// Copyright (c) 2013- 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. // 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 "CommonTypes.h" #include "../Math3D.h" typedef u16 fixed16; typedef u16 u10; // TODO: erm... :/ typedef Vec3 ModelCoords; typedef Vec3 WorldCoords; typedef Vec3 ViewCoords; typedef Vec4 ClipCoords; // Range: -w <= x/y/z <= w struct ScreenCoords { fixed16 x; fixed16 y; u16 z; }; struct DrawingCoords { DrawingCoords() {} DrawingCoords(u10 x, u10 y, u16 z) : x(x), y(y), z(z) {} u10 x; u10 y; u16 z; Vec2 xy() const { return Vec2(x, y); } }; struct VertexData { void Lerp(float t, const VertexData& a, const VertexData& b) { #define LINTERP(T, OUT, IN) (OUT) + ((IN - OUT) * T) #define LINTERP_INT(T, OUT, IN) (OUT) + (((IN - OUT) * T) >> 8) // World coords only needed for lighting, so we don't Lerp those clippos.x = LINTERP(t, a.clippos.x, b.clippos.x); clippos.y = LINTERP(t, a.clippos.y, b.clippos.y); clippos.z = LINTERP(t, a.clippos.z, b.clippos.z); clippos.w = LINTERP(t, a.clippos.w, b.clippos.w); // TODO: Should use a LINTERP_INT, too drawpos.x = LINTERP(t, a.drawpos.x, b.drawpos.x); drawpos.y = LINTERP(t, a.drawpos.y, b.drawpos.y); drawpos.z = LINTERP(t, a.drawpos.z, b.drawpos.z); texturecoords.x = LINTERP(t, a.texturecoords.x, b.texturecoords.x); texturecoords.y = LINTERP(t, a.texturecoords.y, b.texturecoords.y); normal.x = LINTERP(t, a.normal.x, b.normal.x); normal.y = LINTERP(t, a.normal.y, b.normal.y); normal.z = LINTERP(t, a.normal.z, b.normal.z); u16 t_int =(u16)(t*256); color0.x = LINTERP_INT(t_int, a.color0.x, b.color0.x); color0.y = LINTERP_INT(t_int, a.color0.y, b.color0.y); color0.z = LINTERP_INT(t_int, a.color0.z, b.color0.z); color0.w = LINTERP_INT(t_int, a.color0.w, b.color0.w); color1.x = LINTERP_INT(t_int, a.color1.x, b.color1.x); color1.y = LINTERP_INT(t_int, a.color1.y, b.color1.y); color1.z = LINTERP_INT(t_int, a.color1.z, b.color1.z); #undef LINTERP #undef LINTERP_INT } WorldCoords worldpos; // TODO: Storing this is dumb, should transform the light to clip space instead ClipCoords clippos; DrawingCoords drawpos; // TODO: Shouldn't store this ? Vec2 texturecoords; Vec3 normal; WorldCoords worldnormal; Vec4 color0; Vec3 color1; }; class TransformUnit { public: static WorldCoords ModelToWorld(const ModelCoords& coords); static ViewCoords WorldToView(const WorldCoords& coords); static ClipCoords ViewToClip(const ViewCoords& coords); static ScreenCoords ClipToScreen(const ClipCoords& coords); static DrawingCoords ScreenToDrawing(const ScreenCoords& coords); static void SubmitPrimitive(void* vertices, void* indices, u32 prim_type, int vertex_count, u32 vertex_type); };