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C++ VertexDecoder::SetVertexType方法代码示例

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;
}
开发者ID:BBCbbb,项目名称:ppsspp,代码行数:9,代码来源:DrawEngineCommon.cpp

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.
}
开发者ID:MoonSnidget,项目名称:ppsspp,代码行数:49,代码来源:Spline.cpp

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.........
开发者ID:SanJaroICS,项目名称:ppsspp,代码行数:101,代码来源:TransformPipeline.cpp

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.........
开发者ID:KentuckyCompass,项目名称:ppsspp,代码行数:101,代码来源:TransformUnit.cpp

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.........
开发者ID:GustavoFalleiros,项目名称:ppsspp,代码行数:101,代码来源:TransformUnit.cpp

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;
}
开发者ID:GustavoFalleiros,项目名称:ppsspp,代码行数:72,代码来源:TransformUnit.cpp

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.........
开发者ID:Alceris,项目名称:ppsspp,代码行数:101,代码来源:TransformUnit.cpp

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();
}
开发者ID:Alceris,项目名称:ppsspp,代码行数:90,代码来源:TransformUnit.cpp

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.........
开发者ID:CTimpone,项目名称:libretro-ppsspp,代码行数:101,代码来源:TransformUnit.cpp

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();
}
开发者ID:MoonSnidget,项目名称:ppsspp,代码行数:87,代码来源:Spline.cpp


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