ppsspp/GPU/Software/TransformUnit.h

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// Copyright (c) 2013- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#pragma once
#include "CommonTypes.h"
#include "../Math3D.h"
typedef u16 fixed16;
typedef u16 u10; // TODO: erm... :/
typedef Vec3<float> ModelCoords;
typedef Vec3<float> WorldCoords;
typedef Vec3<float> ViewCoords;
typedef Vec4<float> ClipCoords; // Range: -w <= x/y/z <= w
struct ScreenCoords
{
fixed16 x;
fixed16 y;
u16 z;
};
typedef Vec2<u10> DrawingCoords; // TODO: Keep z component?
struct VertexData
{
void Lerp(float t, const VertexData& a, const VertexData& b)
{
#define LINTERP(T, OUT, IN) (OUT) + ((IN - OUT) * T)
#define LINTERP_INT(T, OUT, IN) (OUT) + (((IN - OUT) * T) >> 8)
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// World and view coords only needed for lighting, so we don't Lerp those
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clippos.x = LINTERP(t, a.clippos.x, b.clippos.x);
clippos.y = LINTERP(t, a.clippos.y, b.clippos.y);
clippos.z = LINTERP(t, a.clippos.z, b.clippos.z);
clippos.w = LINTERP(t, a.clippos.w, b.clippos.w);
drawpos.x = LINTERP(t, a.drawpos.x, b.drawpos.x);
drawpos.y = LINTERP(t, a.drawpos.y, b.drawpos.y);
texturecoords.x = LINTERP(t, a.texturecoords.x, b.texturecoords.x);
texturecoords.y = LINTERP(t, a.texturecoords.y, b.texturecoords.y);
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normal.x = LINTERP(t, a.normal.x, b.normal.x);
normal.y = LINTERP(t, a.normal.y, b.normal.y);
normal.z = LINTERP(t, a.normal.z, b.normal.z);
u16 t_int =(u16)(t*256);
color0.x = LINTERP_INT(t_int, a.color0.x, b.color0.x);
color0.y = LINTERP_INT(t_int, a.color0.y, b.color0.y);
color0.z = LINTERP_INT(t_int, a.color0.z, b.color0.z);
color0.w = LINTERP_INT(t_int, a.color0.w, b.color0.w);
color1.x = LINTERP_INT(t_int, a.color1.x, b.color1.x);
color1.y = LINTERP_INT(t_int, a.color1.y, b.color1.y);
color1.z = LINTERP_INT(t_int, a.color1.z, b.color1.z);
#undef LINTERP
#undef LINTERP_INT
}
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WorldCoords worldpos; // TODO: Storing this is dumb, should transform the light to clip space instead
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ViewCoords viewpos; // TODO: Storing this is dumb, should transform the light to clip space instead
ClipCoords clippos;
DrawingCoords drawpos; // TODO: Shouldn't store this ?
Vec2<float> texturecoords;
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Vec3<float> normal;
Vec4<int> color0;
Vec3<int> color1;
};
class TransformUnit
{
public:
static WorldCoords ModelToWorld(const ModelCoords& coords);
static ViewCoords WorldToView(const WorldCoords& coords);
static ClipCoords ViewToClip(const ViewCoords& coords);
static ScreenCoords ClipToScreen(const ClipCoords& coords);
static DrawingCoords ScreenToDrawing(const ScreenCoords& coords);
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static void SubmitPrimitive(void* vertices, void* indices, u32 prim_type, int vertex_count, u32 vertex_type);
};