2014-07-27 18:02:35 +02:00
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// Copyright 2014 Citra Emulator Project
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2014-12-17 06:38:14 +01:00
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// Licensed under GPLv2 or any later version
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2014-07-27 18:02:35 +02:00
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// Refer to the license.txt file included.
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#pragma once
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2016-12-19 08:43:37 +01:00
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#include "video_core/shader/shader.h"
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2014-07-27 18:02:35 +02:00
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2016-12-19 08:43:37 +01:00
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namespace Pica {
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2014-07-27 18:02:35 +02:00
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namespace Rasterizer {
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2016-12-19 08:43:37 +01:00
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struct Vertex : Shader::OutputVertex {
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Vertex(const OutputVertex& v) : OutputVertex(v) {}
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// Attributes used to store intermediate results
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// position after perspective divide
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Math::Vec3<float24> screenpos;
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// Linear interpolation
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// factor: 0=this, 1=vtx
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void Lerp(float24 factor, const Vertex& vtx) {
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pos = pos * factor + vtx.pos * (float24::FromFloat32(1) - factor);
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// TODO: Should perform perspective correct interpolation here...
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tc0 = tc0 * factor + vtx.tc0 * (float24::FromFloat32(1) - factor);
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tc1 = tc1 * factor + vtx.tc1 * (float24::FromFloat32(1) - factor);
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tc2 = tc2 * factor + vtx.tc2 * (float24::FromFloat32(1) - factor);
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screenpos = screenpos * factor + vtx.screenpos * (float24::FromFloat32(1) - factor);
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color = color * factor + vtx.color * (float24::FromFloat32(1) - factor);
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}
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// Linear interpolation
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// factor: 0=v0, 1=v1
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static Vertex Lerp(float24 factor, const Vertex& v0, const Vertex& v1) {
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Vertex ret = v0;
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ret.Lerp(factor, v1);
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return ret;
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}
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};
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void ProcessTriangle(const Vertex& v0, const Vertex& v1, const Vertex& v2);
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2014-07-27 18:02:35 +02:00
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} // namespace Rasterizer
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} // namespace Pica
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