softgpu: Add initial support for triangle strips. No idea if they work.

This commit is contained in:
Tony Wasserka 2013-06-29 17:42:51 +02:00 committed by neobrain
parent b33646cced
commit bd49480244
2 changed files with 87 additions and 60 deletions

View file

@ -252,7 +252,7 @@ void SoftGPU::ExecuteOp(u32 op, u32 diff)
"RECTANGLES=6,",
};
if (type != GE_PRIM_TRIANGLES && type != GE_PRIM_RECTANGLES)
if (type != GE_PRIM_TRIANGLES && type != GE_PRIM_TRIANGLE_STRIP && type != GE_PRIM_RECTANGLES)
break;
ERROR_LOG(G3D, "DL DrawPrim type: %s count: %i vaddr= %08x, iaddr= %08x", type<7 ? types[type] : "INVALID", count, gstate_c.vertexAddr, gstate_c.indexAddr);

View file

@ -67,6 +67,62 @@ DrawingCoords TransformUnit::ScreenToDrawing(const ScreenCoords& coords)
return ret;
}
static VertexData ReadVertex(VertexReader& vreader)
{
VertexData vertex;
float pos[3];
vreader.ReadPos(pos);
if (!gstate.isModeClear() && gstate.textureMapEnable && vreader.hasUV()) {
float uv[2];
vreader.ReadUV(uv);
vertex.texturecoords = Vec2<float>(uv[0], uv[1]);
}
if (vreader.hasNormal()) {
float normal[3];
vreader.ReadNrm(normal);
vertex.normal = Vec3<float>(normal[0], normal[1], normal[2]);
}
if (vreader.hasColor0()) {
float col[4];
vreader.ReadColor0(col);
vertex.color0 = Vec4<int>(col[0]*255, col[1]*255, col[2]*255, col[3]*255);
} else {
vertex.color0 = Vec4<int>(gstate.materialdiffuse&0xFF, (gstate.materialdiffuse>>8)&0xFF, (gstate.materialdiffuse>>16)&0xFF, gstate.materialalpha&0xFF);
}
if (vreader.hasColor1()) {
float col[3];
vreader.ReadColor0(col);
vertex.color1 = Vec3<int>(col[0]*255, col[1]*255, col[2]*255);
} else {
vertex.color1 = Vec3<int>(0, 0, 0);
}
if (!gstate.isModeThrough()) {
ModelCoords mcoords(pos[0], pos[1], pos[2]);
vertex.worldpos = WorldCoords(TransformUnit::ModelToWorld(mcoords));
vertex.clippos = ClipCoords(TransformUnit::ViewToClip(TransformUnit::WorldToView(vertex.worldpos)));
vertex.drawpos = DrawingCoords(TransformUnit::ScreenToDrawing(TransformUnit::ClipToScreen(vertex.clippos)));
if (vreader.hasNormal()) {
vertex.worldnormal = TransformUnit::ModelToWorld(vertex.normal) - Vec3<float>(gstate.worldMatrix[9], gstate.worldMatrix[10], gstate.worldMatrix[11]);
vertex.worldnormal /= vertex.worldnormal.Length(); // TODO: Shouldn't be necessary..
}
Lighting::Process(vertex);
} else {
vertex.drawpos.x = pos[0];
vertex.drawpos.y = pos[1];
vertex.drawpos.z = 0; // TODO: Not sure if that's what we should do here
}
return vertex;
}
void TransformUnit::SubmitPrimitive(void* vertices, void* indices, u32 prim_type, int vertex_count, u32 vertex_type)
{
// TODO: Cache VertexDecoder objects
@ -87,6 +143,7 @@ void TransformUnit::SubmitPrimitive(void* vertices, void* indices, u32 prim_type
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;
@ -96,76 +153,46 @@ void TransformUnit::SubmitPrimitive(void* vertices, void* indices, u32 prim_type
// TODO: Unsupported
}
// We only support triangle lists, for now.
for (int vtx = 0; vtx < vertex_count; vtx += vtcs_per_prim)
{
VertexData data[3];
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 (unsigned int i = 0; i < vtcs_per_prim; ++i)
{
float pos[3];
if (indices)
vreader.Goto(indices_16bit ? indices16[vtx+i] : indices8[vtx+i]);
else
vreader.Goto(vtx+i);
vreader.ReadPos(pos);
for (unsigned 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);
if (!gstate.isModeClear() && gstate.textureMapEnable && vreader.hasUV()) {
float uv[2];
vreader.ReadUV(uv);
data[i].texturecoords = Vec2<float>(uv[0], uv[1]);
data[i] = ReadVertex(vreader);
}
if (vreader.hasNormal()) {
float normal[3];
vreader.ReadNrm(normal);
data[i].normal = Vec3<float>(normal[0], normal[1], normal[2]);
}
if (vreader.hasColor0()) {
float col[4];
vreader.ReadColor0(col);
data[i].color0 = Vec4<int>(col[0]*255, col[1]*255, col[2]*255, col[3]*255);
} else {
data[i].color0 = Vec4<int>(gstate.materialdiffuse&0xFF, (gstate.materialdiffuse>>8)&0xFF, (gstate.materialdiffuse>>16)&0xFF, gstate.materialalpha&0xFF);
}
switch (prim_type) {
case GE_PRIM_TRIANGLES:
Clipper::ProcessTriangle(data);
break;
if (vreader.hasColor1()) {
float col[3];
vreader.ReadColor0(col);
data[i].color1 = Vec3<int>(col[0]*255, col[1]*255, col[2]*255);
} else {
data[i].color1 = Vec3<int>(0, 0, 0);
}
if (!gstate.isModeThrough()) {
ModelCoords mcoords(pos[0], pos[1], pos[2]);
data[i].worldpos = WorldCoords(TransformUnit::ModelToWorld(mcoords));
data[i].clippos = ClipCoords(TransformUnit::ViewToClip(TransformUnit::WorldToView(data[i].worldpos)));
data[i].drawpos = DrawingCoords(TransformUnit::ScreenToDrawing(TransformUnit::ClipToScreen(data[i].clippos)));
if (vreader.hasNormal()) {
data[i].worldnormal = TransformUnit::ModelToWorld(data[i].normal) - Vec3<float>(gstate.worldMatrix[9], gstate.worldMatrix[10], gstate.worldMatrix[11]);
data[i].worldnormal /= data[i].worldnormal.Length(); // TODO: Shouldn't be necessary..
}
Lighting::Process(data[i]);
} else {
data[i].drawpos.x = pos[0];
data[i].drawpos.y = pos[1];
data[i].drawpos.z = 0; // TODO: Not sure if that's what we should do here
case GE_PRIM_RECTANGLES:
Clipper::ProcessQuad(data);
break;
}
}
} else if (prim_type == GE_PRIM_TRIANGLE_STRIP) {
VertexData data[3];
for (int vtx = 0; vtx < vertex_count; ++vtx) {
if (indices)
vreader.Goto(indices_16bit ? indices16[vtx] : indices8[vtx]);
else
vreader.Goto(vtx);
switch (prim_type) {
case GE_PRIM_TRIANGLES:
data[vtx % 3] = ReadVertex(vreader);
if (vtx < 2)
continue;
// TODO: Should make sure to draw the vertices in the correct order!
Clipper::ProcessTriangle(data);
break;
case GE_PRIM_RECTANGLES:
Clipper::ProcessQuad(data);
break;
}
}
}