- adjust PolyTriangleDrawer to closer match what PolyRenderState receives as input

This commit is contained in:
Magnus Norddahl 2019-05-24 22:30:14 +02:00
commit b453e15929
10 changed files with 249 additions and 121 deletions

View file

@ -86,6 +86,11 @@ void PolyTriangleDrawer::SetViewport(const DrawerCommandQueuePtr &queue, int x,
queue->Push<PolySetViewportCommand>(viewport_x, viewport_y, viewport_width, viewport_height, dest, dest_width, dest_height, dest_pitch, dest_bgra);
}
void PolyTriangleDrawer::SetVertexShader(const DrawerCommandQueuePtr &queue, PolyVertexShader *shader)
{
queue->Push<PolySetVertexShaderCommand>(shader);
}
void PolyTriangleDrawer::SetTransform(const DrawerCommandQueuePtr &queue, const Mat4f *objectToClip, const Mat4f *objectToWorld)
{
queue->Push<PolySetTransformCommand>(objectToClip, objectToWorld);
@ -111,14 +116,29 @@ void PolyTriangleDrawer::SetModelVertexShader(const DrawerCommandQueuePtr &queue
queue->Push<PolySetModelVertexShaderCommand>(frame1, frame2, interpolationFactor);
}
void PolyTriangleDrawer::DrawArray(const DrawerCommandQueuePtr &queue, const PolyDrawArgs &args, const void *vertices, int vcount, PolyDrawMode mode)
void PolyTriangleDrawer::SetVertexBuffer(const DrawerCommandQueuePtr &queue, const void *vertices)
{
queue->Push<DrawPolyTrianglesCommand>(args, vertices, nullptr, vcount, mode);
queue->Push<PolySetVertexBufferCommand>(vertices);
}
void PolyTriangleDrawer::DrawElements(const DrawerCommandQueuePtr &queue, const PolyDrawArgs &args, const void *vertices, const unsigned int *elements, int count, PolyDrawMode mode)
void PolyTriangleDrawer::SetIndexBuffer(const DrawerCommandQueuePtr &queue, const void *elements)
{
queue->Push<DrawPolyTrianglesCommand>(args, vertices, elements, count, mode);
queue->Push<PolySetIndexBufferCommand>(elements);
}
void PolyTriangleDrawer::PushConstants(const DrawerCommandQueuePtr &queue, const PolyDrawArgs &args)
{
queue->Push<PolyPushConstantsCommand>(args);
}
void PolyTriangleDrawer::Draw(const DrawerCommandQueuePtr &queue, int index, int vcount, PolyDrawMode mode)
{
queue->Push<PolyDrawCommand>(index, vcount, mode);
}
void PolyTriangleDrawer::DrawIndexed(const DrawerCommandQueuePtr &queue, int index, int count, PolyDrawMode mode)
{
queue->Push<PolyDrawIndexedCommand>(index, count, mode);
}
/////////////////////////////////////////////////////////////////////////////
@ -181,11 +201,18 @@ void PolyTriangleThreadData::SetTransform(const Mat4f *newObjectToClip, const Ma
objectToWorld = newObjectToWorld;
}
void PolyTriangleThreadData::DrawElements(const PolyDrawArgs &drawargs, const void *vertices, const unsigned int *elements, int vcount, PolyDrawMode drawmode)
void PolyTriangleThreadData::PushConstants(const PolyDrawArgs &args)
{
drawargs = args;
}
void PolyTriangleThreadData::DrawIndexed(int index, int vcount, PolyDrawMode drawmode)
{
if (vcount < 3)
return;
elements += index;
TriDrawTriangleArgs args;
args.uniforms = &drawargs;
@ -195,17 +222,17 @@ void PolyTriangleThreadData::DrawElements(const PolyDrawArgs &drawargs, const vo
for (int i = 0; i < vcount / 3; i++)
{
for (int j = 0; j < 3; j++)
vert[j] = ShadeVertex(drawargs, vertices, *(elements++));
vert[j] = vertexShader->Shade(this, drawargs, vertices, *(elements++));
DrawShadedTriangle(vert, ccw, &args);
}
}
else if (drawmode == PolyDrawMode::TriangleFan)
{
vert[0] = ShadeVertex(drawargs, vertices, *(elements++));
vert[1] = ShadeVertex(drawargs, vertices, *(elements++));
vert[0] = vertexShader->Shade(this, drawargs, vertices, *(elements++));
vert[1] = vertexShader->Shade(this, drawargs, vertices, *(elements++));
for (int i = 2; i < vcount; i++)
{
vert[2] = ShadeVertex(drawargs, vertices, *(elements++));
vert[2] = vertexShader->Shade(this, drawargs, vertices, *(elements++));
DrawShadedTriangle(vert, ccw, &args);
vert[1] = vert[2];
}
@ -213,11 +240,11 @@ void PolyTriangleThreadData::DrawElements(const PolyDrawArgs &drawargs, const vo
else // TriangleDrawMode::TriangleStrip
{
bool toggleccw = ccw;
vert[0] = ShadeVertex(drawargs, vertices, *(elements++));
vert[1] = ShadeVertex(drawargs, vertices, *(elements++));
vert[0] = vertexShader->Shade(this, drawargs, vertices, *(elements++));
vert[1] = vertexShader->Shade(this, drawargs, vertices, *(elements++));
for (int i = 2; i < vcount; i++)
{
vert[2] = ShadeVertex(drawargs, vertices, *(elements++));
vert[2] = vertexShader->Shade(this, drawargs, vertices, *(elements++));
DrawShadedTriangle(vert, toggleccw, &args);
vert[0] = vert[1];
vert[1] = vert[2];
@ -226,7 +253,7 @@ void PolyTriangleThreadData::DrawElements(const PolyDrawArgs &drawargs, const vo
}
}
void PolyTriangleThreadData::DrawArray(const PolyDrawArgs &drawargs, const void *vertices, int vcount, PolyDrawMode drawmode)
void PolyTriangleThreadData::Draw(int index, int vcount, PolyDrawMode drawmode)
{
if (vcount < 3)
return;
@ -234,7 +261,7 @@ void PolyTriangleThreadData::DrawArray(const PolyDrawArgs &drawargs, const void
TriDrawTriangleArgs args;
args.uniforms = &drawargs;
int vinput = 0;
int vinput = index;
ShadedTriVertex vert[3];
if (drawmode == PolyDrawMode::Triangles)
@ -242,17 +269,17 @@ void PolyTriangleThreadData::DrawArray(const PolyDrawArgs &drawargs, const void
for (int i = 0; i < vcount / 3; i++)
{
for (int j = 0; j < 3; j++)
vert[j] = ShadeVertex(drawargs, vertices, vinput++);
vert[j] = vertexShader->Shade(this, drawargs, vertices, vinput++);
DrawShadedTriangle(vert, ccw, &args);
}
}
else if (drawmode == PolyDrawMode::TriangleFan)
{
vert[0] = ShadeVertex(drawargs, vertices, vinput++);
vert[1] = ShadeVertex(drawargs, vertices, vinput++);
vert[0] = vertexShader->Shade(this, drawargs, vertices, vinput++);
vert[1] = vertexShader->Shade(this, drawargs, vertices, vinput++);
for (int i = 2; i < vcount; i++)
{
vert[2] = ShadeVertex(drawargs, vertices, vinput++);
vert[2] = vertexShader->Shade(this, drawargs, vertices, vinput++);
DrawShadedTriangle(vert, ccw, &args);
vert[1] = vert[2];
}
@ -260,11 +287,11 @@ void PolyTriangleThreadData::DrawArray(const PolyDrawArgs &drawargs, const void
else // TriangleDrawMode::TriangleStrip
{
bool toggleccw = ccw;
vert[0] = ShadeVertex(drawargs, vertices, vinput++);
vert[1] = ShadeVertex(drawargs, vertices, vinput++);
vert[0] = vertexShader->Shade(this, drawargs, vertices, vinput++);
vert[1] = vertexShader->Shade(this, drawargs, vertices, vinput++);
for (int i = 2; i < vcount; i++)
{
vert[2] = ShadeVertex(drawargs, vertices, vinput++);
vert[2] = vertexShader->Shade(this, drawargs, vertices, vinput++);
DrawShadedTriangle(vert, toggleccw, &args);
vert[0] = vert[1];
vert[1] = vert[2];
@ -273,31 +300,31 @@ void PolyTriangleThreadData::DrawArray(const PolyDrawArgs &drawargs, const void
}
}
ShadedTriVertex PolyTriangleThreadData::ShadeVertex(const PolyDrawArgs &drawargs, const void *vertices, int index)
ShadedTriVertex PolyTriVertexShader::Shade(PolyTriangleThreadData *thread, const PolyDrawArgs &drawargs, const void *vertices, int index)
{
ShadedTriVertex sv;
Vec4f objpos;
if (modelFrame1 == -1)
if (thread->modelFrame1 == -1)
{
const TriVertex &v = static_cast<const TriVertex*>(vertices)[index];
objpos = Vec4f(v.x, v.y, v.z, v.w);
sv.u = v.u;
sv.v = v.v;
}
else if (modelFrame1 == modelFrame2 || modelInterpolationFactor == 0.f)
else if (thread->modelFrame1 == thread->modelFrame2 || thread->modelInterpolationFactor == 0.f)
{
const FModelVertex &v = static_cast<const FModelVertex*>(vertices)[modelFrame1 + index];
const FModelVertex &v = static_cast<const FModelVertex*>(vertices)[thread->modelFrame1 + index];
objpos = Vec4f(v.x, v.y, v.z, 1.0f);
sv.u = v.u;
sv.v = v.v;
}
else
{
const FModelVertex &v1 = static_cast<const FModelVertex*>(vertices)[modelFrame1 + index];
const FModelVertex &v2 = static_cast<const FModelVertex*>(vertices)[modelFrame2 + index];
const FModelVertex &v1 = static_cast<const FModelVertex*>(vertices)[thread->modelFrame1 + index];
const FModelVertex &v2 = static_cast<const FModelVertex*>(vertices)[thread->modelFrame2 + index];
float frac = modelInterpolationFactor;
float frac = thread->modelInterpolationFactor;
float inv_frac = 1.0f - frac;
objpos = Vec4f(v1.x * inv_frac + v2.x * frac, v1.y * inv_frac + v2.y * frac, v1.z * inv_frac + v2.z * frac, 1.0f);
@ -306,14 +333,14 @@ ShadedTriVertex PolyTriangleThreadData::ShadeVertex(const PolyDrawArgs &drawargs
}
// Apply transform to get clip coordinates:
Vec4f clippos = (*objectToClip) * objpos;
Vec4f clippos = (*thread->objectToClip) * objpos;
sv.x = clippos.X;
sv.y = clippos.Y;
sv.z = clippos.Z;
sv.w = clippos.W;
if (!objectToWorld) // Identity matrix
if (!thread->objectToWorld) // Identity matrix
{
sv.worldX = objpos.X;
sv.worldY = objpos.Y;
@ -321,7 +348,7 @@ ShadedTriVertex PolyTriangleThreadData::ShadeVertex(const PolyDrawArgs &drawargs
}
else
{
Vec4f worldpos = (*objectToWorld) * objpos;
Vec4f worldpos = (*thread->objectToWorld) * objpos;
sv.worldX = worldpos.X;
sv.worldY = worldpos.Y;
sv.worldZ = worldpos.Z;
@ -655,6 +682,39 @@ PolyTriangleThreadData *PolyTriangleThreadData::Get(DrawerThread *thread)
/////////////////////////////////////////////////////////////////////////////
PolySetVertexBufferCommand::PolySetVertexBufferCommand(const void *vertices) : vertices(vertices)
{
}
void PolySetVertexBufferCommand::Execute(DrawerThread *thread)
{
PolyTriangleThreadData::Get(thread)->SetVertexBuffer(vertices);
}
/////////////////////////////////////////////////////////////////////////////
PolySetIndexBufferCommand::PolySetIndexBufferCommand(const void *indices) : indices(indices)
{
}
void PolySetIndexBufferCommand::Execute(DrawerThread *thread)
{
PolyTriangleThreadData::Get(thread)->SetIndexBuffer(indices);
}
/////////////////////////////////////////////////////////////////////////////
PolySetVertexShaderCommand::PolySetVertexShaderCommand(PolyVertexShader *shader) : shader(shader)
{
}
void PolySetVertexShaderCommand::Execute(DrawerThread *thread)
{
PolyTriangleThreadData::Get(thread)->SetVertexShader(shader);
}
/////////////////////////////////////////////////////////////////////////////
PolySetTransformCommand::PolySetTransformCommand(const Mat4f *objectToClip, const Mat4f *objectToWorld) : objectToClip(objectToClip), objectToWorld(objectToWorld)
{
}
@ -744,32 +804,33 @@ void PolySetViewportCommand::Execute(DrawerThread *thread)
/////////////////////////////////////////////////////////////////////////////
DrawPolyTrianglesCommand::DrawPolyTrianglesCommand(const PolyDrawArgs &args, const void *vertices, const unsigned int *elements, int count, PolyDrawMode mode) : args(args), vertices(vertices), elements(elements), count(count), mode(mode)
PolyPushConstantsCommand::PolyPushConstantsCommand(const PolyDrawArgs &args) : args(args)
{
}
void DrawPolyTrianglesCommand::Execute(DrawerThread *thread)
void PolyPushConstantsCommand::Execute(DrawerThread *thread)
{
if (!elements)
PolyTriangleThreadData::Get(thread)->DrawArray(args, vertices, count, mode);
else
PolyTriangleThreadData::Get(thread)->DrawElements(args, vertices, elements, count, mode);
PolyTriangleThreadData::Get(thread)->PushConstants(args);
}
/////////////////////////////////////////////////////////////////////////////
#if 0
void DrawRectCommand::Execute(DrawerThread *thread)
PolyDrawCommand::PolyDrawCommand(int index, int count, PolyDrawMode mode) : index(index), count(count), mode(mode)
{
auto renderTarget = PolyRenderer::Instance()->RenderTarget;
const void *destOrg = renderTarget->GetPixels();
int destWidth = renderTarget->GetWidth();
int destHeight = renderTarget->GetHeight();
int destPitch = renderTarget->GetPitch();
int blendmode = (int)args.BlendMode();
if (renderTarget->IsBgra())
ScreenTriangle::RectDrawers32[blendmode](destOrg, destWidth, destHeight, destPitch, &args, PolyTriangleThreadData::Get(thread));
else
ScreenTriangle::RectDrawers8[blendmode](destOrg, destWidth, destHeight, destPitch, &args, PolyTriangleThreadData::Get(thread));
}
#endif
void PolyDrawCommand::Execute(DrawerThread *thread)
{
PolyTriangleThreadData::Get(thread)->Draw(index, count, mode);
}
/////////////////////////////////////////////////////////////////////////////
PolyDrawIndexedCommand::PolyDrawIndexedCommand(int index, int count, PolyDrawMode mode) : index(index), count(count), mode(mode)
{
}
void PolyDrawIndexedCommand::Execute(DrawerThread *thread)
{
PolyTriangleThreadData::Get(thread)->DrawIndexed(index, count, mode);
}