// 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/. #pragma once #include "Common/CommonTypes.h" #include "GPU/Math3D.h" // PSP compatible format so we can use the end of the pipeline in beziers etc struct SimpleVertex { float uv[2]; union { u8 color[4]; u32_le color_32; }; Vec3Packedf nrm; Vec3Packedf pos; }; inline float lerp(float a, float b, float x) { return a + x * (b - a); } // SLOW! inline void lerpColor(const Vec4f &a, const Vec4f &b, float x, Vec4f &out) { for (int i = 0; i < 4; i++) { out[i] = a[i] + x * (b[i] - a[i]); } } inline void lerpColor(const u8 *a, const u8 *b, float x, Vec4f &out) { lerpColor(Vec4f::FromRGBA(a), Vec4f::FromRGBA(b), x, out); } // We decode all vertices into a common format for easy interpolation and stuff. // Not fast but can be optimized later. struct BezierPatch { SimpleVertex *points[16]; // These are used to generate UVs. int u_index, v_index; int index; struct SamplingParams { float fracU; float fracV; int tl; int tr; int bl; int br; SamplingParams(float u, float v) { u *= 3.0f; v *= 3.0f; int iu = (int)floorf(u); int iv = (int)floorf(v); int iu2 = iu + 1; int iv2 = iv + 1; fracU = u - iu; fracV = v - iv; if (iu2 > 3) iu2 = 3; if (iv2 > 3) iv2 = 3; tl = iu + 4 * iv; tr = iu2 + 4 * iv; bl = iu + 4 * iv2; br = iu2 + 4 * iv2; } }; // Interpolate colors between control points (bilinear, should be good enough). void sampleColor(float u, float v, u8 color[4]) const { const SamplingParams params(u, v); Vec4f upperColor, lowerColor, resultColor; lerpColor(points[params.tl]->color, points[params.tr]->color, params.fracU, upperColor); lerpColor(points[params.bl]->color, points[params.br]->color, params.fracU, lowerColor); lerpColor(upperColor, lowerColor, params.fracV, resultColor); resultColor.ToRGBA(color); } void sampleTexUV(float u, float v, float &tu, float &tv) const { const SamplingParams params(u, v); float upperTU = lerp(points[params.tl]->uv[0], points[params.tr]->uv[0], params.fracU); float upperTV = lerp(points[params.tl]->uv[1], points[params.tr]->uv[1], params.fracU); float lowerTU = lerp(points[params.bl]->uv[0], points[params.br]->uv[0], params.fracU); float lowerTV = lerp(points[params.bl]->uv[1], points[params.br]->uv[1], params.fracU); tu = lerp(upperTU, lowerTU, params.fracV); tv = lerp(upperTV, lowerTV, params.fracV); } }; struct SplinePatchLocal { SimpleVertex **points; int count_u; int count_v; int type_u; int type_v; }; enum quality { LOW_QUALITY = 0, MEDIUM_QUALITY = 1, HIGH_QUALITY = 2, }; void TesselateSplinePatch(u8 *&dest, u16 *indices, int &count, const SplinePatchLocal &spatch, u32 origVertType, int maxVertices); void TesselateBezierPatch(u8 *&dest, u16 *&indices, int &count, int tess_u, int tess_v, const BezierPatch &patch, u32 origVertType, int maxVertices);