2008-12-08 04:46:09 +00:00
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// Copyright (C) 2003-2008 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#ifndef _DECODED_VARRAY_H
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#define _DECODED_VARRAY_H
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#include "Vec3.h"
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#include "Common.h"
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typedef Vec3 DecPos;
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typedef Vec3 DecNormal;
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struct DecUV
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{
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float u,v;
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};
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typedef u32 DecColor;
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typedef u8 DecMtxInd;
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int ComputeVertexSize(u32 components);
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//TODO(ector): Change the internal implementation to pack it tight according to components
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// The tight packing will be fed directly to the gfx card in the mystic future.
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class DecodedVArray
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{
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int size;
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u32 components;
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int vertexSize;
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public:
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int count;
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DecodedVArray();
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~DecodedVArray();
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void SetComponents(u32 comps) {components = comps; vertexSize = ComputeVertexSize(components);
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ComputeComponents(); }
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u32 GetComponents() const {return components;}
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void Create(int _size, int pmcount, int tmcount, int nrmcount, int colcount, int tccount);
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void Zero();
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void Destroy();
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void Reset() {count=0;}
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int GetSize() {return size;}
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int GetCount() {return count;}
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void Next() {count++;}
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void SetPosNrmIdx(int i) {posMtxInds[count] = i;}
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void SetTcIdx(int n, int i) {texMtxInds[n][count] = i;}
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void SetPosX(float x) {positions[count].x=x;}
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void SetPosY(float y) {positions[count].y=y;}
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void SetPosZ(float z) {positions[count].z=z;}
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void SetNormalX(int n,float x) {normals[n][count].x=x;}
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void SetNormalY(int n,float y) {normals[n][count].y=y;}
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void SetNormalZ(int n,float z) {normals[n][count].z=z;}
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void SetU(int n, float u) {uvs[n][count].u = u;}
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void SetV(int n, float v) {uvs[n][count].v = v;}
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void SetPosition(float x, float y, float z) {
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positions[count].x=x;
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positions[count].y=y;
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positions[count].z=z;
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}
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void SetNormal(int n, float x, float y, float z) {
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normals[n][count].x=x;
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normals[n][count].y=y;
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normals[n][count].z=z;
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}
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void SetColor(int n, u32 c)
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{
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colors[n][count] = c;
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}
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void SetUV(int n, float u, float v) {
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uvs[n][count].u=u;
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uvs[n][count].v=v;
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}
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void ComputeComponents() {
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hasPosMatIdx = (components & (1 << 1)) != 0;
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for(int i = 0; i < 8; i++)
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hasTexMatIdx[i] = (components & (1 << (i + 2))) != 0;
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hasNrm = (components & (1 << 10)) != 0;
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}
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const DecPos &GetPos(int n) const { return positions[n]; }
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const DecNormal &GetNormal(int i, int n) const { return normals[i][n]; }
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const DecColor &GetColor(int i, int n) const { return colors[i][n]; }
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const DecUV &GetUV(int i, int n) const { return uvs[i][n]; }
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const DecMtxInd &GetPosMtxInd(int n) const { return posMtxInds[n]; }
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const DecMtxInd &GetTexMtxInd(int i, int n) const { return texMtxInds[i][n]; }
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//private:
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DecPos *positions;
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DecNormal *normals[3];
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DecColor *colors[2];
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DecUV *uvs[8];
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DecMtxInd *posMtxInds;
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DecMtxInd *texMtxInds[8];
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// Component data
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bool hasPosMatIdx, hasTexMatIdx[8], hasNrm;
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};
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#endif
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