forked from dolphin-emu/dolphin
		
	
		
			
				
	
	
		
			93 lines
		
	
	
		
			1.8 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			93 lines
		
	
	
		
			1.8 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
// Copyright 2009 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#pragma once
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#include "Common/ChunkFile.h"
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#include "VideoBackends/Software/Vec3.h"
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struct Vec4
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{
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	float x;
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	float y;
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	float z;
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	float w;
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};
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struct InputVertexData
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{
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	u8 posMtx;
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	u8 texMtx[8];
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	Vec3 position;
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	Vec3 normal[3];
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	u8 color[2][4];
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	float texCoords[8][2];
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};
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struct OutputVertexData
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{
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	// components in color channels
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	enum
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	{
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		RED_C,
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		GRN_C,
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		BLU_C,
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		ALP_C
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	};
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	Vec3 mvPosition;
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	Vec4 projectedPosition;
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	Vec3 screenPosition;
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	Vec3 normal[3];
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	u8 color[2][4];
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	Vec3 texCoords[8];
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	void Lerp(float t, OutputVertexData *a, OutputVertexData *b)
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	{
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		#define LINTERP(T, OUT, IN) (OUT) + ((IN - OUT) * T)
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		#define LINTERP_INT(T, OUT, IN) (OUT) + (((IN - OUT) * T) >> 8)
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		mvPosition = LINTERP(t, a->mvPosition, b->mvPosition);
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		projectedPosition.x = LINTERP(t, a->projectedPosition.x, b->projectedPosition.x);
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		projectedPosition.y = LINTERP(t, a->projectedPosition.y, b->projectedPosition.y);
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		projectedPosition.z = LINTERP(t, a->projectedPosition.z, b->projectedPosition.z);
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		projectedPosition.w = LINTERP(t, a->projectedPosition.w, b->projectedPosition.w);
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		for (int i = 0; i < 3; ++i)
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		{
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			normal[i] = LINTERP(t, a->normal[i], b->normal[i]);
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		}
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		u16 t_int = (u16)(t * 256);
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		for (int i = 0; i < 4; ++i)
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		{
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			color[0][i] = LINTERP_INT(t_int, a->color[0][i], b->color[0][i]);
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			color[1][i] = LINTERP_INT(t_int, a->color[1][i], b->color[1][i]);
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		}
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		for (int i = 0; i < 8; ++i)
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		{
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			texCoords[i] = LINTERP(t, a->texCoords[i], b->texCoords[i]);
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		}
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		#undef LINTERP
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		#undef LINTERP_INT
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	}
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	void DoState(PointerWrap &p)
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	{
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		mvPosition.DoState(p);
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		p.Do(projectedPosition);
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		screenPosition.DoState(p);
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		for (auto& vec : normal)
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			vec.DoState(p);
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		p.DoArray(color, sizeof color);
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		for (auto& vec : texCoords)
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			vec.DoState(p);
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	}
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};
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