// Copyright (c) 2013- 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 "TransformPipeline.h" #include "Core/MemMap.h" #include "GPU/Math3D.h" // PSP compatible format so we can use the end of the pipeline struct SimpleVertex { float uv[2]; u8 color[4]; Vec3f nrm; Vec3f pos; }; // This normalizes a set of vertices in any format to SimpleVertex format, by processing away morphing AND skinning. // The rest of the transform pipeline like lighting will go as normal, either hardware or software. // The implementation is initially a bit inefficient but shouldn't be a big deal. // An intermediate buffer of not-easy-to-predict size is stored at bufPtr. u32 TransformDrawEngine::NormalizeVertices(u8 *outPtr, u8 *bufPtr, const u8 *inPtr, int lowerBound, int upperBound, u32 vertType) { // First, decode the vertices into a GPU compatible format. This step can be eliminated but will need a separate // implementation of the vertex decoder. VertexDecoder *dec = GetVertexDecoder(vertType); dec->DecodeVerts(bufPtr, inPtr, lowerBound, upperBound); // OK, morphing eliminated but bones still remain to be taken care of. // Let's do a partial software transform where we only do skinning. VertexReader reader(bufPtr, dec->GetDecVtxFmt(), vertType); SimpleVertex *sverts = (SimpleVertex *)outPtr; const u8 defaultColor[4] = { gstate.getMaterialAmbientR(), gstate.getMaterialAmbientG(), gstate.getMaterialAmbientB(), gstate.getMaterialAmbientA(), }; // Let's have two separate loops, one for non skinning and one for skinning. if ((vertType & GE_VTYPE_WEIGHT_MASK) != GE_VTYPE_WEIGHT_NONE) { int numBoneWeights = vertTypeGetNumBoneWeights(vertType); for (int i = lowerBound; i <= upperBound; i++) { reader.Goto(i); SimpleVertex &sv = sverts[i]; if (vertType & GE_VTYPE_TC_MASK) { reader.ReadUV(sv.uv); } if (vertType & GE_VTYPE_COL_MASK) { reader.ReadColor0_8888(sv.color); } else { memcpy(sv.color, defaultColor, 4); } float nrm[3], pos[3]; float bnrm[3], bpos[3]; if (vertType & GE_VTYPE_NRM_MASK) { // Normals are generated during tesselation anyway, not sure if any need to supply reader.ReadNrm(nrm); } else { nrm[0] = 0; nrm[1] = 0; nrm[2] = 1.0f; } reader.ReadPos(pos); // Apply skinning transform directly float weights[8]; reader.ReadWeights(weights); // Skinning Vec3f psum(0,0,0); Vec3f nsum(0,0,0); for (int i = 0; i < numBoneWeights; i++) { if (weights[i] != 0.0f) { Vec3ByMatrix43(bpos, pos, gstate.boneMatrix+i*12); Vec3f tpos(bpos); psum += tpos * weights[i]; Norm3ByMatrix43(bnrm, nrm, gstate.boneMatrix+i*12); Vec3f tnorm(bnrm); nsum += tnorm * weights[i]; } } sv.pos = psum; sv.nrm = nsum; } } else { for (int i = lowerBound; i <= upperBound; i++) { reader.Goto(i); SimpleVertex &sv = sverts[i]; if (vertType & GE_VTYPE_TC_MASK) { reader.ReadUV(sv.uv); } else { sv.uv[0] = 0; // This will get filled in during tesselation sv.uv[1] = 0; } if (vertType & GE_VTYPE_COL_MASK) { reader.ReadColor0_8888(sv.color); } else { memcpy(sv.color, defaultColor, 4); } if (vertType & GE_VTYPE_NRM_MASK) { // Normals are generated during tesselation anyway, not sure if any need to supply reader.ReadNrm((float *)&sv.nrm); } else { sv.nrm.x = 0; sv.nrm.y = 0; sv.nrm.z = 1.0f; } reader.ReadPos((float *)&sv.pos); } } // Okay, there we are! Return the new type (but keep the index bits) return GE_VTYPE_TC_FLOAT | GE_VTYPE_COL_8888 | GE_VTYPE_NRM_FLOAT | GE_VTYPE_POS_FLOAT | (vertType & GE_VTYPE_IDX_MASK); } // Just to get something on the screen, we'll just not subdivide correctly. void TransformDrawEngine::DrawBezier(int ucount, int vcount) { if ((ucount - 1) % 3 != 0 || (vcount - 1) % 3 != 0) ERROR_LOG_REPORT(G3D, "Unsupported bezier parameters ucount=%i, vcount=%i", ucount, vcount); u16 *indices = new u16[ucount * vcount * 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 < ucount; y++) { for (int x = 0; x < vcount - 1; x++) { indices[c++] = y * (vcount - 1)+ x; indices[c++] = y * (vcount - 1) + x + 1; indices[c++] = (y + 1) * (vcount - 1) + x + 1; indices[c++] = (y + 1) * (vcount - 1) + x + 1; indices[c++] = (y + 1) * (vcount - 1) + x; indices[c++] = y * (vcount - 1) + 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 (!vertTypeGetTexCoordMask(gstate.vertType)) { 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. delete [] indices; } // Spline implementation copied and modified from neobrain's softgpu (orphis code?) #define START_OPEN_U 1 #define END_OPEN_U 2 #define START_OPEN_V 4 #define END_OPEN_V 8 // We decode all vertices into a common format for easy interpolation and stuff. // Not fast but can be optimized later. struct HWSplinePatch { SimpleVertex *points[16]; int type; // We need to generate both UVs and normals later... // These are used to generate UVs. int u_index, v_index; }; static void CopyTriangle(u8 *&dest, SimpleVertex *v1, SimpleVertex *v2, SimpleVertex* v3) { int vertexSize = sizeof(SimpleVertex); memcpy(dest, v1, vertexSize); dest += vertexSize; memcpy(dest, v2, vertexSize); dest += vertexSize; memcpy(dest, v3, vertexSize); dest += vertexSize; } // http://en.wikipedia.org/wiki/Bernstein_polynomial Vec3f Bernstein3D(const Vec3f p0, const Vec3f p1, const Vec3f p2, const Vec3f p3, float u) { return p0 * (1.0f - u*u*u) + p1 * (3 * u * (1 - u) * (1 - u)) + p2 * (3 * u * u * (1 - u)) + p3 * u * u * u; } void TesselatePatch(u8 *&dest, int &count, const HWSplinePatch &patch, u32 origVertType) { if (true) { // 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; float u_base = patch.u_index / 3.0f; float v_base = patch.v_index / 3.0f; const float third = 1.0f / 3.0f; 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; SimpleVertex v0 = *patch.points[point_index]; SimpleVertex v1 = *patch.points[point_index+1]; SimpleVertex v2 = *patch.points[point_index+4]; SimpleVertex v3 = *patch.points[point_index+5]; // Generate UV. TODO: Do this even if UV specified in control points? if ((origVertType & GE_VTYPE_TC_MASK) == 0) { float u = u_base + tile_u * third; float v = v_base + tile_v * third; v0.uv[0] = u; v0.uv[1] = v; v1.uv[0] = u + third; v1.uv[1] = v; v2.uv[0] = u; v2.uv[1] = v + third; v3.uv[0] = u + third; v3.uv[1] = v + third; } // Generate normal if lighting is enabled (otherwise there's no point). // This is a really poor quality algorithm, we get facet normals. if (gstate.isLightingEnabled()) { Vec3f norm = Cross(v1.pos - v0.pos, v2.pos - v0.pos); norm.Normalize(); if (gstate.patchfacing & 1) norm *= -1.0f; v0.nrm = norm; v1.nrm = norm; v2.nrm = norm; v3.nrm = norm; } CopyTriangle(dest, &v0, &v2, &v1); CopyTriangle(dest, &v1, &v2, &v3); count += 6; } } } else { // TODO: This doesn't work yet, hence it's the else in an "if (true)". int tess_u = gstate.getPatchDivisionU(); int tess_v = gstate.getPatchDivisionV(); const int tile_min_u = (patch.type & START_OPEN_U) ? 0 : tess_u / 3; const int tile_min_v = (patch.type & START_OPEN_V) ? 0 : tess_v / 3; const int tile_max_u = (patch.type & END_OPEN_U) ? tess_u + 1 : tess_u * 2 / 3; const int tile_max_v = (patch.type & END_OPEN_V) ? tess_v + 1: tess_v * 2 / 3; // First compute all the positions and put them in an array Vec3f *positions = new Vec3f[(tess_u + 1) * (tess_v) + 1]; for (int tile_v = 0; tile_v < tess_v + 1; ++tile_v) { for (int tile_u = 0; tile_u < tess_u + 1; ++tile_u) { float u = ((float)tile_u / (float)tess_u); float v = ((float)tile_v / (float)tess_v); // It must be possible to do some zany iterative solution instead of fully evaluating at every point. Vec3f pos1 = Bernstein3D(patch.points[0]->pos, patch.points[1]->pos, patch.points[2]->pos, patch.points[3]->pos, u); Vec3f pos2 = Bernstein3D(patch.points[4]->pos, patch.points[5]->pos, patch.points[6]->pos, patch.points[7]->pos, u); Vec3f pos3 = Bernstein3D(patch.points[8]->pos, patch.points[9]->pos, patch.points[10]->pos, patch.points[11]->pos, u); Vec3f pos4 = Bernstein3D(patch.points[12]->pos, patch.points[13]->pos, patch.points[14]->pos, patch.points[15]->pos, u); positions[tile_v * (tess_u + 1)] = Bernstein3D(pos1, pos2, pos3, pos4, v); } } /* for (int tile_v = tile_min_v; tile_v < tile_max_v; ++tile_v) { for (int tile_u = tile_min_u; tile_u < tile_max_u; ++tile_u) { Vec3f pos = Bernstein3D(patch.) int point_index = tile_u + tile_v*4; SimpleVertex v0 = patch.points[point_index]; SimpleVertex v1 = patch.points[point_index+1]; SimpleVertex v2 = patch.points[point_index+4]; SimpleVertex v3 = patch.points[point_index+5]; CopyTriangle(dest, v0, v2, v1); count += 6; */ } } void TransformDrawEngine::SubmitSpline(void* control_points, void* indices, int count_u, int count_v, int type_u, int type_v, GEPatchPrimType prim_type, u32 vertType) { Flush(); if (prim_type != GE_PATCHPRIM_TRIANGLES) { // Only triangles supported! return; } u16 index_lower_bound = 0; u16 index_upper_bound = count_u * count_v - 1; bool indices_16bit = (vertType & GE_VTYPE_IDX_MASK) == GE_VTYPE_IDX_16BIT; const u8* indices8 = (const u8*)indices; const u16* indices16 = (const u16*)indices; if (indices) GetIndexBounds(indices, count_u*count_v, vertType, &index_lower_bound, &index_upper_bound); // Simplify away bones and morph before proceeding SimpleVertex *simplified_control_points = (SimpleVertex *)(decoded + 65536 * 12); u8 *temp_buffer = decoded + 65536 * 24; u32 origVertType = vertType; vertType = NormalizeVertices((u8 *)simplified_control_points, temp_buffer, (u8 *)control_points, index_lower_bound, index_upper_bound, vertType); VertexDecoder *vdecoder = GetVertexDecoder(vertType); int vertexSize = vdecoder->VertexSize(); if (vertexSize != sizeof(SimpleVertex)) { ERROR_LOG(G3D, "Something went really wrong, vertex size: %i vs %i", vertexSize, sizeof(SimpleVertex)); } const DecVtxFormat& vtxfmt = vdecoder->GetDecVtxFmt(); 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] = simplified_control_points + (indices_16bit ? indices16[idx] : indices8[idx]); else patch.points[point] = simplified_control_points + 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 * 36; 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]; TesselatePatch(dest, count, patch, origVertType); } delete[] patches; u32 vertTypeWithoutIndex = vertType & ~GE_VTYPE_IDX_MASK; SubmitPrim(decoded2, 0, GE_PRIM_TRIANGLES, count, vertTypeWithoutIndex, GE_VTYPE_IDX_NONE, 0); Flush(); } void TransformDrawEngine::SubmitBezier(void* control_points, void* indices, int count_u, int count_v, GEPatchPrimType prim_type, u32 vertType) { Flush(); if (prim_type != GE_PATCHPRIM_TRIANGLES) { // Only triangles supported! return; } u16 index_lower_bound = 0; u16 index_upper_bound = count_u * count_v - 1; bool indices_16bit = (vertType & GE_VTYPE_IDX_MASK) == GE_VTYPE_IDX_16BIT; const u8* indices8 = (const u8*)indices; const u16* indices16 = (const u16*)indices; if (indices) GetIndexBounds(indices, count_u*count_v, vertType, &index_lower_bound, &index_upper_bound); // Simplify away bones and morph before proceeding SimpleVertex *simplified_control_points = (SimpleVertex *)(decoded + 65536 * 12); u8 *temp_buffer = decoded + 65536 * 24; u32 origVertType = vertType; vertType = NormalizeVertices((u8 *)simplified_control_points, temp_buffer, (u8 *)control_points, index_lower_bound, index_upper_bound, vertType); VertexDecoder *vdecoder = GetVertexDecoder(vertType); int vertexSize = vdecoder->VertexSize(); if (vertexSize != sizeof(SimpleVertex)) { ERROR_LOG(G3D, "Something went really wrong, vertex size: %i vs %i", vertexSize, sizeof(SimpleVertex)); } const DecVtxFormat& vtxfmt = vdecoder->GetDecVtxFmt(); // Bezier patches share less control points than spline patches. Otherwise they are pretty much the same (except bezier don't support the open/close thing) int num_patches_u = (count_u - 1) / 3; int num_patches_v = (count_v - 1) / 3; 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 * 3 + point%4) + (patch_v * 3 + point/4) * count_u; if (indices) patch.points[point] = simplified_control_points + (indices_16bit ? indices16[idx] : indices8[idx]); else patch.points[point] = simplified_control_points + idx; } patch.u_index = patch_u * 3; patch.v_index = patch_v * 3; patch.type = START_OPEN_U | START_OPEN_V | END_OPEN_U | END_OPEN_V; } } u8 *decoded2 = decoded + 65536 * 36; 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]; TesselatePatch(dest, count, patch, origVertType); } delete[] patches; u32 vertTypeWithoutIndex = vertType & ~GE_VTYPE_IDX_MASK; SubmitPrim(decoded2, 0, GE_PRIM_TRIANGLES, count, vertTypeWithoutIndex, GE_VTYPE_IDX_NONE, 0); Flush(); }