diff --git a/GPU/Common/SplineCommon.cpp b/GPU/Common/SplineCommon.cpp index c2c5990e74..74a211de07 100644 --- a/GPU/Common/SplineCommon.cpp +++ b/GPU/Common/SplineCommon.cpp @@ -61,26 +61,27 @@ static void BuildIndex(u16 *indices, int &count, int num_u, int num_v, GEPatchPr } // Bernstein basis functions -inline float bern0(float x) { return (1 - x) * (1 - x) * (1 - x); } -inline float bern1(float x) { return 3 * x * (1 - x) * (1 - x); } -inline float bern2(float x) { return 3 * x * x * (1 - x); } -inline float bern3(float x) { return x * x * x; } +void Bernstein3DBasis(float x, float weights[4]) { + weights[0] = (1 - x) * (1 - x) * (1 - x); + weights[1] = 3 * x * (1 - x) * (1 - x); + weights[2] = 3 * x * x * (1 - x); + weights[3] = x * x * x; +} -inline float bern0deriv(float x) { return -3 * (x - 1) * (x - 1); } -inline float bern1deriv(float x) { return 9 * x * x - 12 * x + 3; } -inline float bern2deriv(float x) { return 3 * (2 - 3 * x) * x; } -inline float bern3deriv(float x) { return 3 * x * x; } +void Bernstein3DDerivative(float x, float derivs[4]) { + derivs[0] = -3 * (x - 1) * (x - 1); + derivs[1] = 9 * x * x - 12 * x + 3; + derivs[2] = 3 * (2 - 3 * x) * x; + derivs[3] = 3 * x * x; +} // http://en.wikipedia.org/wiki/Bernstein_polynomial template -static T Bernstein3D(const T& p0, const T& p1, const T& p2, const T& p3, float x) { - if (x == 0) return p0; - if (x == 1) return p3; - return p0 * bern0(x) + p1 * bern1(x) + p2 * bern2(x) + p3 * bern3(x); -} - -static Vec3f Bernstein3DDerivative(const Vec3f& p0, const Vec3f& p1, const Vec3f& p2, const Vec3f& p3, float x) { - return p0 * bern0deriv(x) + p1 * bern1deriv(x) + p2 * bern2deriv(x) + p3 * bern3deriv(x); +static T Bernstein3D(const T& p0, const T& p1, const T& p2, const T& p3, float w[4]) { + if (w[0] == 1) return p0; + if (w[3] == 1) return p3; + // Linear combination + return p0 * w[0] + p1 * w[1] + p2 * w[2] + p3 * w[3]; } struct KnotDiv { @@ -441,12 +442,8 @@ struct PrecomputedCurves { FreeAlignedMemory(horiz1); } - T Bernstein3D(int u, float bv) { - return ::Bernstein3D(horiz1[u], horiz2[u], horiz3[u], horiz4[u], bv); - } - - T Bernstein3DDerivative(int u, float bv) { - return ::Bernstein3DDerivative(horiz1[u], horiz2[u], horiz3[u], horiz4[u], bv); + T Bernstein3D(int u, float w[4]) { + return ::Bernstein3D(horiz1[u], horiz2[u], horiz3[u], horiz4[u], w); } T *horiz1; @@ -484,31 +481,34 @@ static void _BezierPatchHighQuality(u8 *&dest, u16 *&indices, int &count, int te _col[point] = &patch.col[idx]; _tex[point] = &patch.tex[idx]; } + float weights[4], derivs[4]; for (int i = 0; i < tess_u + 1; i++) { float u = ((float)i / (float)tess_u); - prepos.horiz1[i] = Bernstein3D(*_pos[0], *_pos[1], *_pos[2], *_pos[3], u); - prepos.horiz2[i] = Bernstein3D(*_pos[4], *_pos[5], *_pos[6], *_pos[7], u); - prepos.horiz3[i] = Bernstein3D(*_pos[8], *_pos[9], *_pos[10], *_pos[11], u); - prepos.horiz4[i] = Bernstein3D(*_pos[12], *_pos[13], *_pos[14], *_pos[15], u); + Bernstein3DBasis(u, weights); + prepos.horiz1[i] = Bernstein3D(*_pos[0], *_pos[1], *_pos[2], *_pos[3], weights); + prepos.horiz2[i] = Bernstein3D(*_pos[4], *_pos[5], *_pos[6], *_pos[7], weights); + prepos.horiz3[i] = Bernstein3D(*_pos[8], *_pos[9], *_pos[10], *_pos[11], weights); + prepos.horiz4[i] = Bernstein3D(*_pos[12], *_pos[13], *_pos[14], *_pos[15], weights); if (sampleColors) { - precol.horiz1[i] = Bernstein3D(*_col[0], *_col[1], *_col[2], *_col[3], u); - precol.horiz2[i] = Bernstein3D(*_col[4], *_col[5], *_col[6], *_col[7], u); - precol.horiz3[i] = Bernstein3D(*_col[8], *_col[9], *_col[10], *_col[11], u); - precol.horiz4[i] = Bernstein3D(*_col[12], *_col[13], *_col[14], *_col[15], u); + precol.horiz1[i] = Bernstein3D(*_col[0], *_col[1], *_col[2], *_col[3], weights); + precol.horiz2[i] = Bernstein3D(*_col[4], *_col[5], *_col[6], *_col[7], weights); + precol.horiz3[i] = Bernstein3D(*_col[8], *_col[9], *_col[10], *_col[11], weights); + precol.horiz4[i] = Bernstein3D(*_col[12], *_col[13], *_col[14], *_col[15], weights); } if (sampleTexcoords) { - pretex.horiz1[i] = Bernstein3D(*_tex[0], *_tex[1], *_tex[2], *_tex[3], u); - pretex.horiz2[i] = Bernstein3D(*_tex[4], *_tex[5], *_tex[6], *_tex[7], u); - pretex.horiz3[i] = Bernstein3D(*_tex[8], *_tex[9], *_tex[10], *_tex[11], u); - pretex.horiz4[i] = Bernstein3D(*_tex[12], *_tex[13], *_tex[14], *_tex[15], u); + pretex.horiz1[i] = Bernstein3D(*_tex[0], *_tex[1], *_tex[2], *_tex[3], weights); + pretex.horiz2[i] = Bernstein3D(*_tex[4], *_tex[5], *_tex[6], *_tex[7], weights); + pretex.horiz3[i] = Bernstein3D(*_tex[8], *_tex[9], *_tex[10], *_tex[11], weights); + pretex.horiz4[i] = Bernstein3D(*_tex[12], *_tex[13], *_tex[14], *_tex[15], weights); } if (computeNormals) { - prederivU.horiz1[i] = Bernstein3DDerivative(*_pos[0], *_pos[1], *_pos[2], *_pos[3], u); - prederivU.horiz2[i] = Bernstein3DDerivative(*_pos[4], *_pos[5], *_pos[6], *_pos[7], u); - prederivU.horiz3[i] = Bernstein3DDerivative(*_pos[8], *_pos[9], *_pos[10], *_pos[11], u); - prederivU.horiz4[i] = Bernstein3DDerivative(*_pos[12], *_pos[13], *_pos[14], *_pos[15], u); + Bernstein3DDerivative(u, derivs); + prederivU.horiz1[i] = Bernstein3D(*_pos[0], *_pos[1], *_pos[2], *_pos[3], derivs); + prederivU.horiz2[i] = Bernstein3D(*_pos[4], *_pos[5], *_pos[6], *_pos[7], derivs); + prederivU.horiz3[i] = Bernstein3D(*_pos[8], *_pos[9], *_pos[10], *_pos[11], derivs); + prederivU.horiz4[i] = Bernstein3D(*_pos[12], *_pos[13], *_pos[14], *_pos[15], derivs); } } @@ -516,13 +516,14 @@ static void _BezierPatchHighQuality(u8 *&dest, u16 *&indices, int &count, int te for (int tile_u = 0; tile_u < tess_u + 1; ++tile_u) { float u = ((float)tile_u / (float)tess_u); float v = ((float)tile_v / (float)tess_v); - float bv = v; SimpleVertex &vert = vertices[tile_v * (tess_u + 1) + tile_u]; + Bernstein3DBasis(v, weights); if (computeNormals) { - const Vec3f derivU = prederivU.Bernstein3D(tile_u, bv); - const Vec3f derivV = prepos.Bernstein3DDerivative(tile_u, bv); + Bernstein3DDerivative(v, derivs); + const Vec3f derivU = prederivU.Bernstein3D(tile_u, weights); + const Vec3f derivV = prepos.Bernstein3D(tile_u, derivs); vert.nrm = Cross(derivU, derivV).Normalized(); if (patch.patchFacing) @@ -531,7 +532,7 @@ static void _BezierPatchHighQuality(u8 *&dest, u16 *&indices, int &count, int te vert.nrm.SetZero(); } - vert.pos = prepos.Bernstein3D(tile_u, bv); + vert.pos = prepos.Bernstein3D(tile_u, weights); if (!sampleTexcoords) { // Generate texcoord @@ -539,13 +540,13 @@ static void _BezierPatchHighQuality(u8 *&dest, u16 *&indices, int &count, int te vert.uv[1] = v + patch_u * third; } else { // Sample UV from control points - const Vec2f res = pretex.Bernstein3D(tile_u, bv); + const Vec2f res = pretex.Bernstein3D(tile_u, weights); vert.uv[0] = res.x; vert.uv[1] = res.y; } if (sampleColors) { - vert.color_32 = precol.Bernstein3D(tile_u, bv).ToRGBA(); + vert.color_32 = precol.Bernstein3D(tile_u, weights).ToRGBA(); } else { vert.color_32 = patch.defcolor; }