/* ** Softpoly backend ** Copyright (c) 2016-2020 Magnus Norddahl ** ** This software is provided 'as-is', without any express or implied ** warranty. In no event will the authors be held liable for any damages ** arising from the use of this software. ** ** Permission is granted to anyone to use this software for any purpose, ** including commercial applications, and to alter it and redistribute it ** freely, subject to the following restrictions: ** ** 1. The origin of this software must not be misrepresented; you must not ** claim that you wrote the original software. If you use this software ** in a product, an acknowledgment in the product documentation would be ** appreciated but is not required. ** 2. Altered source versions must be plainly marked as such, and must not be ** misrepresented as being the original software. ** 3. This notice may not be removed or altered from any source distribution. ** */ #include "poly_buffers.h" #include "poly_framebuffer.h" #include "poly_renderstate.h" #include "poly_thread.h" #include "engineerrors.h" PolyBuffer *PolyBuffer::First = nullptr; PolyBuffer::PolyBuffer() { Next = First; First = this; if (Next) Next->Prev = this; } PolyBuffer::~PolyBuffer() { if (Next) Next->Prev = Prev; if (Prev) Prev->Next = Next; else First = Next; auto fb = GetPolyFrameBuffer(); if (fb && !mData.empty()) fb->FrameDeleteList.Buffers.push_back(std::move(mData)); } void PolyBuffer::ResetAll() { for (PolyBuffer *cur = PolyBuffer::First; cur; cur = cur->Next) cur->Reset(); } void PolyBuffer::Reset() { } void PolyBuffer::SetData(size_t size, const void *data, bool staticdata) { mData.resize(size); map = mData.data(); if (data) memcpy(map, data, size); buffersize = size; } void PolyBuffer::SetSubData(size_t offset, size_t size, const void *data) { memcpy(static_cast(map) + offset, data, size); } void PolyBuffer::Resize(size_t newsize) { mData.resize(newsize); buffersize = newsize; map = mData.data(); } void PolyBuffer::Map() { } void PolyBuffer::Unmap() { } void *PolyBuffer::Lock(unsigned int size) { if (mData.size() < (size_t)size) Resize(size); return map; } void PolyBuffer::Unlock() { } ///////////////////////////////////////////////////////////////////////////// void PolyVertexBuffer::SetFormat(int numBindingPoints, int numAttributes, size_t stride, const FVertexBufferAttribute *attrs) { VertexFormat = GetPolyFrameBuffer()->GetRenderState()->GetVertexFormat(numBindingPoints, numAttributes, stride, attrs); } ///////////////////////////////////////////////////////////////////////////// void PolyVertexInputAssembly::Load(PolyTriangleThreadData *thread, const void *vertices, int frame0, int frame1, int index) { uint8_t* buff = (uint8_t*)vertices; // [GEC] finds the right frame. uint32_t offsets[2] = { static_cast(frame0 * Stride), static_cast(frame1 * Stride) }; uint8_t* vertexBuffers[2] = { buff + offsets[0], buff + offsets[1] }; const uint8_t* vertex = static_cast(vertexBuffers[0]) + mStride * index; const float* attrVertex = reinterpret_cast(vertex + mOffsets[VATTR_VERTEX]); const uint8_t* vertex2 = static_cast(vertexBuffers[1]) + mStride * index; const float* attrVertex2 = reinterpret_cast(vertex2 + mOffsets[VATTR_VERTEX]); const float *attrTexcoord = reinterpret_cast(vertex + mOffsets[VATTR_TEXCOORD]); const uint8_t *attrColor = reinterpret_cast(vertex + mOffsets[VATTR_COLOR]); const uint32_t* attrNormal = reinterpret_cast(vertex + mOffsets[VATTR_NORMAL]); const uint32_t* attrNormal2 = reinterpret_cast(vertex + mOffsets[VATTR_NORMAL2]); // [GEC] Apply the formula for model interpolation float newVertex[3]; float t = thread->mainVertexShader.Data.uInterpolationFactor; float invt = 1.0f - t; newVertex[0] = (invt * attrVertex[0]) + (t * attrVertex2[0]); newVertex[1] = (invt * attrVertex[1]) + (t * attrVertex2[1]); newVertex[2] = (invt * attrVertex[2]) + (t * attrVertex2[2]); thread->mainVertexShader.aPosition = { newVertex[0], newVertex[1], newVertex[2], 1.0f }; thread->mainVertexShader.aTexCoord = { attrTexcoord[0], attrTexcoord[1] }; if ((UseVertexData & 1) == 0) { const auto &c = thread->mainVertexShader.Data.uVertexColor; thread->mainVertexShader.aColor.X = c.X; thread->mainVertexShader.aColor.Y = c.Y; thread->mainVertexShader.aColor.Z = c.Z; thread->mainVertexShader.aColor.W = c.W; } else { thread->mainVertexShader.aColor.X = attrColor[0] * (1.0f / 255.0f); thread->mainVertexShader.aColor.Y = attrColor[1] * (1.0f / 255.0f); thread->mainVertexShader.aColor.Z = attrColor[2] * (1.0f / 255.0f); thread->mainVertexShader.aColor.W = attrColor[3] * (1.0f / 255.0f); } if ((UseVertexData & 2) == 0) { const auto &n = thread->mainVertexShader.Data.uVertexNormal; thread->mainVertexShader.aNormal = FVector4(n.X, n.Y, n.Z, 1.0); thread->mainVertexShader.aNormal2 = thread->mainVertexShader.aNormal; } else { int n = *attrNormal; int n2 = *attrNormal2; float x = ((n << 22) >> 22) / 512.0f; float y = ((n << 12) >> 22) / 512.0f; float z = ((n << 2) >> 22) / 512.0f; float x2 = ((n2 << 22) >> 22) / 512.0f; float y2 = ((n2 << 12) >> 22) / 512.0f; float z2 = ((n2 << 2) >> 22) / 512.0f; thread->mainVertexShader.aNormal = FVector4(x, y, z, 0.0f); thread->mainVertexShader.aNormal2 = FVector4(x2, y2, z2, 0.0f); } } ///////////////////////////////////////////////////////////////////////////// void PolyDataBuffer::BindRange(FRenderState *state, size_t start, size_t length) { static_cast(state)->Bind(this, (uint32_t)start, (uint32_t)length); }