dolphin/Source/Plugins/Plugin_VideoDX9/Src/DecodedVArray.h

115 lines
3.5 KiB
C++

// Copyright (C) 2003-2008 Dolphin 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.
// 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 SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#ifndef _DECODED_VARRAY_H
#define _DECODED_VARRAY_H
#include "Vec3.h"
#include "Common.h"
typedef Vec3 DecPos;
typedef Vec3 DecNormal;
struct DecUV
{
float u,v;
};
typedef u32 DecColor;
typedef u8 DecMtxInd;
int ComputeVertexSize(u32 components);
//TODO(ector): Change the internal implementation to pack it tight according to components
// The tight packing will be fed directly to the gfx card in the mystic future.
class DecodedVArray
{
int size;
u32 components;
int vertexSize;
public:
int count;
DecodedVArray();
~DecodedVArray();
void SetComponents(u32 comps) {components = comps; vertexSize = ComputeVertexSize(components);
ComputeComponents(); }
u32 GetComponents() const {return components;}
void Create(int _size, int pmcount, int tmcount, int nrmcount, int colcount, int tccount);
void Zero();
void Destroy();
void Reset() {count=0;}
int GetSize() {return size;}
int GetCount() {return count;}
void Next() {count++;}
void SetPosNrmIdx(int i) {posMtxInds[count] = i;}
void SetTcIdx(int n, int i) {texMtxInds[n][count] = i;}
void SetPosX(float x) {positions[count].x=x;}
void SetPosY(float y) {positions[count].y=y;}
void SetPosZ(float z) {positions[count].z=z;}
void SetNormalX(int n,float x) {normals[n][count].x=x;}
void SetNormalY(int n,float y) {normals[n][count].y=y;}
void SetNormalZ(int n,float z) {normals[n][count].z=z;}
void SetU(int n, float u) {uvs[n][count].u = u;}
void SetV(int n, float v) {uvs[n][count].v = v;}
void SetPosition(float x, float y, float z) {
positions[count].x=x;
positions[count].y=y;
positions[count].z=z;
}
void SetNormal(int n, float x, float y, float z) {
normals[n][count].x=x;
normals[n][count].y=y;
normals[n][count].z=z;
}
void SetColor(int n, u32 c)
{
colors[n][count] = c;
}
void SetUV(int n, float u, float v) {
uvs[n][count].u=u;
uvs[n][count].v=v;
}
void ComputeComponents() {
hasPosMatIdx = (components & (1 << 1)) != 0;
for(int i = 0; i < 8; i++)
hasTexMatIdx[i] = (components & (1 << (i + 2))) != 0;
hasNrm = (components & (1 << 10)) != 0;
}
const DecPos &GetPos(int n) const { return positions[n]; }
const DecNormal &GetNormal(int i, int n) const { return normals[i][n]; }
const DecColor &GetColor(int i, int n) const { return colors[i][n]; }
const DecUV &GetUV(int i, int n) const { return uvs[i][n]; }
const DecMtxInd &GetPosMtxInd(int n) const { return posMtxInds[n]; }
const DecMtxInd &GetTexMtxInd(int i, int n) const { return texMtxInds[i][n]; }
//private:
DecPos *positions;
DecNormal *normals[3];
DecColor *colors[2];
DecUV *uvs[8];
DecMtxInd *posMtxInds;
DecMtxInd *texMtxInds[8];
// Component data
bool hasPosMatIdx, hasTexMatIdx[8], hasNrm;
};
#endif