ppsspp/GPU/GLES/TransformPipeline.h

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// Copyright (c) 2012- 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.
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// 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 "IndexGenerator.h"
#include "VertexDecoder.h"
class LinkedShader;
class ShaderManager;
struct DecVtxFormat;
// Handles transform, lighting and drawing.
class TransformDrawEngine {
public:
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TransformDrawEngine();
~TransformDrawEngine();
void SubmitPrim(void *verts, void *inds, int prim, int vertexCount, float *customUV, int forceIndexType, int *bytesRead);
void DrawBezier(int ucount, int vcount);
void Flush();
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void SetShaderManager(ShaderManager *shaderManager) {
shaderManager_ = shaderManager;
}
private:
void SoftwareTransformAndDraw(int prim, u8 *decoded, LinkedShader *program, int vertexCount, void *inds, int indexType, const DecVtxFormat &decVtxFormat, int maxIndex);
// Vertex collector state
IndexGenerator indexGen;
int numVerts;
// Vertex collector buffers
VertexDecoder dec;
u32 lastVType;
u8 *decoded;
u16 *decIndex;
TransformedVertex *transformed;
TransformedVertex *transformedExpanded;
// Other
ShaderManager *shaderManager_;
};
// void SoftwareTransformAndDraw(int prim, LinkedShader *program, int vertexCount, void *inds, int indexType, const DecVtxFormat &decVtxFormat, int maxIndex, float *customUV);
// Only used by SW transform
struct Color4 {
float r, g, b, a;
Color4() : r(0), g(0), b(0), a(0) { }
Color4(float _r, float _g, float _b, float _a=1.0f)
: r(_r), g(_g), b(_b), a(_a) {
}
Color4(const float in[4]) {r=in[0];g=in[1];b=in[2];a=in[3];}
Color4(const float in[3], float alpha) {r=in[0];g=in[1];b=in[2];a=alpha;}
const float &operator [](int i) const {return *(&r + i);}
Color4 operator *(float f) const {
return Color4(f*r,f*g,f*b,f*a);
}
Color4 operator *(const Color4 &c) const {
return Color4(r*c.r,g*c.g,b*c.b,a*c.a);
}
Color4 operator +(const Color4 &c) const {
return Color4(r+c.r,g+c.g,b+c.b,a+c.a);
}
void operator +=(const Color4 &c) {
r+=c.r;
g+=c.g;
b+=c.b;
a+=c.a;
}
void GetFromRGB(u32 col) {
r = ((col>>16) & 0xff)/255.0f;
g = ((col>>8) & 0xff)/255.0f;
b = ((col>>0) & 0xff)/255.0f;
}
void GetFromA(u32 col) {
a = (col&0xff)/255.0f;
}
};