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https://github.com/hrydgard/ppsspp.git
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softgpu: Add initial support for triangle strips. No idea if they work.
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b33646cced
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2 changed files with 87 additions and 60 deletions
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@ -252,7 +252,7 @@ void SoftGPU::ExecuteOp(u32 op, u32 diff)
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"RECTANGLES=6,",
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};
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if (type != GE_PRIM_TRIANGLES && type != GE_PRIM_RECTANGLES)
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if (type != GE_PRIM_TRIANGLES && type != GE_PRIM_TRIANGLE_STRIP && type != GE_PRIM_RECTANGLES)
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break;
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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);
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@ -67,6 +67,62 @@ DrawingCoords TransformUnit::ScreenToDrawing(const ScreenCoords& coords)
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return ret;
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}
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static VertexData ReadVertex(VertexReader& vreader)
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{
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VertexData vertex;
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float pos[3];
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vreader.ReadPos(pos);
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if (!gstate.isModeClear() && gstate.textureMapEnable && vreader.hasUV()) {
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float uv[2];
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vreader.ReadUV(uv);
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vertex.texturecoords = Vec2<float>(uv[0], uv[1]);
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}
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if (vreader.hasNormal()) {
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float normal[3];
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vreader.ReadNrm(normal);
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vertex.normal = Vec3<float>(normal[0], normal[1], normal[2]);
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}
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if (vreader.hasColor0()) {
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float col[4];
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vreader.ReadColor0(col);
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vertex.color0 = Vec4<int>(col[0]*255, col[1]*255, col[2]*255, col[3]*255);
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} else {
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vertex.color0 = Vec4<int>(gstate.materialdiffuse&0xFF, (gstate.materialdiffuse>>8)&0xFF, (gstate.materialdiffuse>>16)&0xFF, gstate.materialalpha&0xFF);
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}
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if (vreader.hasColor1()) {
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float col[3];
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vreader.ReadColor0(col);
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vertex.color1 = Vec3<int>(col[0]*255, col[1]*255, col[2]*255);
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} else {
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vertex.color1 = Vec3<int>(0, 0, 0);
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}
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if (!gstate.isModeThrough()) {
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ModelCoords mcoords(pos[0], pos[1], pos[2]);
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vertex.worldpos = WorldCoords(TransformUnit::ModelToWorld(mcoords));
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vertex.clippos = ClipCoords(TransformUnit::ViewToClip(TransformUnit::WorldToView(vertex.worldpos)));
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vertex.drawpos = DrawingCoords(TransformUnit::ScreenToDrawing(TransformUnit::ClipToScreen(vertex.clippos)));
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if (vreader.hasNormal()) {
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vertex.worldnormal = TransformUnit::ModelToWorld(vertex.normal) - Vec3<float>(gstate.worldMatrix[9], gstate.worldMatrix[10], gstate.worldMatrix[11]);
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vertex.worldnormal /= vertex.worldnormal.Length(); // TODO: Shouldn't be necessary..
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}
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Lighting::Process(vertex);
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} else {
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vertex.drawpos.x = pos[0];
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vertex.drawpos.y = pos[1];
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vertex.drawpos.z = 0; // TODO: Not sure if that's what we should do here
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}
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return vertex;
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}
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void TransformUnit::SubmitPrimitive(void* vertices, void* indices, u32 prim_type, int vertex_count, u32 vertex_type)
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{
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// TODO: Cache VertexDecoder objects
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@ -87,6 +143,7 @@ void TransformUnit::SubmitPrimitive(void* vertices, void* indices, u32 prim_type
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VertexReader vreader(buf, vtxfmt, vertex_type);
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const int max_vtcs_per_prim = 3;
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int vtcs_per_prim = 0;
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if (prim_type == GE_PRIM_POINTS) vtcs_per_prim = 1;
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else if (prim_type == GE_PRIM_LINES) vtcs_per_prim = 2;
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@ -96,76 +153,46 @@ void TransformUnit::SubmitPrimitive(void* vertices, void* indices, u32 prim_type
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// TODO: Unsupported
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}
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// We only support triangle lists, for now.
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for (int vtx = 0; vtx < vertex_count; vtx += vtcs_per_prim)
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{
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VertexData data[3];
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if (prim_type == GE_PRIM_POINTS || prim_type == GE_PRIM_LINES || prim_type == GE_PRIM_TRIANGLES || prim_type == GE_PRIM_RECTANGLES) {
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for (int vtx = 0; vtx < vertex_count; vtx += vtcs_per_prim) {
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VertexData data[max_vtcs_per_prim];
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for (unsigned int i = 0; i < vtcs_per_prim; ++i)
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{
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float pos[3];
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if (indices)
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vreader.Goto(indices_16bit ? indices16[vtx+i] : indices8[vtx+i]);
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else
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vreader.Goto(vtx+i);
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vreader.ReadPos(pos);
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for (unsigned int i = 0; i < vtcs_per_prim; ++i) {
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if (indices)
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vreader.Goto(indices_16bit ? indices16[vtx+i] : indices8[vtx+i]);
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else
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vreader.Goto(vtx+i);
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if (!gstate.isModeClear() && gstate.textureMapEnable && vreader.hasUV()) {
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float uv[2];
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vreader.ReadUV(uv);
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data[i].texturecoords = Vec2<float>(uv[0], uv[1]);
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data[i] = ReadVertex(vreader);
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}
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if (vreader.hasNormal()) {
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float normal[3];
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vreader.ReadNrm(normal);
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data[i].normal = Vec3<float>(normal[0], normal[1], normal[2]);
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}
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if (vreader.hasColor0()) {
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float col[4];
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vreader.ReadColor0(col);
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data[i].color0 = Vec4<int>(col[0]*255, col[1]*255, col[2]*255, col[3]*255);
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} else {
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data[i].color0 = Vec4<int>(gstate.materialdiffuse&0xFF, (gstate.materialdiffuse>>8)&0xFF, (gstate.materialdiffuse>>16)&0xFF, gstate.materialalpha&0xFF);
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}
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switch (prim_type) {
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case GE_PRIM_TRIANGLES:
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Clipper::ProcessTriangle(data);
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break;
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if (vreader.hasColor1()) {
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float col[3];
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vreader.ReadColor0(col);
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data[i].color1 = Vec3<int>(col[0]*255, col[1]*255, col[2]*255);
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} else {
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data[i].color1 = Vec3<int>(0, 0, 0);
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}
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if (!gstate.isModeThrough()) {
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ModelCoords mcoords(pos[0], pos[1], pos[2]);
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data[i].worldpos = WorldCoords(TransformUnit::ModelToWorld(mcoords));
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data[i].clippos = ClipCoords(TransformUnit::ViewToClip(TransformUnit::WorldToView(data[i].worldpos)));
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data[i].drawpos = DrawingCoords(TransformUnit::ScreenToDrawing(TransformUnit::ClipToScreen(data[i].clippos)));
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if (vreader.hasNormal()) {
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data[i].worldnormal = TransformUnit::ModelToWorld(data[i].normal) - Vec3<float>(gstate.worldMatrix[9], gstate.worldMatrix[10], gstate.worldMatrix[11]);
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data[i].worldnormal /= data[i].worldnormal.Length(); // TODO: Shouldn't be necessary..
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}
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Lighting::Process(data[i]);
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} else {
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data[i].drawpos.x = pos[0];
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data[i].drawpos.y = pos[1];
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data[i].drawpos.z = 0; // TODO: Not sure if that's what we should do here
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case GE_PRIM_RECTANGLES:
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Clipper::ProcessQuad(data);
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break;
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}
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}
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} else if (prim_type == GE_PRIM_TRIANGLE_STRIP) {
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VertexData data[3];
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for (int vtx = 0; vtx < vertex_count; ++vtx) {
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if (indices)
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vreader.Goto(indices_16bit ? indices16[vtx] : indices8[vtx]);
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else
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vreader.Goto(vtx);
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switch (prim_type) {
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case GE_PRIM_TRIANGLES:
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data[vtx % 3] = ReadVertex(vreader);
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if (vtx < 2)
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continue;
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// TODO: Should make sure to draw the vertices in the correct order!
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Clipper::ProcessTriangle(data);
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break;
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case GE_PRIM_RECTANGLES:
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Clipper::ProcessQuad(data);
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break;
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}
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}
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}
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