// Copyright (c) 2012- PPSSPP Project. // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, version 2.0 or later versions. // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License 2.0 for more details. // A copy of the GPL 2.0 should have been included with the program. // If not, see http://www.gnu.org/licenses/ // Official git repository and contact information can be found at // https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/. #include #include "IndexGenerator.h" #include "Common/Common.h" // Points don't need indexing... const u8 IndexGenerator::indexedPrimitiveType[7] = { GE_PRIM_POINTS, GE_PRIM_LINES, GE_PRIM_LINES, GE_PRIM_TRIANGLES, GE_PRIM_TRIANGLES, GE_PRIM_TRIANGLES, GE_PRIM_RECTANGLES, }; void IndexGenerator::Setup(u16 *inds) { this->indsBase_ = inds; Reset(); } void IndexGenerator::AddPrim(int prim, int vertexCount, bool clockwise) { switch (prim) { case GE_PRIM_POINTS: AddPoints(vertexCount); break; case GE_PRIM_LINES: AddLineList(vertexCount); break; case GE_PRIM_LINE_STRIP: AddLineStrip(vertexCount); break; case GE_PRIM_TRIANGLES: AddList(vertexCount, clockwise); break; case GE_PRIM_TRIANGLE_STRIP: AddStrip(vertexCount, clockwise); break; case GE_PRIM_TRIANGLE_FAN: AddFan(vertexCount, clockwise); break; case GE_PRIM_RECTANGLES: AddRectangles(vertexCount); break; // Same } } void IndexGenerator::AddPoints(int numVerts) { u16 *outInds = inds_; const int startIndex = index_; for (int i = 0; i < numVerts; i++) *outInds++ = startIndex + i; inds_ = outInds; // ignore overflow verts index_ += numVerts; count_ += numVerts; prim_ = GE_PRIM_POINTS; seenPrims_ |= 1 << GE_PRIM_POINTS; } void IndexGenerator::AddList(int numVerts, bool clockwise) { u16 *outInds = inds_; const int startIndex = index_; const int v1 = clockwise ? 1 : 2; const int v2 = clockwise ? 2 : 1; for (int i = 0; i < numVerts; i += 3) { *outInds++ = startIndex + i; *outInds++ = startIndex + i + v1; *outInds++ = startIndex + i + v2; } inds_ = outInds; // ignore overflow verts index_ += numVerts; count_ += numVerts; prim_ = GE_PRIM_TRIANGLES; seenPrims_ |= 1 << GE_PRIM_TRIANGLES; if (!clockwise) { // Make sure we don't treat this as pure. seenPrims_ |= 1 << GE_PRIM_TRIANGLE_STRIP; } } void IndexGenerator::AddStrip(int numVerts, bool clockwise) { int wind = clockwise ? 1 : 2; const int numTris = numVerts - 2; u16 *outInds = inds_; int ibase = index_; for (int i = 0; i < numTris; i++) { *outInds++ = ibase; *outInds++ = ibase + wind; wind ^= 3; // toggle between 1 and 2 *outInds++ = ibase + wind; ibase++; } inds_ = outInds; index_ += numVerts; if (numTris > 0) count_ += numTris * 3; // This is so we can detect one single strip by just looking at seenPrims_. if (!seenPrims_ && clockwise) { seenPrims_ = 1 << GE_PRIM_TRIANGLE_STRIP; prim_ = GE_PRIM_TRIANGLE_STRIP; pureCount_ = numVerts; } else { seenPrims_ |= (1 << GE_PRIM_TRIANGLE_STRIP) | (1 << GE_PRIM_TRIANGLES); prim_ = GE_PRIM_TRIANGLES; pureCount_ = 0; } } void IndexGenerator::AddFan(int numVerts, bool clockwise) { const int numTris = numVerts - 2; u16 *outInds = inds_; const int startIndex = index_; const int v1 = clockwise ? 1 : 2; const int v2 = clockwise ? 2 : 1; for (int i = 0; i < numTris; i++) { *outInds++ = startIndex; *outInds++ = startIndex + i + v1; *outInds++ = startIndex + i + v2; } inds_ = outInds; index_ += numVerts; count_ += numTris * 3; prim_ = GE_PRIM_TRIANGLES; seenPrims_ |= 1 << GE_PRIM_TRIANGLE_FAN; if (!clockwise) { // Make sure we don't treat this as pure. seenPrims_ |= 1 << GE_PRIM_TRIANGLE_STRIP; } } //Lines void IndexGenerator::AddLineList(int numVerts) { u16 *outInds = inds_; const int startIndex = index_; for (int i = 0; i < numVerts; i += 2) { *outInds++ = startIndex + i; *outInds++ = startIndex + i + 1; } inds_ = outInds; index_ += numVerts; count_ += numVerts; prim_ = GE_PRIM_LINES; seenPrims_ |= 1 << prim_; } void IndexGenerator::AddLineStrip(int numVerts) { const int numLines = numVerts - 1; u16 *outInds = inds_; const int startIndex = index_; for (int i = 0; i < numLines; i++) { *outInds++ = startIndex + i; *outInds++ = startIndex + i + 1; } inds_ = outInds; index_ += numVerts; count_ += numLines * 2; prim_ = GE_PRIM_LINES; seenPrims_ |= 1 << GE_PRIM_LINE_STRIP; } void IndexGenerator::AddRectangles(int numVerts) { u16 *outInds = inds_; const int startIndex = index_; //rectangles always need 2 vertices, disregard the last one if there's an odd number numVerts = numVerts & ~1; for (int i = 0; i < numVerts; i += 2) { *outInds++ = startIndex + i; *outInds++ = startIndex + i + 1; } inds_ = outInds; index_ += numVerts; count_ += numVerts; prim_ = GE_PRIM_RECTANGLES; seenPrims_ |= 1 << GE_PRIM_RECTANGLES; } template void IndexGenerator::TranslatePoints(int numInds, const ITypeLE *inds, int indexOffset) { indexOffset = index_ - indexOffset; u16 *outInds = inds_; for (int i = 0; i < numInds; i++) *outInds++ = indexOffset + inds[i]; inds_ = outInds; count_ += numInds; prim_ = GE_PRIM_POINTS; seenPrims_ |= (1 << GE_PRIM_POINTS) | flag; } template void IndexGenerator::TranslateLineList(int numInds, const ITypeLE *inds, int indexOffset) { indexOffset = index_ - indexOffset; u16 *outInds = inds_; numInds = numInds & ~1; for (int i = 0; i < numInds; i += 2) { *outInds++ = indexOffset + inds[i]; *outInds++ = indexOffset + inds[i + 1]; } inds_ = outInds; count_ += numInds; prim_ = GE_PRIM_LINES; seenPrims_ |= (1 << GE_PRIM_LINES) | flag; } template void IndexGenerator::TranslateLineStrip(int numInds, const ITypeLE *inds, int indexOffset) { indexOffset = index_ - indexOffset; int numLines = numInds - 1; u16 *outInds = inds_; for (int i = 0; i < numLines; i++) { *outInds++ = indexOffset + inds[i]; *outInds++ = indexOffset + inds[i + 1]; } inds_ = outInds; count_ += numLines * 2; prim_ = GE_PRIM_LINES; seenPrims_ |= (1 << GE_PRIM_LINE_STRIP) | flag; } template void IndexGenerator::TranslateList(int numInds, const ITypeLE *inds, int indexOffset, bool clockwise) { indexOffset = index_ - indexOffset; // We only bother doing this minor optimization in triangle list, since it's by far the most // common operation that can benefit. if (sizeof(ITypeLE) == sizeof(inds_[0]) && indexOffset == 0 && clockwise) { memcpy(inds_, inds, numInds * sizeof(ITypeLE)); inds_ += numInds; count_ += numInds; } else { u16 *outInds = inds_; int numTris = numInds / 3; // Round to whole triangles numInds = numTris * 3; const int v1 = clockwise ? 1 : 2; const int v2 = clockwise ? 2 : 1; for (int i = 0; i < numInds; i += 3) { *outInds++ = indexOffset + inds[i]; *outInds++ = indexOffset + inds[i + v1]; *outInds++ = indexOffset + inds[i + v2]; } inds_ = outInds; count_ += numInds; } prim_ = GE_PRIM_TRIANGLES; seenPrims_ |= (1 << GE_PRIM_TRIANGLES) | flag; } template void IndexGenerator::TranslateStrip(int numInds, const ITypeLE *inds, int indexOffset, bool clockwise) { int wind = clockwise ? 1 : 2; indexOffset = index_ - indexOffset; int numTris = numInds - 2; u16 *outInds = inds_; for (int i = 0; i < numTris; i++) { *outInds++ = indexOffset + inds[i]; *outInds++ = indexOffset + inds[i + wind]; wind ^= 3; // Toggle between 1 and 2 *outInds++ = indexOffset + inds[i + wind]; } inds_ = outInds; count_ += numTris * 3; prim_ = GE_PRIM_TRIANGLES; seenPrims_ |= (1 << GE_PRIM_TRIANGLE_STRIP) | flag; } template void IndexGenerator::TranslateFan(int numInds, const ITypeLE *inds, int indexOffset, bool clockwise) { if (numInds <= 0) return; indexOffset = index_ - indexOffset; int numTris = numInds - 2; u16 *outInds = inds_; const int v1 = clockwise ? 1 : 2; const int v2 = clockwise ? 2 : 1; for (int i = 0; i < numTris; i++) { *outInds++ = indexOffset + inds[0]; *outInds++ = indexOffset + inds[i + v1]; *outInds++ = indexOffset + inds[i + v2]; } inds_ = outInds; count_ += numTris * 3; prim_ = GE_PRIM_TRIANGLES; seenPrims_ |= (1 << GE_PRIM_TRIANGLE_FAN) | flag; } template inline void IndexGenerator::TranslateRectangles(int numInds, const ITypeLE *inds, int indexOffset) { indexOffset = index_ - indexOffset; u16 *outInds = inds_; //rectangles always need 2 vertices, disregard the last one if there's an odd number numInds = numInds & ~1; for (int i = 0; i < numInds; i += 2) { *outInds++ = indexOffset + inds[i]; *outInds++ = indexOffset + inds[i+1]; } inds_ = outInds; count_ += numInds; prim_ = GE_PRIM_RECTANGLES; seenPrims_ |= (1 << GE_PRIM_RECTANGLES) | flag; } // Could template this too, but would have to define in header. void IndexGenerator::TranslatePrim(int prim, int numInds, const u8 *inds, int indexOffset, bool clockwise) { switch (prim) { case GE_PRIM_POINTS: TranslatePoints(numInds, inds, indexOffset); break; case GE_PRIM_LINES: TranslateLineList(numInds, inds, indexOffset); break; case GE_PRIM_LINE_STRIP: TranslateLineStrip(numInds, inds, indexOffset); break; case GE_PRIM_TRIANGLES: TranslateList(numInds, inds, indexOffset, clockwise); break; case GE_PRIM_TRIANGLE_STRIP: TranslateStrip(numInds, inds, indexOffset, clockwise); break; case GE_PRIM_TRIANGLE_FAN: TranslateFan(numInds, inds, indexOffset, clockwise); break; case GE_PRIM_RECTANGLES: TranslateRectangles(numInds, inds, indexOffset); break; // Same } } void IndexGenerator::TranslatePrim(int prim, int numInds, const u16_le *inds, int indexOffset, bool clockwise) { switch (prim) { case GE_PRIM_POINTS: TranslatePoints(numInds, inds, indexOffset); break; case GE_PRIM_LINES: TranslateLineList(numInds, inds, indexOffset); break; case GE_PRIM_LINE_STRIP: TranslateLineStrip(numInds, inds, indexOffset); break; case GE_PRIM_TRIANGLES: TranslateList(numInds, inds, indexOffset, clockwise); break; case GE_PRIM_TRIANGLE_STRIP: TranslateStrip(numInds, inds, indexOffset, clockwise); break; case GE_PRIM_TRIANGLE_FAN: TranslateFan(numInds, inds, indexOffset, clockwise); break; case GE_PRIM_RECTANGLES: TranslateRectangles(numInds, inds, indexOffset); break; // Same } } void IndexGenerator::TranslatePrim(int prim, int numInds, const u32_le *inds, int indexOffset, bool clockwise) { switch (prim) { case GE_PRIM_POINTS: TranslatePoints(numInds, inds, indexOffset); break; case GE_PRIM_LINES: TranslateLineList(numInds, inds, indexOffset); break; case GE_PRIM_LINE_STRIP: TranslateLineStrip(numInds, inds, indexOffset); break; case GE_PRIM_TRIANGLES: TranslateList(numInds, inds, indexOffset, clockwise); break; case GE_PRIM_TRIANGLE_STRIP: TranslateStrip(numInds, inds, indexOffset, clockwise); break; case GE_PRIM_TRIANGLE_FAN: TranslateFan(numInds, inds, indexOffset, clockwise); break; case GE_PRIM_RECTANGLES: TranslateRectangles(numInds, inds, indexOffset); break; // Same } }