Merge pull request #7177 from unknownbrackets/spline-minor

Use floats for color values in splines
This commit is contained in:
Henrik Rydgård committed 2014-12-13 20:50:23 +01:00
commit 1dca8bcc92
3 files changed
+28 -18

No files matched your search

+23 -16
View File
@@ -18,12 +18,17 @@
#include <string.h>
#include <algorithm>
#if defined(_M_SSE)
#include <emmintrin.h>
#endif
#include "Core/Config.h"
#include "GPU/Common/SplineCommon.h"
#include "GPU/ge_constants.h"
#include "GPU/GPUState.h"
#define START_OPEN 1
#define END_OPEN 2
@@ -139,8 +144,8 @@ void _SplinePatchLowQuality(u8 *&dest, u16 *indices, int &count, const SplinePat
const int tile_max_u = (spatch.type_u & END_OPEN) ? spatch.count_u - 1 : spatch.count_u - 2;
const int tile_max_v = (spatch.type_v & END_OPEN) ? spatch.count_v - 1 : spatch.count_v - 2;
float tu_width = spatch.count_u - 3;
float tv_height = spatch.count_v - 3;
float tu_width = (float)spatch.count_u - 3.0f;
float tv_height = (float)spatch.count_v - 3.0f;
tu_width /= (float)(tile_max_u - tile_min_u);
tv_height /= (float)(tile_max_v - tile_min_v);
@@ -224,8 +229,8 @@ void _SplinePatchFullQuality(u8 *&dest, u16 *indices, int &count, const SplineP
// First compute all the vertices and put them in an array
SimpleVertex *&vertices = (SimpleVertex*&)dest;
float tu_width = spatch.count_u - 3;
float tv_height = spatch.count_v - 3;
float tu_width = (float)spatch.count_u - 3.0f;
float tv_height = (float)spatch.count_v - 3.0f;
bool computeNormals = gstate.isLightingEnabled();
for (int tile_v = 0; tile_v < patch_div_t + 1; tile_v++) {
@@ -237,25 +242,23 @@ void _SplinePatchFullQuality(u8 *&dest, u16 *indices, int &count, const SplineP
if (u < 0.0f)
u = 0.0f;
SimpleVertex *vert = &vertices[tile_v * (patch_div_s + 1) + tile_u];
Vec4f vert_color;
vert->pos.SetZero();
if (origVertType & GE_VTYPE_NRM_MASK) {
vert->nrm.SetZero();
}
else {
} else {
vert->nrm.SetZero();
vert->nrm.z = 1.0f;
}
if (origVertType & GE_VTYPE_COL_MASK) {
memset(vert->color, 0, 4);
}
else {
vert_color.SetZero();
} else {
memcpy(vert->color, spatch.points[0]->color, 4);
}
if (origVertType & GE_VTYPE_TC_MASK) {
vert->uv[0] = 0.0f;
vert->uv[1] = 0.0f;
}
else {
} else {
vert->uv[0] = tu_width * ((float)tile_u / (float)patch_div_s);
vert->uv[1] = tv_height * ((float)tile_v / (float)patch_div_t);
}
@@ -288,11 +291,12 @@ void _SplinePatchFullQuality(u8 *&dest, u16 *indices, int &count, const SplineP
vert->uv[1] += a->uv[1] * f;
}
if (origVertType & GE_VTYPE_COL_MASK) {
// TODO: Accumulating values in u8s is crazy. We need floats or something.
vert->color[0] += a->color[0] * f;
vert->color[1] += a->color[1] * f;
vert->color[2] += a->color[2] * f;
vert->color[3] += a->color[3] * f;
Vec4f a_color = Vec4f::FromRGBA(a->color_32);
#ifdef _M_SSE
vert_color.vec = _mm_add_ps(vert_color.vec, _mm_mul_ps(a_color.vec, _mm_set_ps1(f)));
#else
vert_color += a_color * f;
#endif
}
if (origVertType & GE_VTYPE_NRM_MASK) {
vert->nrm += a->nrm * f;
@@ -303,6 +307,9 @@ void _SplinePatchFullQuality(u8 *&dest, u16 *indices, int &count, const SplineP
if (origVertType & GE_VTYPE_NRM_MASK) {
vert->nrm.Normalize();
}
if (origVertType & GE_VTYPE_COL_MASK) {
vert->color_32 = vert_color.ToRGBA();
}
}
}
+4 -1
View File
@@ -23,7 +23,10 @@
// PSP compatible format so we can use the end of the pipeline in beziers etc
struct SimpleVertex {
float uv[2];
u8 color[4];
union {
u8 color[4];
u32_le color_32;
};
Vec3Packedf nrm;
Vec3Packedf pos;
};
+1 -1
View File
@@ -636,7 +636,7 @@ public:
void SetZero()
{
x=0; y=0; z=0;
x=0; y=0; z=0; w=0;
}
// Common alias: RGBA (colors)