ppsspp/GPU/Software/TransformUnit.h

110 lines
3.0 KiB
C++

// 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<float> ModelCoords;
typedef Vec3<float> WorldCoords;
typedef Vec3<float> ViewCoords;
typedef Vec4<float> ClipCoords; // Range: -w <= x/y/z <= w
struct ScreenCoords
{
ScreenCoords() {}
ScreenCoords(fixed16 x, fixed16 y, u16 z) : x(x), y(y), z(z) {}
fixed16 x;
fixed16 y;
u16 z;
ScreenCoords operator * (const float t) const
{
return ScreenCoords(x * t, y * t, z * t);
}
ScreenCoords operator + (const ScreenCoords& oth) const
{
return ScreenCoords(x + oth.x, y + oth.y, z + oth.z);
}
};
struct DrawingCoords
{
DrawingCoords() {}
DrawingCoords(u10 x, u10 y, u16 z) : x(x), y(y), z(z) {}
u10 x;
u10 y;
u16 z;
Vec2<u10> xy() const { return Vec2<u10>(x, y); }
DrawingCoords operator * (const float t) const
{
return DrawingCoords(x * t, y * t, z * t);
}
DrawingCoords operator + (const DrawingCoords& oth) const
{
return DrawingCoords(x + oth.x, y + oth.y, z + oth.z);
}
};
struct VertexData
{
void Lerp(float t, const VertexData& a, const VertexData& b)
{
// World coords only needed for lighting, so we don't Lerp those
clippos = ::Lerp(a.clippos, b.clippos, t);
drawpos = ::Lerp(a.drawpos, b.drawpos, t); // TODO: Should use a LerpInt (?)
texturecoords = ::Lerp(a.texturecoords, b.texturecoords, t);
normal = ::Lerp(a.normal, b.normal, t);
u16 t_int =(u16)(t*256);
color0 = LerpInt<Vec4<int>,256>(a.color0, b.color0, t_int);
color1 = LerpInt<Vec3<int>,256>(a.color1, b.color1, t_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<float> texturecoords;
Vec3<float> normal;
WorldCoords worldnormal;
Vec4<int> color0;
Vec3<int> 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);
};