vertices[i].v = 0.0f;
}
vertices[i].x = vert.pos.x;
vertices[i].y = vert.pos.y;
vertices[i].z = vert.pos.z;
if (gstate.vertType & GE_VTYPE_COL_MASK) {
memcpy(vertices[i].c, vert.color, sizeof(vertices[i].c));
} else {
memset(vertices[i].c, 0, sizeof(vertices[i].c));
}
} else {
float clipPos[4];
Vec3ByMatrix44(clipPos, vert.pos.AsArray(), worldviewproj);
ScreenCoords screenPos = ClipToScreen(clipPos);
DrawingCoords drawPos = ScreenToDrawing(screenPos);
if (gstate.vertType & GE_VTYPE_TC_MASK) {
vertices[i].u = vert.uv[0] * (float)gstate.getTextureWidth(0);
vertices[i].v = vert.uv[1] * (float)gstate.getTextureHeight(0);
} else {
vertices[i].u = 0.0f;
vertices[i].v = 0.0f;
}
vertices[i].x = drawPos.x;
vertices[i].y = drawPos.y;
vertices[i].z = drawPos.z;
if (gstate.vertType & GE_VTYPE_COL_MASK) {
//.........这里部分代码省略.........
示例5: SubmitPrimitive
void TransformUnit::SubmitPrimitive(void* vertices, void* indices, u32 prim_type, int vertex_count, u32 vertex_type)
{
// TODO: Cache VertexDecoder objects
VertexDecoder vdecoder;
vdecoder.SetVertexType(vertex_type);
const DecVtxFormat& vtxfmt = vdecoder.GetDecVtxFmt();
static u8 buf[65536 * 48]; // yolo
u16 index_lower_bound = 0;
u16 index_upper_bound = vertex_count - 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, vertex_count, vertex_type, &index_lower_bound, &index_upper_bound);
vdecoder.DecodeVerts(buf, vertices, index_lower_bound, index_upper_bound);
VertexReader vreader(buf, vtxfmt, vertex_type);
const int max_vtcs_per_prim = 3;
int vtcs_per_prim = 0;
if (prim_type == GE_PRIM_POINTS) vtcs_per_prim = 1;
else if (prim_type == GE_PRIM_LINES) vtcs_per_prim = 2;
else if (prim_type == GE_PRIM_TRIANGLES) vtcs_per_prim = 3;
else if (prim_type == GE_PRIM_RECTANGLES) vtcs_per_prim = 2;
else {
// TODO: Unsupported
}
if (prim_type == GE_PRIM_POINTS || prim_type == GE_PRIM_LINES || prim_type == GE_PRIM_TRIANGLES || prim_type == GE_PRIM_RECTANGLES) {
for (int vtx = 0; vtx < vertex_count; vtx += vtcs_per_prim) {
VertexData data[max_vtcs_per_prim];
for (int i = 0; i < vtcs_per_prim; ++i) {
if (indices)
vreader.Goto(indices_16bit ? indices16[vtx+i] : indices8[vtx+i]);
else
vreader.Goto(vtx+i);
data[i] = ReadVertex(vreader);
if (outside_range_flag)
break;
}
if (outside_range_flag) {
outside_range_flag = false;
continue;
}
switch (prim_type) {
case GE_PRIM_TRIANGLES:
{
if (!gstate.isCullEnabled() || gstate.isModeClear()) {
Clipper::ProcessTriangle(data[0], data[1], data[2]);
Clipper::ProcessTriangle(data[2], data[1], data[0]);
} else if (!gstate.getCullMode())
Clipper::ProcessTriangle(data[2], data[1], data[0]);
else
Clipper::ProcessTriangle(data[0], data[1], data[2]);
break;
}
case GE_PRIM_RECTANGLES:
Clipper::ProcessQuad(data[0], data[1]);
break;
}
}
} else if (prim_type == GE_PRIM_TRIANGLE_STRIP) {
VertexData data[3];
unsigned int skip_count = 2; // Don't draw a triangle when loading the first two vertices
for (int vtx = 0; vtx < vertex_count; ++vtx) {
if (indices)
vreader.Goto(indices_16bit ? indices16[vtx] : indices8[vtx]);
else
vreader.Goto(vtx);
data[vtx % 3] = ReadVertex(vreader);
if (outside_range_flag) {
// Drop all primitives containing the current vertex
skip_count = 2;
outside_range_flag = false;
continue;
}
if (skip_count) {
--skip_count;
continue;
}
if (!gstate.isCullEnabled() || gstate.isModeClear()) {
Clipper::ProcessTriangle(data[0], data[1], data[2]);
Clipper::ProcessTriangle(data[2], data[1], data[0]);
} else if ((!gstate.getCullMode()) ^ (vtx % 2)) {
// We need to reverse the vertex order for each second primitive,
// but we additionally need to do that for every primitive if CCW cullmode is used.
Clipper::ProcessTriangle(data[2], data[1], data[0]);
} else {
Clipper::ProcessTriangle(data[0], data[1], data[2]);
}
//.........这里部分代码省略.........
示例6: SubmitSpline
void TransformUnit::SubmitSpline(void* control_points, void* indices, int count_u, int count_v, int type_u, int type_v, GEPatchPrimType prim_type, u32 vertex_type)
{
VertexDecoder vdecoder;
vdecoder.SetVertexType(vertex_type);
const DecVtxFormat& vtxfmt = vdecoder.GetDecVtxFmt();
static u8 buf[65536 * 48]; // yolo
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);
vdecoder.DecodeVerts(buf, control_points, index_lower_bound, index_upper_bound);
VertexReader vreader(buf, vtxfmt, vertex_type);
int num_patches_u = count_u - 3;
int num_patches_v = count_v - 3;
// TODO: Do something less idiotic to manage this buffer
SplinePatch* patches = new SplinePatch[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) {
SplinePatch& 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)
vreader.Goto(indices_16bit ? indices16[idx] : indices8[idx]);
else
vreader.Goto(idx);
patch.points[point] = ReadVertex(vreader);
}
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;
}
}
for (int patch_idx = 0; patch_idx < num_patches_u*num_patches_v; ++patch_idx) {
SplinePatch& 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;
VertexData v0 = patch.points[point_index];
VertexData v1 = patch.points[point_index+1];
VertexData v2 = patch.points[point_index+4];
VertexData v3 = patch.points[point_index+5];
// TODO: Backface culling etc
Clipper::ProcessTriangle(v0, v1, v2);
Clipper::ProcessTriangle(v2, v1, v0);
Clipper::ProcessTriangle(v2, v1, v3);
Clipper::ProcessTriangle(v3, v1, v2);
}
}
}
delete[] patches;
}
示例7: SubmitPrimitive
void TransformUnit::SubmitPrimitive(void* vertices, void* indices, u32 prim_type, int vertex_count, u32 vertex_type, int *bytesRead)
{
// TODO: Cache VertexDecoder objects
VertexDecoder vdecoder;
VertexDecoderOptions options;
memset(&options, 0, sizeof(options));
options.expandAllUVtoFloat = false;
vdecoder.SetVertexType(vertex_type, options);
const DecVtxFormat& vtxfmt = vdecoder.GetDecVtxFmt();
if (bytesRead)
*bytesRead = vertex_count * vdecoder.VertexSize();
// Frame skipping.
if (gstate_c.skipDrawReason & SKIPDRAW_SKIPFRAME) {
return;
}
u16 index_lower_bound = 0;
u16 index_upper_bound = vertex_count - 1;
bool indices_16bit = (vertex_type & GE_VTYPE_IDX_MASK) == GE_VTYPE_IDX_16BIT;
bool indices_32bit = (vertex_type & GE_VTYPE_IDX_MASK) == GE_VTYPE_IDX_32BIT;
u8 *indices8 = (u8 *)indices;
u16 *indices16 = (u16 *)indices;
u32 *indices32 = (u32 *)indices;
if (indices)
GetIndexBounds(indices, vertex_count, vertex_type, &index_lower_bound, &index_upper_bound);
vdecoder.DecodeVerts(buf, vertices, index_lower_bound, index_upper_bound);
VertexReader vreader(buf, vtxfmt, vertex_type);
const int max_vtcs_per_prim = 3;
int vtcs_per_prim = 0;
switch (prim_type) {
case GE_PRIM_POINTS: vtcs_per_prim = 1; break;
case GE_PRIM_LINES: vtcs_per_prim = 2; break;
case GE_PRIM_TRIANGLES: vtcs_per_prim = 3; break;
case GE_PRIM_RECTANGLES: vtcs_per_prim = 2; break;
}
VertexData data[max_vtcs_per_prim];
// TODO: Do this in two passes - first process the vertices (before indexing/stripping),
// then resolve the indices. This lets us avoid transforming shared vertices twice.
switch (prim_type) {
case GE_PRIM_POINTS:
case GE_PRIM_LINES:
case GE_PRIM_TRIANGLES:
case GE_PRIM_RECTANGLES:
{
for (int vtx = 0; vtx < vertex_count; vtx += vtcs_per_prim) {
for (int i = 0; i < vtcs_per_prim; ++i) {
if (indices) {
if (indices_32bit) {
vreader.Goto(indices32[vtx + i]);
} else if (indices_16bit) {
vreader.Goto(indices16[vtx + i]);
} else {
vreader.Goto(indices8[vtx + i]);
}
} else {
vreader.Goto(vtx+i);
}
data[i] = ReadVertex(vreader);
if (outside_range_flag)
break;
}
if (outside_range_flag) {
outside_range_flag = false;
continue;
}
switch (prim_type) {
case GE_PRIM_TRIANGLES:
{
if (!gstate.isCullEnabled() || gstate.isModeClear()) {
Clipper::ProcessTriangle(data[0], data[1], data[2]);
Clipper::ProcessTriangle(data[2], data[1], data[0]);
} else if (!gstate.getCullMode())
Clipper::ProcessTriangle(data[2], data[1], data[0]);
else
Clipper::ProcessTriangle(data[0], data[1], data[2]);
break;
}
case GE_PRIM_RECTANGLES:
Clipper::ProcessRect(data[0], data[1]);
break;
case GE_PRIM_LINES:
Clipper::ProcessLine(data[0], data[1]);
break;
case GE_PRIM_POINTS:
Clipper::ProcessPoint(data[0]);
break;
}
//.........这里部分代码省略.........
示例8: SubmitSpline
void TransformUnit::SubmitSpline(void* control_points, void* indices, int count_u, int count_v, int type_u, int type_v, GEPatchPrimType prim_type, u32 vertex_type) {
VertexDecoder vdecoder;
VertexDecoderOptions options;
memset(&options, 0, sizeof(options));
options.expandAllUVtoFloat = false;
vdecoder.SetVertexType(vertex_type, options);
const DecVtxFormat& vtxfmt = vdecoder.GetDecVtxFmt();
static u8 buf[65536 * 48]; // yolo
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;
bool indices_32bit = (vertex_type & GE_VTYPE_IDX_MASK) == GE_VTYPE_IDX_32BIT;
u8 *indices8 = (u8 *)indices;
u16 *indices16 = (u16 *)indices;
u32 *indices32 = (u32 *)indices;
if (indices)
GetIndexBounds(indices, count_u*count_v, vertex_type, &index_lower_bound, &index_upper_bound);
vdecoder.DecodeVerts(buf, control_points, index_lower_bound, index_upper_bound);
VertexReader vreader(buf, vtxfmt, vertex_type);
int num_patches_u = count_u - 3;
int num_patches_v = count_v - 3;
if (patchBufferSize_ < num_patches_u * num_patches_v) {
if (patchBuffer_) {
FreeAlignedMemory(patchBuffer_);
}
patchBuffer_ = (SplinePatch *)AllocateAlignedMemory(num_patches_u * num_patches_v, 16);
patchBufferSize_ = num_patches_u * num_patches_v;
}
SplinePatch *patches = patchBuffer_;
for (int patch_u = 0; patch_u < num_patches_u; ++patch_u) {
for (int patch_v = 0; patch_v < num_patches_v; ++patch_v) {
SplinePatch& 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) {
if (indices_32bit) {
vreader.Goto(indices32[idx]);
} else if (indices_16bit) {
vreader.Goto(indices16[idx]);
} else {
vreader.Goto(indices8[idx]);
}
} else {
vreader.Goto(idx);
}
patch.points[point] = ReadVertex(vreader);
}
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;
}
}
for (int patch_idx = 0; patch_idx < num_patches_u*num_patches_v; ++patch_idx) {
SplinePatch& 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;
VertexData v0 = patch.points[point_index];
VertexData v1 = patch.points[point_index+1];
VertexData v2 = patch.points[point_index+4];
VertexData v3 = patch.points[point_index+5];
// TODO: Backface culling etc
Clipper::ProcessTriangle(v0, v1, v2);
Clipper::ProcessTriangle(v2, v1, v0);
Clipper::ProcessTriangle(v2, v1, v3);
Clipper::ProcessTriangle(v3, v1, v2);
}
}
}
host->GPUNotifyDraw();
}
示例9: GetCurrentSimpleVertices
// TODO: This probably is not the best interface.
bool TransformUnit::GetCurrentSimpleVertices(int count, std::vector<GPUDebugVertex> &vertices, std::vector<u16> &indices) {
// This is always for the current vertices.
u16 indexLowerBound = 0;
u16 indexUpperBound = count - 1;
if ((gstate.vertType & GE_VTYPE_IDX_MASK) != GE_VTYPE_IDX_NONE) {
const u8 *inds = Memory::GetPointer(gstate_c.indexAddr);
const u16 *inds16 = (const u16 *)inds;
if (inds) {
GetIndexBounds(inds, count, gstate.vertType, &indexLowerBound, &indexUpperBound);
indices.resize(count);
switch (gstate.vertType & GE_VTYPE_IDX_MASK) {
case GE_VTYPE_IDX_16BIT:
for (int i = 0; i < count; ++i) {
indices[i] = inds16[i];
}
break;
case GE_VTYPE_IDX_8BIT:
for (int i = 0; i < count; ++i) {
indices[i] = inds[i];
}
break;
default:
return false;
}
} else {
indices.clear();
}
} else {
indices.clear();
}
static std::vector<u32> temp_buffer;
static std::vector<SimpleVertex> simpleVertices;
temp_buffer.resize(65536 * 24 / sizeof(u32));
simpleVertices.resize(indexUpperBound + 1);
VertexDecoder vdecoder;
VertexDecoderOptions options;
memset(&options, 0, sizeof(options));
options.expandAllUVtoFloat = false; // TODO: True should be fine here
vdecoder.SetVertexType(gstate.vertType, options);
DrawEngineCommon::NormalizeVertices((u8 *)(&simpleVertices[0]), (u8 *)(&temp_buffer[0]), Memory::GetPointer(gstate_c.vertexAddr), &vdecoder, indexLowerBound, indexUpperBound, gstate.vertType);
float world[16];
float view[16];
float worldview[16];
float worldviewproj[16];
ConvertMatrix4x3To4x4(world, gstate.worldMatrix);
ConvertMatrix4x3To4x4(view, gstate.viewMatrix);
Matrix4ByMatrix4(worldview, world, view);
Matrix4ByMatrix4(worldviewproj, worldview, gstate.projMatrix);
vertices.resize(indexUpperBound + 1);
for (int i = indexLowerBound; i <= indexUpperBound; ++i) {
const SimpleVertex &vert = simpleVertices[i];
if (gstate.isModeThrough()) {
if (gstate.vertType & GE_VTYPE_TC_MASK) {
vertices[i].u = vert.uv[0];
vertices[i].v = vert.uv[1];
} else {
vertices[i].u = 0.0f;
vertices[i].v = 0.0f;
}
vertices[i].x = vert.pos.x;
vertices[i].y = vert.pos.y;
vertices[i].z = vert.pos.z;
if (gstate.vertType & GE_VTYPE_COL_MASK) {
memcpy(vertices[i].c, vert.color, sizeof(vertices[i].c));
} else {
memset(vertices[i].c, 0, sizeof(vertices[i].c));
}
} else {
float clipPos[4];
Vec3ByMatrix44(clipPos, vert.pos.AsArray(), worldviewproj);
ScreenCoords screenPos = ClipToScreen(clipPos);
DrawingCoords drawPos = ScreenToDrawing(screenPos);
if (gstate.vertType & GE_VTYPE_TC_MASK) {
vertices[i].u = vert.uv[0];
vertices[i].v = vert.uv[1];
} else {
vertices[i].u = 0.0f;
vertices[i].v = 0.0f;
}
vertices[i].x = drawPos.x;
vertices[i].y = drawPos.y;
vertices[i].z = 1.0;
if (gstate.vertType & GE_VTYPE_COL_MASK) {
memcpy(vertices[i].c, vert.color, sizeof(vertices[i].c));
} else {
memset(vertices[i].c, 0, sizeof(vertices[i].c));
}
}
}
return true;
//.........这里部分代码省略.........
示例10: SubmitSpline
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();
}