Files
Loki Rautio 087b7e7abf Revert "Project modernization (#630)"
This code was not tested and breaks in Release builds, reverting to restore
functionality of the nightly. All in-game menus do not work and generating
a world crashes.

This reverts commit a9be52c41a.
2026-03-07 21:12:22 -06:00

797 lines
24 KiB
C++

#include "stdafx.h"
#ifdef SN_TARGET_PS3_SPU
#include <stdint.h>
#include <stddef.h>
#include <stdlib.h>
#include <spu_intrinsics.h>
#include <cell/spurs.h>
#include <cell/dma.h>
#include <math.h>
#include "..\Common\spu_assert.h"
#endif // SN_TARGET_PS3_SPU
#include "Tesselator_SPU.h"
static const bool sc_verbose = false;
// #include "..\Minecraft.World\BasicTypeContainers.h"
// #include "..\Minecraft.World\FloatBuffer.h"
// #include "..\Minecraft.World\IntBuffer.h"
// #include "..\Minecraft.World\ByteBuffer.h"
#ifdef SN_TARGET_PS3_SPU
const int GL_LINES = 4;//C4JRender::PRIMITIVE_TYPE_LINE_LIST;
const int GL_LINE_STRIP = 5;//C4JRender::PRIMITIVE_TYPE_LINE_STRIP;
const int GL_QUADS = 3;//C4JRender::PRIMITIVE_TYPE_QUAD_LIST;
const int GL_TRIANGLE_FAN = 2;//C4JRender::PRIMITIVE_TYPE_TRIANGLE_FAN;
const int GL_TRIANGLE_STRIP = 1;//C4JRender::PRIMITIVE_TYPE_TRIANGLE_STRIP;
#endif
bool Tesselator_SPU::TRIANGLE_MODE = false;
// bool Tesselator_SPU::USE_VBO = false;
/* Things to check we are intialising in the constructor...
double u, v;
int col;
int mode;
double xo, yo, zo;
int normal;
*/
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// taken from http://my.safaribooksonline.com/book/programming/opengl/9780321563835/gl-half-float-oes/app01lev1sec2
// -15 stored using a single precision bias of 127
const unsigned int HALF_FLOAT_MIN_BIASED_EXP_AS_SINGLE_FP_EXP = 0x38000000;
// max exponent value in single precision that will be converted
// to Inf or Nan when stored as a half-float
const unsigned int HALF_FLOAT_MAX_BIASED_EXP_AS_SINGLE_FP_EXP = 0x47800000;
// 255 is the max exponent biased value
const unsigned int FLOAT_MAX_BIASED_EXP = (0xFF << 23);
const unsigned int HALF_FLOAT_MAX_BIASED_EXP = (0x1F << 10);
typedef unsigned short hfloat;
hfloat convertFloatToHFloat(float f)
{
unsigned int x = *(unsigned int *)&f;
unsigned int sign = (unsigned short)(x >> 31);
unsigned int mantissa;
unsigned int exp;
hfloat hf;
// get mantissa
mantissa = x & ((1 << 23) - 1);
// get exponent bits
exp = x & FLOAT_MAX_BIASED_EXP;
if (exp >= HALF_FLOAT_MAX_BIASED_EXP_AS_SINGLE_FP_EXP)
{
// check if the original single precision float number is a NaN
if (mantissa && (exp == FLOAT_MAX_BIASED_EXP))
{
// we have a single precision NaN
mantissa = (1 << 23) - 1;
}
else
{
// 16-bit half-float representation stores number as Inf
mantissa = 0;
}
hf = (((hfloat)sign) << 15) | (hfloat)(HALF_FLOAT_MAX_BIASED_EXP) |
(hfloat)(mantissa >> 13);
}
// check if exponent is <= -15
else if (exp <= HALF_FLOAT_MIN_BIASED_EXP_AS_SINGLE_FP_EXP)
{
// store a denorm half-float value or zero
exp = (HALF_FLOAT_MIN_BIASED_EXP_AS_SINGLE_FP_EXP - exp) >> 23;
mantissa >>= (14 + exp);
hf = (((hfloat)sign) << 15) | (hfloat)(mantissa);
}
else
{
hf = (((hfloat)sign) << 15) |
(hfloat)((exp - HALF_FLOAT_MIN_BIASED_EXP_AS_SINGLE_FP_EXP) >> 13) |
(hfloat)(mantissa >> 13);
}
return hf;
}
float convertHFloatToFloat(hfloat hf)
{
unsigned int sign = (unsigned int)(hf >> 15);
unsigned int mantissa = (unsigned int)(hf & ((1 << 10) - 1));
unsigned int exp = (unsigned int)(hf & HALF_FLOAT_MAX_BIASED_EXP);
unsigned int f;
if (exp == HALF_FLOAT_MAX_BIASED_EXP)
{
// we have a half-float NaN or Inf
// half-float NaNs will be converted to a single precision NaN
// half-float Infs will be converted to a single precision Inf
exp = FLOAT_MAX_BIASED_EXP;
if (mantissa)
mantissa = (1 << 23) - 1; // set all bits to indicate a NaN
}
else if (exp == 0x0)
{
// convert half-float zero/denorm to single precision value
if (mantissa)
{
mantissa <<= 1;
exp = HALF_FLOAT_MIN_BIASED_EXP_AS_SINGLE_FP_EXP;
// check for leading 1 in denorm mantissa
while ((mantissa & (1 << 10)) == 0)
{
// for every leading 0, decrement single precision exponent by 1
// and shift half-float mantissa value to the left
mantissa <<= 1;
exp -= (1 << 23);
}
// clamp the mantissa to 10-bits
mantissa &= ((1 << 10) - 1);
// shift left to generate single-precision mantissa of 23-bits
mantissa <<= 13;
}
}
else
{
// shift left to generate single-precision mantissa of 23-bits
mantissa <<= 13;
// generate single precision biased exponent value
exp = (exp << 13) + HALF_FLOAT_MIN_BIASED_EXP_AS_SINGLE_FP_EXP;
}
f = (sign << 31) | exp | mantissa;
return *((float *)&f);
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// DWORD Tesselator_SPU::tlsIdx = TlsAlloc();
//
Tesselator_SPU *Tesselator_SPU::getInstance()
{
return NULL;
// return (Tesselator_SPU *)TlsGetValue(tlsIdx);
}
// void Tesselator_SPU::CreateNewThreadStorage(int bytes)
// {
// Tesselator_SPU *instance = new Tesselator_SPU(bytes/4);
// TlsSetValue(tlsIdx, instance);
// }
void Tesselator_SPU::end()
{
// // if (!tesselating) throw new IllegalStateException("Not tesselating!"); // 4J - removed
// tesselating = false;
// if (vertices > 0)
// {
// // 4J - a lot of stuff taken out here for fiddling round with enable client states etc.
// // that don't matter for our renderer
// if (!hasColor)
// {
// // 4J - TEMP put in fixed vertex colors if we don't have any, until we have a shader that can cope without them
// unsigned int *pColData = (unsigned int *)_array->data;
// pColData += 5;
// for( int i = 0; i < vertices; i++ )
// {
// *pColData = 0xffffffff;
// pColData += 8;
// }
// }
// if (mode == GL_QUADS && TRIANGLE_MODE)
// {
// // glDrawArrays(GL_TRIANGLES, 0, vertices); // 4J - changed for xbox
// #ifdef _XBOX
// RenderManager.DrawVertices(D3DPT_TRIANGLELIST,vertices,_array->data,
// useCompactFormat360?C4JRender::VERTEX_TYPE_PS3_TS2_CS1:C4JRender::VERTEX_TYPE_PF3_TF2_CB4_NB4_XW1,
// useProjectedTexturePixelShader?C4JRender::PIXEL_SHADER_TYPE_PROJECTION:C4JRender::PIXEL_SHADER_TYPE_STANDARD);
// #else
// RenderManager.DrawVertices(C4JRender::PRIMITIVE_TYPE_TRIANGLE_LIST,vertices,_array->data,
// useCompactFormat360?C4JRender::VERTEX_TYPE_COMPRESSED:C4JRender::VERTEX_TYPE_PF3_TF2_CB4_NB4_XW1,
// useProjectedTexturePixelShader?C4JRender::PIXEL_SHADER_TYPE_PROJECTION:C4JRender::PIXEL_SHADER_TYPE_STANDARD);
// #endif
// }
// else
// {
// // glDrawArrays(mode, 0, vertices); // 4J - changed for xbox
// // For compact vertices, the vertexCount has to be calculated from the amount of data written, as
// // we insert extra fake vertices to encode supplementary data for more awkward quads that have non
// // axis aligned UVs (eg flowing lava/water)
// #ifdef _XBOX
// int vertexCount = vertices;
// if( useCompactFormat360 )
// {
// vertexCount = p / 2;
// RenderManager.DrawVertices((D3DPRIMITIVETYPE)mode,vertexCount,_array->data,C4JRender::VERTEX_TYPE_PS3_TS2_CS1, C4JRender::PIXEL_SHADER_TYPE_STANDARD);
// }
// else
// {
// if( useProjectedTexturePixelShader )
// {
// RenderManager.DrawVertices((D3DPRIMITIVETYPE)mode,vertexCount,_array->data,C4JRender::VERTEX_TYPE_PF3_TF2_CB4_NB4_XW1_TEXGEN, C4JRender::PIXEL_SHADER_TYPE_PROJECTION);
// }
// else
// {
// RenderManager.DrawVertices((D3DPRIMITIVETYPE)mode,vertexCount,_array->data,C4JRender::VERTEX_TYPE_PF3_TF2_CB4_NB4_XW1, C4JRender::PIXEL_SHADER_TYPE_STANDARD);
// }
// }
// #else
// int vertexCount = vertices;
// if( useCompactFormat360 )
// {
// RenderManager.DrawVertices((C4JRender::ePrimitiveType)mode,vertexCount,_array->data,C4JRender::VERTEX_TYPE_COMPRESSED, C4JRender::PIXEL_SHADER_TYPE_STANDARD);
// }
// else
// {
// if( useProjectedTexturePixelShader )
// {
// RenderManager.DrawVertices((C4JRender::ePrimitiveType)mode,vertexCount,_array->data,C4JRender::VERTEX_TYPE_PF3_TF2_CB4_NB4_XW1_TEXGEN, C4JRender::PIXEL_SHADER_TYPE_PROJECTION);
// }
// else
// {
// RenderManager.DrawVertices((C4JRender::ePrimitiveType)mode,vertexCount,_array->data,C4JRender::VERTEX_TYPE_PF3_TF2_CB4_NB4_XW1, C4JRender::PIXEL_SHADER_TYPE_STANDARD);
// }
// }
// #endif
// }
// glDisableClientState(GL_VERTEX_ARRAY);
// if (hasTexture) glDisableClientState(GL_TEXTURE_COORD_ARRAY);
// if (hasColor) glDisableClientState(GL_COLOR_ARRAY);
// if (hasNormal) glDisableClientState(GL_NORMAL_ARRAY);
// }
//
// clear();
}
void Tesselator_SPU::clear()
{
vertices = 0;
p = 0;
count = 0;
}
void Tesselator_SPU::begin()
{
begin(GL_QUADS);
bounds.reset();
}
void Tesselator_SPU::useProjectedTexture(bool enable)
{
useProjectedTexturePixelShader = enable;
}
void Tesselator_SPU::useCompactVertices(bool enable)
{
useCompactFormat360 = enable;
}
bool Tesselator_SPU::setMipmapEnable(bool enable)
{
bool prev = mipmapEnable;
mipmapEnable = enable;
return prev;
}
void Tesselator_SPU::begin(int mode)
{
/* // 4J - removed
if (tesselating) {
throw new IllegalStateException("Already tesselating!");
} */
tesselating = true;
clear();
this->mode = mode;
hasNormal = false;
hasColor = false;
hasTexture = false;
hasTexture2 = false;
_noColor = false;
}
void Tesselator_SPU::tex(float u, float v)
{
hasTexture = true;
this->u = u;
this->v = v;
}
void Tesselator_SPU::tex2(int tex2)
{
hasTexture2 = true;
this->_tex2 = tex2;
}
void Tesselator_SPU::color(float r, float g, float b)
{
color((int) (r * 255), (int) (g * 255), (int) (b * 255));
}
void Tesselator_SPU::color(float r, float g, float b, float a)
{
color((int) (r * 255), (int) (g * 255), (int) (b * 255), (int) (a * 255));
}
void Tesselator_SPU::color(int r, int g, int b)
{
color(r, g, b, 255);
}
void Tesselator_SPU::color(int r, int g, int b, int a)
{
if (_noColor) return;
if (r > 255) r = 255;
if (g > 255) g = 255;
if (b > 255) b = 255;
if (a > 255) a = 255;
if (r < 0) r = 0;
if (g < 0) g = 0;
if (b < 0) b = 0;
if (a < 0) a = 0;
hasColor = true;
// 4J - removed little-endian option
col = (r << 24) | (g << 16) | (b << 8) | (a);
}
void Tesselator_SPU::color(byte r, byte g, byte b)
{
color(r & 0xff, g & 0xff, b & 0xff);
}
void Tesselator_SPU::vertexUV(float x, float y, float z, float u, float v)
{
tex(u, v);
vertex(x, y, z);
}
// Pack the 4 vertices of a quad up into a compact format. This is structured as 8 bytes per vertex,
// arranged in blocks of 4 vertices per quad. Currently this is (one letter per nyblle):
//
// cccc xxyy zzll rgbi (vertex 0)
// umin xxyy zzll rgbi (vertex 1)
// vmin xxyy zzll rgbi (vertex 2)
// udvd xxyy zzll rgbi (vertex 3)
//
// where: cccc is a 15-bit (5 bits per x/y/z) origin position / offset for the whole quad. Each
// component is unsigned, and offset by 16 so has a range 0 to 31 actually representing -16 to 15
// xx,yy,zz are 8-bit deltas from this origin to each vertex. These are unsigned 1.7 fixed point, ie
// representing a range of 0 to 1.9921875
// rgb is 4:4:4 RGB
// umin, vmin are 3:13 unsigned fixed point UVs reprenting the min u and v required by the quad
// ud,vd are 8-bit unsigned fixed pont UV deltas, which can be added to umin/vmin to get umax, vmax
// and therefore define the 4 corners of an axis aligned UV mapping
// i is a code per vertex that indicates which of umin/umax should be used for u, and which
// of vmin/vmax should be used for v for this vertex. The coding is:
// 0 - u = umin, v = vmin
// 1 - u = umin, v = vmax
// 2 - u = umax, v = vmin
// 3 - u = umax, v = vmax
// 4 - not axis aligned, use uv stored in the vertex data 4 on from this one
// ll is an 8-bit (4 bit per u/v) index into the current lighting texture
//
// For quads that don't have axis aligned UVs (ie have a code for 4 in i as described above) the 8 byte vertex
// is followed by a further 8 bytes which have explicit UVs defined for each vertex:
//
// 0000 0000 uuuu vvvv (vertex 0)
// 0000 0000 uuuu vvvv (vertex 1)
// 0000 0000 uuuu vvvv (vertex 2)
// 0000 0000 uuuu vvvv (vertex 3)
//
void Tesselator_SPU::packCompactQuad()
{
// Offset x/y/z by 16 so that we can deal with a -16 -> 16 range
for( int i = 0; i < 4; i++ )
{
m_ix[i] += 16 * 128;
m_iy[i] += 16 * 128;
m_iz[i] += 16 * 128;
}
// Find min x/y/z
unsigned int minx = m_ix[0];
unsigned int miny = m_iy[0];
unsigned int minz = m_iz[0];
for( int i = 1; i < 4; i++ )
{
if( m_ix[i] < minx ) minx = m_ix[i];
if( m_iy[i] < miny ) miny = m_iy[i];
if( m_iz[i] < minz ) minz = m_iz[i];
}
// Everything has been scaled by a factor of 128 to get it into an int, and so
// the minimum now should be in the range of (0->32) * 128. Get the base x/y/z
// that our quad will be referenced from now, which can be stored in 5 bits
unsigned int basex = ( minx >> 7 );
unsigned int basey = ( miny >> 7 );
unsigned int basez = ( minz >> 7 );
// If the min is 32, then this whole quad must be in that plane - make the min 15 instead so
// we can still offset from that with our delta to get to the exact edge
if( basex == 32 ) basex = 31;
if( basey == 32 ) basey = 31;
if( basez == 32 ) basez = 31;
// Now get deltas to each vertex - these have an 8-bit range so they can span a
// full unit range from the base position
for( int i = 0; i < 4; i++ )
{
m_ix[i] -= basex << 7;
m_iy[i] -= basey << 7;
m_iz[i] -= basez << 7;
}
// Now write the data out
unsigned int *data = (unsigned int *)&_array->data[p];
for( int i = 0; i < 4; i++ )
{
data[i * 2 + 0] = ( m_ix[i] << 8 ) | ( m_iy[i] );
data[i * 2 + 1] = ( m_iz[i] << 24 ) | ( m_clr[i] );
}
data[0] |= ( basex << 26 ) | ( basey << 21 )| ( basez << 16 );
// Now process UVs. First find min & max U & V
unsigned int minu = m_u[0];
unsigned int minv = m_v[0];
unsigned int maxu = m_u[0];
unsigned int maxv = m_v[0];
for( int i = 1; i < 4; i++ )
{
if( m_u[i] < minu ) minu = m_u[i];
if( m_v[i] < minv ) minv = m_v[i];
if( m_u[i] > maxu ) maxu = m_u[i];
if( m_v[i] > maxv ) maxv = m_v[i];
}
// In nearly all cases, all our UVs should be axis aligned for this quad. So the only values they should
// have in each dimension should be the min/max. We're going to store:
// (1) minu/maxu (16 bits each, only actuall needs to store 14 bits to get a 0 to 2 range for each
// (2) du/dv ( ie maxu-minu, maxv-minv) - 8 bits each, to store a range of 0 to 15.9375 texels. This
// should be enough to map the full UV range of a single 16x16 region of the terrain texture, since
// we always pull UVs in by 1/16th of their range at the sides
unsigned int du = maxu - minu;
unsigned int dv = maxv - minv;
if( du > 255 ) du = 255;
if( dv > 255 ) dv = 255;
// Check if this quad has UVs that can be referenced this way. This should only happen for flowing water
// and lava, where the texture coordinates are rotated for the top surface of the tile.
bool axisAligned = true;
for( int i = 0; i < 4; i++ )
{
if(! ( ( ( m_u[i] == minu ) || ( m_u[i] == maxu ) ) &&
( ( m_v[i] == minv ) || ( m_v[i] == maxv ) ) ) )
{
axisAligned = false;
}
}
if( axisAligned )
{
// Now go through each vertex, and work out which of the min/max should be used for each dimension,
// and store
for( int i = 0; i < 4; i++ )
{
unsigned int code = 0;
if( m_u[i] == maxu ) code |= 2;
if( m_v[i] == maxv ) code |= 1;
data[i * 2 + 1] |= code;
data[i * 2 + 1] |= m_t2[i] << 16;
}
// Finally, store the minu/minv/du/dv
data[1 * 2 + 0] |= minu << 16;
data[2 * 2 + 0] |= minv << 16;
data[3 * 2 + 0] |= ( du << 24 | dv << 16 );
incData(4 * 2);
}
else
{
// The UVs aren't axis aligned - store them in the next 4 vertices. These will be indexed from
// our base vertices because we'll set a special code (4) for the UVs. They won't be drawn as actual
// verts when these extra vertices go through the vertex shader, because we'll make sure that
// they get interpreted as a zero area quad and so they'll be quickly eliminated from rendering post-tranform
for( int i = 0; i < 4; i++ )
{
data[i * 2 + 1] |= ( 4 ); // The special code to indicate they need further data to be fetched
data[i * 2 + 1] |= m_t2[i] << 16;
data[8 + i * 2] = 0; // This includes x/y coordinate of each vert as (0,0) so they will be interpreted as a zero area quad
data[9 + i * 2] = m_u[i] << 16 | m_v[i];
}
// Extra 8 bytes required
incData(8 * 2);
}
}
void Tesselator_SPU::vertex(float x, float y, float z)
{
bounds.addVert(x+xo, y+yo, z+zo); // 4J MGH - added
count++;
// Signal to pixel shader whether to use mipmapping or not, by putting u into > 1 range if it is to be disabled
float uu = mipmapEnable ? u : (u + 1.0f);
// 4J - this format added for 360 to keep memory size of tesselated tiles down -
// see comments in packCompactQuad() for exact format
if( useCompactFormat360 )
{
unsigned int ucol = (unsigned int)col;
#ifdef _XBOX
// Pack as 4:4:4 RGB_
unsigned short packedcol = (((col & 0xf0000000 ) >> 16 ) |
((col & 0x00f00000 ) >> 12 ) |
((col & 0x0000f000 ) >> 8 ));
int ipackedcol = ((int)packedcol) & 0xffff; // 0 to 65535 range
int quadIdx = vertices % 4;
m_ix[ quadIdx ] = (unsigned int)((x + xo) * 128.0f);
m_iy[ quadIdx ] = (unsigned int)((y + yo) * 128.0f);
m_iz[ quadIdx ] = (unsigned int)((z + zo) * 128.0f);
m_clr[ quadIdx ] = (unsigned int)ipackedcol;
m_u[ quadIdx ] = (int)(uu * 4096.0f);
m_v[ quadIdx ] = (int)(v * 4096.0f);
m_t2[ quadIdx ] = ( ( _tex2 & 0x00f00000 ) >> 20 ) | ( _tex2 & 0x000000f0 );
if( quadIdx == 3 )
{
packCompactQuad();
}
#else
unsigned short packedcol = ((col & 0xf8000000 ) >> 16 ) |
((col & 0x00fc0000 ) >> 13 ) |
((col & 0x0000f800 ) >> 11 );
int ipackedcol = ((int)packedcol) & 0xffff; // 0 to 65535 range
ipackedcol -= 32768; // -32768 to 32767 range
ipackedcol &= 0xffff;
int16_t* pShortData = (int16_t*)&_array->data[p];
#ifdef __PS3__
#define INT_ROUND(x) (int)(floorf(x+0.5))
float tex2U = ((int16_t*)&_tex2)[1] + 8;
float tex2V = ((int16_t*)&_tex2)[0] + 8;
float colVal1 = ((col&0xff000000)>>24)/256.0f;
float colVal2 = ((col&0x00ff0000)>>16)/256.0f;
float colVal3 = ((col&0x0000ff00)>>8)/256.0f;
// pShortData[0] = convertFloatToHFloat(x + xo);
// pShortData[1] = convertFloatToHFloat(y + yo);
// pShortData[2] = convertFloatToHFloat(z + zo);
// pShortData[3] = convertFloatToHFloat(uu);
// pShortData[4] = convertFloatToHFloat(tex2U + colVal1);
// pShortData[5] = convertFloatToHFloat(tex2V + colVal2);
// pShortData[6] = convertFloatToHFloat(colVal3);
// pShortData[7] = convertFloatToHFloat(v);
pShortData[0] = ((INT_ROUND((x + xo ) * 1024.0f))&0xffff);
pShortData[1] = ((INT_ROUND((y + yo ) * 1024.0f))&0xffff);
pShortData[2] = ((INT_ROUND((z + zo ) * 1024.0f))&0xffff);
pShortData[3] = ipackedcol;
pShortData[4] = ((INT_ROUND(uu * 8192.0f))&0xffff);
pShortData[5] = ((INT_ROUND(v * 8192.0f))&0xffff);
pShortData[6] = ((INT_ROUND(tex2U * (8192.0f/256.0f)))&0xffff);
pShortData[7] = ((INT_ROUND(tex2V * (8192.0f/256.0f)))&0xffff);
incData(4);
#else
pShortData[0] = (((int)((x + xo ) * 1024.0f))&0xffff);
pShortData[1] = (((int)((y + yo ) * 1024.0f))&0xffff);
pShortData[2] = (((int)((z + zo ) * 1024.0f))&0xffff);
pShortData[3] = ipackedcol;
pShortData[4] = (((int)(uu * 8192.0f))&0xffff);
pShortData[5] = (((int)(v * 8192.0f))&0xffff);
pShortData[6] = ((int16_t*)&_tex2)[0];
pShortData[7] = ((int16_t*)&_tex2)[1];
incData(4);
#endif
#endif
vertices++;
#ifdef _XBOX
if (vertices % 4 == 0 && ( ( p >= size - 8 * 2 ) || ( ( p / 2 ) >= 65532 ) ) ) // Max 65535 verts in D3D, so 65532 is the last point at the end of a quad to catch it
#else
if (vertices % 4 == 0 && ( ( p >= size - 4 * 4 ) || ( ( p / 4 ) >= 65532 ) ) ) // Max 65535 verts in D3D, so 65532 is the last point at the end of a quad to catch it
#endif
{
// end();
tesselating = true;
}
}
else
{
if (mode == GL_QUADS && TRIANGLE_MODE && count % 4 == 0)
{
for (int i = 0; i < 2; i++)
{
int offs = 8 * (3 - i);
if (hasTexture)
{
_array->data[p + 3] = _array->data[p - offs + 3];
_array->data[p + 4] = _array->data[p - offs + 4];
}
if (hasColor)
{
_array->data[p + 5] = _array->data[p - offs + 5];
}
_array->data[p + 0] = _array->data[p - offs + 0];
_array->data[p + 1] = _array->data[p - offs + 1];
_array->data[p + 2] = _array->data[p - offs + 2];
vertices++;
incData(8);
}
}
if (hasTexture)
{
float *fdata = (float *)(_array->data + p + 3);
*fdata++ = uu;
*fdata++ = v;
}
if (hasColor)
{
_array->data[p + 5] = col;
}
if (hasNormal)
{
_array->data[p + 6] = _normal;
}
if (hasTexture2)
{
#ifdef _XBOX
_array->data[p + 7] = ( ( _tex2 >> 16 ) & 0xffff ) | ( _tex2 << 16 );
#else
#ifdef __PS3__
int16_t tex2U = ((int16_t*)&_tex2)[1] + 8;
int16_t tex2V = ((int16_t*)&_tex2)[0] + 8;
int16_t* pShortArray = (int16_t*)&_array->data[p + 7];
pShortArray[0] = tex2U;
pShortArray[1] = tex2V;
#else
_array->data[p + 7] = _tex2;
#endif
#endif
}
else
{
// -512 each for u/v will mean that the renderer will use global settings (set via
// RenderManager.StateSetVertexTextureUV) rather than these local ones
*(unsigned int *)(&_array->data[p + 7]) = 0xfe00fe00;
}
float *fdata = (float *)(_array->data + p);
*fdata++ = (x + xo);
*fdata++ = (y + yo);
*fdata++ = (z + zo);
incData(8);
vertices++;
if (vertices % 4 == 0 && p >= size - 8 * 4)
{
// end();
tesselating = true;
}
}
}
void Tesselator_SPU::color(int c)
{
int r = ((c >> 16) & 255);
int g = ((c >> 8) & 255);
int b = ((c) & 255);
color(r, g, b);
}
void Tesselator_SPU::color(int c, int alpha)
{
int r = ((c >> 16) & 255);
int g = ((c >> 8) & 255);
int b = ((c) & 255);
color(r, g, b, alpha);
}
void Tesselator_SPU::noColor()
{
_noColor = true;
}
void Tesselator_SPU::normal(float x, float y, float z)
{
hasNormal = true;
byte xx = (byte) (x * 127);
byte yy = (byte) (y * 127);
byte zz = (byte) (z * 127);
_normal = (xx & 0xff) | ((yy & 0xff) << 8) | ((zz & 0xff) << 16);
}
void Tesselator_SPU::offset(float xo, float yo, float zo)
{
this->xo = xo;
this->yo = yo;
this->zo = zo;
}
void Tesselator_SPU::addOffset(float x, float y, float z)
{
xo += x;
yo += y;
zo += z;
}
void Tesselator_SPU::incData( int numInts )
{
p+=numInts;
#ifdef SN_TARGET_PS3_SPU
if(p > 4096)
{
int dmaSize = p*4;
unsigned int dmaTag = 2;
void* src = _array->data;
uintptr_t dest = (uintptr_t)(((char*)m_PPUArray) + m_PPUOffset);
if(sc_verbose)
spu_print("Tesselator : DMA SPU->PPU : 0x%08x -> 0x%08x : size : %d bytes\n", (unsigned int)src, (unsigned int)dest, dmaSize);
cellDmaLargePut(src, dest, dmaSize, dmaTag, 0, 0);
cellDmaWaitTagStatusAll(1 << dmaTag);
// int copySize = (p-4096);
// for(int i=0;i<copySize;i++)
// _array->data[i] = _array->data[4096+i];
//p -= 4096;
p=0;
m_PPUOffset += dmaSize;//16384;
}
#endif // SN_TARGET_PS3_SPU
}
void Tesselator_SPU::endData()
{
#ifdef SN_TARGET_PS3_SPU
int dmaSize = p*4;
unsigned int dmaTag = 2;
void* src = _array->data;
uintptr_t dest = (uintptr_t)(((char*)m_PPUArray) + m_PPUOffset);
if(sc_verbose)
spu_print("Tesselator : DMA SPU->PPU : 0x%08x -> 0x%08x : size : %d bytes\n", (unsigned int)src, (unsigned int)dest, dmaSize);
cellDmaLargePut(src, dest, dmaSize, dmaTag, 0, 0);
cellDmaWaitTagStatusAll(1 << dmaTag);
if(sc_verbose)
spu_print("endData - Tesselator : DMA SPU->PPU complete : %d verts, %d bytes in total\n", vertices, m_PPUOffset+ dmaSize);
p=0;
m_PPUOffset += dmaSize;
#else // SN_TARGET_PS3_SPU
m_PPUOffset = p*4;
#endif
}
void Tesselator_SPU::beginData()
{
p = 0;
}