diff options
| author | daoge_cmd <3523206925@qq.com> | 2026-03-01 12:16:08 +0800 |
|---|---|---|
| committer | daoge_cmd <3523206925@qq.com> | 2026-03-01 12:16:08 +0800 |
| commit | b691c43c44ff180d10e7d4a9afc83b98551ff586 (patch) | |
| tree | 3e9849222cbc6ba49f2f1fc6e5fe7179632c7390 /Minecraft.Client/Tesselator.cpp | |
| parent | def8cb415354ac390b7e89052a50605285f1aca9 (diff) | |
Initial commit
Diffstat (limited to 'Minecraft.Client/Tesselator.cpp')
| -rw-r--r-- | Minecraft.Client/Tesselator.cpp | 1080 |
1 files changed, 1080 insertions, 0 deletions
diff --git a/Minecraft.Client/Tesselator.cpp b/Minecraft.Client/Tesselator.cpp new file mode 100644 index 00000000..366b09e3 --- /dev/null +++ b/Minecraft.Client/Tesselator.cpp @@ -0,0 +1,1080 @@ +#include "stdafx.h" +#include "Tesselator.h" +#include "..\Minecraft.World\BasicTypeContainers.h" +#include "..\Minecraft.World\FloatBuffer.h" +#include "..\Minecraft.World\IntBuffer.h" +#include "..\Minecraft.World\ByteBuffer.h" + +bool Tesselator::TRIANGLE_MODE = false; +bool Tesselator::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; + + + + + + +*/ +DWORD Tesselator::tlsIdx = TlsAlloc(); + +Tesselator *Tesselator::getInstance() +{ + return (Tesselator *)TlsGetValue(tlsIdx); +} + +void Tesselator::CreateNewThreadStorage(int bytes) +{ + Tesselator *instance = new Tesselator(bytes/4); + TlsSetValue(tlsIdx, instance); +} + +Tesselator::Tesselator(int size) +{ + // 4J - this block of things moved to constructor from general initialisations round Java class + vertices = 0; + hasColor = false; + hasTexture = false; + hasTexture2 = false; + hasNormal = false; + p = 0; + count = 0; + _noColor = false; + tesselating = false; + vboMode = false; + vboId = 0; + vboCounts = 10; + + // 4J - adding these things to constructor just to be sure that they are initialised with something + u = v = 0; + col = 0; + mode = 0; + xo = yo = zo = 0; + xoo = yoo = zoo = 0; // 4J added + _normal = 0; + + useCompactFormat360 = false; // 4J added + mipmapEnable = true; // 4J added + useProjectedTexturePixelShader = false; // 4J added + + this->size = size; + + _array = new intArray(size); + + vboMode = USE_VBO; // 4J removed - && GLContext.getCapabilities().GL_ARB_vertex_buffer_object; + if (vboMode) + { + vboIds = MemoryTracker::createIntBuffer(vboCounts); + ARBVertexBufferObject::glGenBuffersARB(vboIds); + } + +#ifdef __PSVITA__ + // AP - alpha cut out is expensive on vita. Use this to defer primitives that use icons with alpha + alphaCutOutEnabled = false; + + // this is the cut out enabled vertex array + _array2 = new intArray(size); + vertices2 = 0; + p2 = 0; +#endif +} + +Tesselator *Tesselator::getUniqueInstance(int size) +{ + return new Tesselator(size); +} + +void Tesselator::end() +{ +// if (!tesselating) throw new IllegalStateException("Not tesselating!"); // 4J - removed + tesselating = false; +#ifdef __PSVITA__ + // AP - alpha cut out is expensive on vita. Check both counts for valid vertices + if( vertices > 0 || vertices2 > 0 ) +#else + if (vertices > 0) +#endif + { + // 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; + } +#ifdef __PSVITA__ + // AP - alpha cut out is expensive on vita. Check both counts for valid vertices + pColData = (unsigned int *)_array2->data; + pColData += 5; + for( int i = 0; i < vertices2; i++ ) + { + *pColData = 0xffffffff; + pColData += 8; + } +#endif + } + 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 ) + { +#ifdef __PSVITA__ + // AP - alpha cut out is expensive on vita. Render non-cut out stuff first then send the cut out stuff + if( vertexCount ) + { + RenderManager.DrawVertices((C4JRender::ePrimitiveType)mode,vertexCount,_array->data,C4JRender::VERTEX_TYPE_COMPRESSED, C4JRender::PIXEL_SHADER_TYPE_STANDARD); + } + if( vertices2 ) + { + RenderManager.DrawVerticesCutOut((C4JRender::ePrimitiveType)mode,vertices2,_array2->data,C4JRender::VERTEX_TYPE_COMPRESSED, C4JRender::PIXEL_SHADER_TYPE_STANDARD); + } +#else + + RenderManager.DrawVertices((C4JRender::ePrimitiveType)mode,vertexCount,_array->data,C4JRender::VERTEX_TYPE_COMPRESSED, C4JRender::PIXEL_SHADER_TYPE_STANDARD); +#endif + } + 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::clear() +{ + vertices = 0; + + p = 0; + count = 0; + +#ifdef __PSVITA__ + // AP - alpha cut out is expensive on vita. Clear the cut out variables + vertices2 = 0; + p2 = 0; +#endif +} + +void Tesselator::begin() +{ + begin(GL_QUADS); + bounds.reset(); // 4J MGH - added +} + +void Tesselator::useProjectedTexture(bool enable) +{ + useProjectedTexturePixelShader = enable; +} + +void Tesselator::useCompactVertices(bool enable) +{ + useCompactFormat360 = enable; +} + +bool Tesselator::getCompactVertices() +{ + return useCompactFormat360; +} + +bool Tesselator::setMipmapEnable(bool enable) +{ + bool prev = mipmapEnable; + mipmapEnable = enable; + return prev; +} + +#ifdef __PSVITA__ +// AP - alpha cut out is expensive on vita. Use this to defer primitives that use icons with alpha +void Tesselator::setAlphaCutOut(bool enable) +{ + alphaCutOutEnabled = enable; +} + +// AP - was any cut out geometry added since the last call to Clear +bool Tesselator::getCutOutFound() +{ + if( vertices2 ) + return true; + + return false; +} +#endif + +void Tesselator::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::tex(float u, float v) +{ + hasTexture = true; + this->u = u; + this->v = v; +} + +void Tesselator::tex2(int tex2) +{ + hasTexture2 = true; + this->_tex2 = tex2; +} + +void Tesselator::color(float r, float g, float b) +{ + color((int) (r * 255), (int) (g * 255), (int) (b * 255)); +} + +void Tesselator::color(float r, float g, float b, float a) +{ + color((int) (r * 255), (int) (g * 255), (int) (b * 255), (int) (a * 255)); +} + +void Tesselator::color(int r, int g, int b) +{ + color(r, g, b, 255); +} + +void Tesselator::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::color(byte r, byte g, byte b) +{ + color(r & 0xff, g & 0xff, b & 0xff); +} + +void Tesselator::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::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 ); + + p += 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 + p += 8 * 2; + } +} + +#ifdef __PSVITA__ +void Tesselator::tileQuad(float x1, float y1, float z1, float u1, float v1, float r1, float g1, float b1, int tex1, + float x2, float y2, float z2, float u2, float v2, float r2, float g2, float b2, int tex2, + float x3, float y3, float z3, float u3, float v3, float r3, float g3, float b3, int tex3, + float x4, float y4, float z4, float u4, float v4, float r4, float g4, float b4, int tex4 + ) +{ + hasTexture = true; + hasTexture2 = true; + hasColor = true; + + count+=4; + + // AP - alpha cut out is expensive on vita. This will choose the correct data buffer depending on cut out enabled + int16_t* pShortData; + if( !alphaCutOutEnabled ) + { + pShortData = (int16_t*)&_array->data[p]; + p += 16; + vertices+=4; + } + else + { + pShortData = (int16_t*)&_array2->data[p2]; + p2 += 16; + vertices2+=4; + } + + int r = ((int) (r1 * 31)) << 11; + int g = ((int) (g1 * 63)) << 5; + int b = ((int) (b1 * 31)); + int ipackedcol = r | g | b; + ipackedcol -= 32768; // -32768 to 32767 range + ipackedcol &= 0xffff; + + bounds.addVert(x1+xo, y1+yo, z1+zo); // 4J MGH - added + pShortData[0] = (((int)((x1 + xo ) * 1024.0f))&0xffff); + pShortData[1] = (((int)((y1 + yo ) * 1024.0f))&0xffff); + pShortData[2] = (((int)((z1 + zo ) * 1024.0f))&0xffff); + pShortData[3] = ipackedcol; + pShortData[4] = (((int)(u1 * 8192.0f))&0xffff); + pShortData[5] = (((int)(v1 * 8192.0f))&0xffff); + ((int *)pShortData)[3] = tex1; + pShortData += 8; + + r = ((int) (r2 * 31)) << 11; + g = ((int) (g2 * 63)) << 5; + b = ((int) (b2 * 31)); + ipackedcol = r | g | b; + ipackedcol -= 32768; // -32768 to 32767 range + ipackedcol &= 0xffff; + + bounds.addVert(x2+xo, y2+yo, z2+zo); // 4J MGH - added + pShortData[0] = (((int)((x2 + xo ) * 1024.0f))&0xffff); + pShortData[1] = (((int)((y2 + yo ) * 1024.0f))&0xffff); + pShortData[2] = (((int)((z2 + zo ) * 1024.0f))&0xffff); + pShortData[3] = ipackedcol; + pShortData[4] = (((int)(u2 * 8192.0f))&0xffff); + pShortData[5] = (((int)(v2 * 8192.0f))&0xffff); + ((int *)pShortData)[3] = tex2; + pShortData += 8; + + r = ((int) (r3 * 31)) << 11; + g = ((int) (g3 * 63)) << 5; + b = ((int) (b3 * 31)); + ipackedcol = r | g | b; + ipackedcol -= 32768; // -32768 to 32767 range + ipackedcol &= 0xffff; + + bounds.addVert(x3+xo, y3+yo, z3+zo); // 4J MGH - added + pShortData[0] = (((int)((x3 + xo ) * 1024.0f))&0xffff); + pShortData[1] = (((int)((y3 + yo ) * 1024.0f))&0xffff); + pShortData[2] = (((int)((z3 + zo ) * 1024.0f))&0xffff); + pShortData[3] = ipackedcol; + pShortData[4] = (((int)(u3 * 8192.0f))&0xffff); + pShortData[5] = (((int)(v3 * 8192.0f))&0xffff); + ((int *)pShortData)[3] = tex3; + pShortData += 8; + + r = ((int) (r4 * 31)) << 11; + g = ((int) (g4 * 63)) << 5; + b = ((int) (b4 * 31)); + ipackedcol = r | g | b; + ipackedcol -= 32768; // -32768 to 32767 range + ipackedcol &= 0xffff; + + bounds.addVert(x4+xo, y4+yo, z4+zo); // 4J MGH - added + pShortData[0] = (((int)((x4 + xo ) * 1024.0f))&0xffff); + pShortData[1] = (((int)((y4 + yo ) * 1024.0f))&0xffff); + pShortData[2] = (((int)((z4 + zo ) * 1024.0f))&0xffff); + pShortData[3] = ipackedcol; + pShortData[4] = (((int)(u4 * 8192.0f))&0xffff); + pShortData[5] = (((int)(v4 * 8192.0f))&0xffff); + ((int *)pShortData)[3] = tex4; + + // Max 65535 verts in D3D, so 65532 is the last point at the end of a quad to catch it + if ( (!alphaCutOutEnabled && vertices % 4 == 0 && ( ( p >= size - 4 * 4 ) || ( ( p / 4 ) >= 65532 ) )) || + (alphaCutOutEnabled && vertices2 % 4 == 0 && ( ( p2 >= size - 4 * 4 ) || ( ( p2 / 4 ) >= 65532 ) )) ) + { + end(); + tesselating = true; + } +} + +void Tesselator::tileRainQuad(float x1, float y1, float z1, float u1, float v1, + float x2, float y2, float z2, float u2, float v2, + float x3, float y3, float z3, float u3, float v3, + float x4, float y4, float z4, float u4, float v4, + float r1, float g1, float b1, float a1, + float r2, float g2, float b2, float a2, + int tex1 + ) +{ + hasTexture = true; + hasTexture2 = true; + hasColor = true; + + float* pfData = (float*)&_array->data[p]; + + count+=4; + p += 4 * 8; + vertices+=4; + + unsigned int col1 = ((int)(r1*255) << 24) | ((int)(g1*255) << 16) | ((int)(b1*255) << 8) | (int)(a1*255); + + bounds.addVert(x1+xo, y1+yo, z1+zo); + pfData[0] = (x1 + xo); + pfData[1] = (y1 + yo); + pfData[2] = (z1 + zo); + pfData[3] = u1; + pfData[4] = v1; + ((int*)pfData)[5] = col1; + ((int*)pfData)[7] = tex1; + pfData += 8; + + bounds.addVert(x2+xo, y2+yo, z2+zo); + pfData[0] = (x2 + xo); + pfData[1] = (y2 + yo); + pfData[2] = (z2 + zo); + pfData[3] = u2; + pfData[4] = v2; + ((int*)pfData)[5] = col1; + ((int*)pfData)[7] = tex1; + pfData += 8; + + col1 = ((int)(r2*255) << 24) | ((int)(g2*255) << 16) | ((int)(b2*255) << 8) | (int)(a2*255); + + bounds.addVert(x3+xo, y3+yo, z3+zo); + pfData[0] = (x3 + xo); + pfData[1] = (y3 + yo); + pfData[2] = (z3 + zo); + pfData[3] = u3; + pfData[4] = v3; + ((int*)pfData)[5] = col1; + ((int*)pfData)[7] = tex1; + pfData += 8; + + bounds.addVert(x4+xo, y4+yo, z4+zo); + pfData[0] = (x4 + xo); + pfData[1] = (y4 + yo); + pfData[2] = (z4 + zo); + pfData[3] = u4; + pfData[4] = v4; + ((int*)pfData)[5] = col1; + ((int*)pfData)[7] = tex1; + pfData += 8; + + if (vertices % 4 == 0 && p >= size - 8 * 4) + { + end(); + tesselating = true; + } +} + +void Tesselator::tileParticleQuad(float x1, float y1, float z1, float u1, float v1, + float x2, float y2, float z2, float u2, float v2, + float x3, float y3, float z3, float u3, float v3, + float x4, float y4, float z4, float u4, float v4, + float r1, float g1, float b1, float a1) +{ + hasTexture = true; + hasTexture2 = true; + hasColor = true; + + float* pfData = (float*)&_array->data[p]; + + count+=4; + p += 4 * 8; + vertices+=4; + + unsigned int col1 = ((int)(r1*255) << 24) | ((int)(g1*255) << 16) | ((int)(b1*255) << 8) | (int)(a1*255); + + bounds.addVert(x1+xo, y1+yo, z1+zo); + pfData[0] = (x1 + xo); + pfData[1] = (y1 + yo); + pfData[2] = (z1 + zo); + pfData[3] = u1; + pfData[4] = v1; + ((int*)pfData)[5] = col1; + ((int*)pfData)[7] = _tex2; + pfData += 8; + + bounds.addVert(x2+xo, y2+yo, z2+zo); + pfData[0] = (x2 + xo); + pfData[1] = (y2 + yo); + pfData[2] = (z2 + zo); + pfData[3] = u2; + pfData[4] = v2; + ((int*)pfData)[5] = col1; + ((int*)pfData)[7] = _tex2; + pfData += 8; + + bounds.addVert(x3+xo, y3+yo, z3+zo); + pfData[0] = (x3 + xo); + pfData[1] = (y3 + yo); + pfData[2] = (z3 + zo); + pfData[3] = u3; + pfData[4] = v3; + ((int*)pfData)[5] = col1; + ((int*)pfData)[7] = _tex2; + pfData += 8; + + bounds.addVert(x4+xo, y4+yo, z4+zo); + pfData[0] = (x4 + xo); + pfData[1] = (y4 + yo); + pfData[2] = (z4 + zo); + pfData[3] = u4; + pfData[4] = v4; + ((int*)pfData)[5] = col1; + ((int*)pfData)[7] = _tex2; + pfData += 8; + + if (vertices % 4 == 0 && p >= size - 8 * 4) + { + end(); + tesselating = true; + } +} +#endif + +typedef unsigned short hfloat; +extern hfloat convertFloatToHFloat(float f); +extern float convertHFloatToFloat(hfloat hf); + +void Tesselator::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; + +#ifdef __PSVITA__ + // AP - alpha cut out is expensive on vita. This will choose the correct data buffer depending on cut out enabled + int16_t* pShortData; + if( !alphaCutOutEnabled ) + { + pShortData = (int16_t*)&_array->data[p]; + } + else + { + pShortData = (int16_t*)&_array2->data[p2]; + } +#else + int16_t* pShortData = (int16_t*)&_array->data[p]; + +#endif + + + +#ifdef __PS3__ + 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)((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] = (((int)(tex2U * (8192.0f/256.0f)))&0xffff); + pShortData[7] = (((int)(tex2V * (8192.0f/256.0f)))&0xffff); + + p += 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); + int16_t u2 = ((int16_t*)&_tex2)[0]; + int16_t v2 = ((int16_t*)&_tex2)[1]; +#if defined _XBOX_ONE || defined __ORBIS__ + // Optimisation - pack the second UVs into a single short (they could actually go in a byte), which frees up a short to store the x offset for this chunk in the vertex itself. + // This means that when rendering chunks, we don't need to update the vertex constants that specify the location for a chunk, when only the x offset has changed. + pShortData[6] = ( u2 << 8 ) | v2; + pShortData[7] = -xoo; +#else + pShortData[6] = u2; + pShortData[7] = v2; +#endif + +#ifdef __PSVITA__ + // AP - alpha cut out is expensive on vita. This will choose the correct data buffer depending on cut out enabled + if( !alphaCutOutEnabled ) + { + p += 4; + } + else + { + p2 += 4; + } +#else + p += 4; +#endif + +#endif + +#endif + +#ifdef __PSVITA__ + // AP - alpha cut out is expensive on vita. Increase the correct vertices depending on cut out enabled + if( !alphaCutOutEnabled ) + { + vertices++; + } + else + { + vertices2++; + } +#else + + vertices++; +#endif + +#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 + +#ifdef __PSVITA__ + // Max 65535 verts in D3D, so 65532 is the last point at the end of a quad to catch it + if ( (!alphaCutOutEnabled && vertices % 4 == 0 && ( ( p >= size - 4 * 4 ) || ( ( p / 4 ) >= 65532 ) )) || + (alphaCutOutEnabled && vertices2 % 4 == 0 && ( ( p2 >= size - 4 * 4 ) || ( ( p2 / 4 ) >= 65532 ) )) ) +#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 + +#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++; + p += 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); + p += 8; + + vertices++; + if (vertices % 4 == 0 && p >= size - 8 * 4) + { + end(); + tesselating = true; + } + } +} + +void Tesselator::color(int c) +{ + int r = ((c >> 16) & 255); + int g = ((c >> 8) & 255); + int b = ((c) & 255); + color(r, g, b); +} + +void Tesselator::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::noColor() +{ + _noColor = true; +} + +#ifdef __PS3__ +uint32_t _ConvertF32toX11Y11Z10N(float x, float y, float z) +{ + // 11111111111 X 0x000007FF + // 1111111111100000000000 Y 0x003FF800 + // 11111111110000000000000000000000 Z 0xFFC00000 + // ZZZZZZZZZZYYYYYYYYYYYXXXXXXXXXXX + // #defines for X11Y11Z10N format +#define X11Y11Z10N_X_MASK 0x000007FF +#define X11Y11Z10N_X_BITS 11 +#define X11Y11Z10N_X_SHIFT 0 + +#define X11Y11Z10N_Y_MASK 0x003FF800 +#define X11Y11Z10N_Y_BITS 11 +#define X11Y11Z10N_Y_SHIFT 11 + +#define X11Y11Z10N_Z_MASK 0xFFC00000 +#define X11Y11Z10N_Z_BITS 10 +#define X11Y11Z10N_Z_SHIFT 22 + +#ifndef _CONTENT_PACKAGE + if (x<-1.0f || x>1.0f) { printf("Value (%5.3f) should be in range [-1..1]. Conversion will clamp to X11Y11Z10N.\n", x); } + if (y<-1.0f || y>1.0f) { printf("Value (%5.3f) should be in range [-1..1]. Conversion will clamp to X11Y11Z10N.\n", y); } + if (z<-1.0f || z>1.0f) { printf("Value (%5.3f) should be in range [-1..1]. Conversion will clamp to X11Y11Z10N.\n", z); } +#endif + + const uint32_t uX = ((int32_t(max(min(((x)*2047.f - 1.f)*0.5f, 1023.f), -1024.f)) & (X11Y11Z10N_X_MASK >> X11Y11Z10N_X_SHIFT)) << X11Y11Z10N_X_SHIFT); + const uint32_t uY = ((int32_t(max(min(((y)*2047.f - 1.f)*0.5f, 1023.f), -1024.f)) & (X11Y11Z10N_Y_MASK >> X11Y11Z10N_Y_SHIFT)) << X11Y11Z10N_Y_SHIFT); + const uint32_t uZ = ((int32_t(max(min(((z)*1023.f - 1.f)*0.5f, 511.f), -512.f )) & (X11Y11Z10N_Z_MASK >> X11Y11Z10N_Z_SHIFT)) << X11Y11Z10N_Z_SHIFT); + const uint32_t xyz = uX | uY | uZ; + return xyz; +} +#endif // __PS3__ + +void Tesselator::normal(float x, float y, float z) +{ + hasNormal = true; + +#ifdef __PS3__ + _normal = _ConvertF32toX11Y11Z10N(x,y,z); +#elif __PSVITA__ + // AP - casting a negative value to 'byte' on Vita results in zero. changed to a signed 8 value + int8_t xx = (int8_t) (x * 127); + int8_t yy = (int8_t) (y * 127); + int8_t zz = (int8_t) (z * 127); + _normal = (xx & 0xff) | ((yy & 0xff) << 8) | ((zz & 0xff) << 16); +#else + byte xx = (byte) (x * 127); + byte yy = (byte) (y * 127); + byte zz = (byte) (z * 127); + _normal = (xx & 0xff) | ((yy & 0xff) << 8) | ((zz & 0xff) << 16); +#endif +} + +void Tesselator::offset(float xo, float yo, float zo) +{ + this->xo = xo; + this->yo = yo; + this->zo = zo; + + // 4J added + this->xoo = xo; + this->yoo = yo; + this->zoo = zo; +} + +void Tesselator::addOffset(float x, float y, float z) +{ + xo += x; + yo += y; + zo += z; +} + +bool Tesselator::hasMaxVertices() +{ +#ifdef __ORBIS__ + // On PS4, the way we push data to the command buffer has a maximum size of a single command packet of 2^16 bytes, + // and the effective maximum size will be slightly less than that due to packet headers and padding. + int bytes = vertices * (useCompactFormat360?16:32); + + return bytes > 60 * 1024; +#else + return false; +#endif +}
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