mirror of
https://github.com/hrydgard/ppsspp.git
synced 2025-04-02 11:01:50 -04:00
Using model transformed normals for light calculations now. Disabling textures if texture mapping isn't enabled now. Forced target alpha to be written as 0xFF to workaround broken buffer management.
99 lines
3.3 KiB
C++
99 lines
3.3 KiB
C++
// Copyright (c) 2013- PPSSPP 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 or later versions.
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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 git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#pragma once
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#include "CommonTypes.h"
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#include "../Math3D.h"
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typedef u16 fixed16;
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typedef u16 u10; // TODO: erm... :/
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typedef Vec3<float> ModelCoords;
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typedef Vec3<float> WorldCoords;
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typedef Vec3<float> ViewCoords;
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typedef Vec4<float> ClipCoords; // Range: -w <= x/y/z <= w
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struct ScreenCoords
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{
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fixed16 x;
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fixed16 y;
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u16 z;
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};
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typedef Vec2<u10> DrawingCoords; // TODO: Keep z component?
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struct VertexData
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{
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void Lerp(float t, const VertexData& a, const VertexData& b)
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{
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#define LINTERP(T, OUT, IN) (OUT) + ((IN - OUT) * T)
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#define LINTERP_INT(T, OUT, IN) (OUT) + (((IN - OUT) * T) >> 8)
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// World and view coords only needed for lighting, so we don't Lerp those
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clippos.x = LINTERP(t, a.clippos.x, b.clippos.x);
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clippos.y = LINTERP(t, a.clippos.y, b.clippos.y);
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clippos.z = LINTERP(t, a.clippos.z, b.clippos.z);
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clippos.w = LINTERP(t, a.clippos.w, b.clippos.w);
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drawpos.x = LINTERP(t, a.drawpos.x, b.drawpos.x);
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drawpos.y = LINTERP(t, a.drawpos.y, b.drawpos.y);
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texturecoords.x = LINTERP(t, a.texturecoords.x, b.texturecoords.x);
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texturecoords.y = LINTERP(t, a.texturecoords.y, b.texturecoords.y);
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normal.x = LINTERP(t, a.normal.x, b.normal.x);
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normal.y = LINTERP(t, a.normal.y, b.normal.y);
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normal.z = LINTERP(t, a.normal.z, b.normal.z);
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u16 t_int =(u16)(t*256);
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color0.x = LINTERP_INT(t_int, a.color0.x, b.color0.x);
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color0.y = LINTERP_INT(t_int, a.color0.y, b.color0.y);
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color0.z = LINTERP_INT(t_int, a.color0.z, b.color0.z);
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color0.w = LINTERP_INT(t_int, a.color0.w, b.color0.w);
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color1.x = LINTERP_INT(t_int, a.color1.x, b.color1.x);
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color1.y = LINTERP_INT(t_int, a.color1.y, b.color1.y);
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color1.z = LINTERP_INT(t_int, a.color1.z, b.color1.z);
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#undef LINTERP
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#undef LINTERP_INT
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}
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WorldCoords worldpos; // TODO: Storing this is dumb, should transform the light to clip space instead
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ViewCoords viewpos; // TODO: Storing this is dumb, should transform the light to clip space instead
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ClipCoords clippos;
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DrawingCoords drawpos; // TODO: Shouldn't store this ?
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Vec2<float> texturecoords;
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Vec3<float> normal;
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WorldCoords worldnormal;
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Vec4<int> color0;
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Vec3<int> color1;
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};
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class TransformUnit
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{
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public:
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static WorldCoords ModelToWorld(const ModelCoords& coords);
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static ViewCoords WorldToView(const WorldCoords& coords);
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static ClipCoords ViewToClip(const ViewCoords& coords);
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static ScreenCoords ClipToScreen(const ClipCoords& coords);
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static DrawingCoords ScreenToDrawing(const ScreenCoords& coords);
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static void SubmitPrimitive(void* vertices, void* indices, u32 prim_type, int vertex_count, u32 vertex_type);
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};
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