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Diffstat (limited to 'Minecraft.Client/PS3/SPU_Tasks/ChunkUpdate/Tesselator_SPU.cpp')
-rw-r--r--Minecraft.Client/PS3/SPU_Tasks/ChunkUpdate/Tesselator_SPU.cpp796
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diff --git a/Minecraft.Client/PS3/SPU_Tasks/ChunkUpdate/Tesselator_SPU.cpp b/Minecraft.Client/PS3/SPU_Tasks/ChunkUpdate/Tesselator_SPU.cpp
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+++ b/Minecraft.Client/PS3/SPU_Tasks/ChunkUpdate/Tesselator_SPU.cpp
@@ -0,0 +1,796 @@
+#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;
+}