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- // 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);
- }
- };
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