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