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https://github.com/dolphin-emu/dolphin.git
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782d9111e5
almost fixed real xfb in d3d, i say almost because there are some minor scalling problems. hope will fix them soon. implemented a more intelligent index generator to emulate more accurately the behavior of the gc. please give me feedback on this changes. enjoy :) git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5465 8ced0084-cf51-0410-be5f-012b33b47a6e
350 lines
6.6 KiB
C++
350 lines
6.6 KiB
C++
// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include "IndexGenerator.h"
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/*
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*
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QUAD simulator
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0 2 4 6
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1 3 5 7
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021231 243453
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*/
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//Init
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u16 *IndexGenerator::Tptr = 0;
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u16 *IndexGenerator::BASETptr = 0;
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u16 *IndexGenerator::Lptr = 0;
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u16 *IndexGenerator::BASELptr = 0;
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u16 *IndexGenerator::Pptr = 0;
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u16 *IndexGenerator::BASEPptr = 0;
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int IndexGenerator::numT = 0;
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int IndexGenerator::numL = 0;
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int IndexGenerator::numP = 0;
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int IndexGenerator::index = 0;
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int IndexGenerator::Tadds = 0;
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int IndexGenerator::Ladds = 0;
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int IndexGenerator::Padds = 0;
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IndexGenerator::IndexPrimitiveType IndexGenerator::LastTPrimitive = Prim_None;
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IndexGenerator::IndexPrimitiveType IndexGenerator::LastLPrimitive = Prim_None;
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bool IndexGenerator::used = false;
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void IndexGenerator::Start(u16 *Triangleptr,u16 *Lineptr,u16 *Pointptr)
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{
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Tptr = Triangleptr;
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Lptr = Lineptr;
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Pptr = Pointptr;
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BASETptr = Triangleptr;
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BASELptr = Lineptr;
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BASEPptr = Pointptr;
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index = 0;
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numT = 0;
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numL = 0;
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numP = 0;
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Tadds = 0;
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Ladds = 0;
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Padds = 0;
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LastTPrimitive = Prim_None;
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LastLPrimitive = Prim_None;
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}
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// Triangles
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void IndexGenerator::AddList(int numVerts)
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{
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//if we have no vertices return
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if(numVerts <= 0) return;
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int numTris = numVerts / 3;
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if (!numTris)
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{
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//if we have less than 3 verts
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if(numVerts == 1)
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{
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// discard
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index++;
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return;
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}
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else
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{
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//we have two verts render a degenerated triangle
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numTris = 1;
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*Tptr++ = index;
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*Tptr++ = index+1;
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*Tptr++ = index;
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}
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}
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else
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{
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for (int i = 0; i < numTris; i++)
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{
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*Tptr++ = index+i*3;
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*Tptr++ = index+i*3+1;
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*Tptr++ = index+i*3+2;
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}
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int baseRemainingverts = numVerts - numVerts % 3;
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switch (numVerts % 3)
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{
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case 2:
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//whe have 2 remaining verts use strip method
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*Tptr++ = index + baseRemainingverts - 1;
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*Tptr++ = index + baseRemainingverts;
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*Tptr++ = index + baseRemainingverts + 1;
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numTris++;
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break;
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case 1:
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//whe have 1 remaining verts use strip method this is only a conjeture
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*Tptr++ = index + baseRemainingverts - 2;
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*Tptr++ = index + baseRemainingverts - 1;
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*Tptr++ = index + baseRemainingverts;
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numTris++;
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break;
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default:
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break;
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};
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}
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index += numVerts;
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numT += numTris;
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Tadds++;
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LastTPrimitive = Prim_List;
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}
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void IndexGenerator::AddStrip(int numVerts)
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{
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if(numVerts <= 0) return;
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int numTris = numVerts - 2;
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if (numTris < 1)
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{
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//if we have less than 3 verts
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if(numVerts == 1)
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{
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//dicard
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index++;
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return;
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}
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else
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{
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//we have two verts render a degenerated triangle
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numTris = 1;
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*Tptr++ = index;
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*Tptr++ = index+1;
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*Tptr++ = index;
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}
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}
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else
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{
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bool wind = false;
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for (int i = 0; i < numTris; i++)
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{
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*Tptr++ = index+i;
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*Tptr++ = index+i+(wind?2:1);
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*Tptr++ = index+i+(wind?1:2);
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wind = !wind;
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}
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}
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index += numVerts;
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numT += numTris;
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Tadds++;
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LastTPrimitive = Prim_Strip;
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}
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void IndexGenerator::AddFan(int numVerts)
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{
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if(numVerts <= 0) return;
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int numTris = numVerts - 2;
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if (numTris < 1)
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{
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//if we have less than 3 verts
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if(numVerts == 1)
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{
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//Discard
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index++;
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return;
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}
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else
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{
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//we have two verts render a degenerated triangle
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numTris = 1;
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*Tptr++ = index;
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*Tptr++ = index+1;
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*Tptr++ = index;
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}
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}
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else
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{
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for (int i = 0; i < numTris; i++)
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{
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*Tptr++ = index;
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*Tptr++ = index+i+1;
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*Tptr++ = index+i+2;
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}
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}
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index += numVerts;
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numT += numTris;
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Tadds++;
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LastTPrimitive = Prim_Fan;
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}
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void IndexGenerator::AddQuads(int numVerts)
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{
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if(numVerts <= 0) return;
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int numTris = (numVerts/4)*2;
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if (numTris == 0)
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{
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//if we have less than 3 verts
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if(numVerts == 1)
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{
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//discard
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index++;
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return;
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}
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else
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{
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if(numVerts == 2)
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{
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//we have two verts render a degenerated triangle
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numTris = 1;
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*Tptr++ = index;
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*Tptr++ = index + 1;
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*Tptr++ = index;
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}
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else
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{
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//we have 3 verts render a full triangle
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numTris = 1;
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*Tptr++ = index;
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*Tptr++ = index + 1;
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*Tptr++ = index + 2;
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}
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}
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}
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else
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{
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for (int i = 0; i < numTris / 2; i++)
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{
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*Tptr++ = index+i*4;
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*Tptr++ = index+i*4+1;
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*Tptr++ = index+i*4+3;
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*Tptr++ = index+i*4+1;
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*Tptr++ = index+i*4+2;
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*Tptr++ = index+i*4+3;
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}
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int baseRemainingverts = numVerts - numVerts % 4;
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switch (numVerts % 4)
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{
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case 3:
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//whe have 3 remaining verts use strip method
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*Tptr++ = index + baseRemainingverts;
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*Tptr++ = index + baseRemainingverts + 1;
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*Tptr++ = index + baseRemainingverts + 2;
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numTris++;
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break;
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case 2:
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//whe have 2 remaining verts use strip method
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*Tptr++ = index + baseRemainingverts - 1;
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*Tptr++ = index + baseRemainingverts;
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*Tptr++ = index + baseRemainingverts + 1;
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numTris++;
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break;
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case 1:
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//whe have 1 remaining verts use strip method this is only a conjeture
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*Tptr++ = index + baseRemainingverts - 2;
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*Tptr++ = index + baseRemainingverts - 1;
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*Tptr++ = index + baseRemainingverts;
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numTris++;
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break;
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default:
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break;
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};
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}
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index += numVerts;
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numT += numTris;
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Tadds++;
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LastTPrimitive = Prim_List;
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}
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//Lines
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void IndexGenerator::AddLineList(int numVerts)
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{
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if(numVerts <= 0) return;
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int numLines = numVerts / 2;
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if (!numLines)
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{
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//Discard
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index++;
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return;
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}
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else
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{
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for (int i = 0; i < numLines; i++)
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{
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*Lptr++ = index+i*2;
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*Lptr++ = index+i*2+1;
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}
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if(numVerts%2 != 0)
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{
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//use line strip for remaining vert
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*Lptr++ = index + numLines * 2 - 1;
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*Lptr++ = index + numLines * 2;
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}
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}
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index += numVerts;
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numL += numLines;
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Ladds++;
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LastLPrimitive = Prim_List;
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}
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void IndexGenerator::AddLineStrip(int numVerts)
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{
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int numLines = numVerts - 1;
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if (numLines <= 0)
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{
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if(numVerts == 1)
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{
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index++;
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}
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return;
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}
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for (int i = 0; i < numLines; i++)
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{
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*Lptr++ = index+i;
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*Lptr++ = index+i+1;
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}
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index += numVerts;
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numL += numLines;
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Ladds++;
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LastLPrimitive = Prim_Strip;
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}
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//Points
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void IndexGenerator::AddPoints(int numVerts)
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{
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for (int i = 0; i < numVerts; i++)
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{
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*Pptr++ = index+i;
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}
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index += numVerts;
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numP += numVerts;
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Padds++;
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}
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