dolphin/Source/Core/VideoBackends/Software/NativeVertexFormat.h
Joshua Vandaële 1b86f22b93
MathUtil: C++20/23 modernisations
I've also created DegToRad/RadToDeg utility functions since there was a lot of repeated code
2026-06-28 09:44:26 +02:00

68 lines
1.8 KiB
C++

// Copyright 2009 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <array>
#include <cstddef>
#include "Common/CommonTypes.h"
#include "Common/MathUtil.h"
#include "Common/Matrix.h"
struct InputVertexData
{
u8 posMtx;
std::array<u8, 8> texMtx;
Common::Vec3 position;
std::array<Common::Vec3, 3> normal;
std::array<std::array<u8, 4>, 2> color;
std::array<Common::Vec2, 8> texCoords;
};
struct OutputVertexData
{
// components in color channels
enum
{
RED_C,
GRN_C,
BLU_C,
ALP_C
};
Common::Vec3 mvPosition = {};
Common::Vec4 projectedPosition = {};
Common::Vec3 screenPosition = {};
std::array<Common::Vec3, 3> normal{};
std::array<std::array<u8, 4>, 2> color{};
std::array<Common::Vec3, 8> texCoords{};
void Lerp(float t, const OutputVertexData* a, const OutputVertexData* b)
{
mvPosition = MathUtil::Lerp(a->mvPosition, b->mvPosition, t);
projectedPosition.x = MathUtil::Lerp(a->projectedPosition.x, b->projectedPosition.x, t);
projectedPosition.y = MathUtil::Lerp(a->projectedPosition.y, b->projectedPosition.y, t);
projectedPosition.z = MathUtil::Lerp(a->projectedPosition.z, b->projectedPosition.z, t);
projectedPosition.w = MathUtil::Lerp(a->projectedPosition.w, b->projectedPosition.w, t);
for (std::size_t i = 0; i < normal.size(); ++i)
{
normal[i] = MathUtil::Lerp(a->normal[i], b->normal[i], t);
}
for (std::size_t i = 0; i < color[0].size(); ++i)
{
color[0][i] = static_cast<u8>(MathUtil::Lerp(a->color[0][i], b->color[0][i], t));
color[1][i] = static_cast<u8>(MathUtil::Lerp(a->color[1][i], b->color[1][i], t));
}
for (std::size_t i = 0; i < texCoords.size(); ++i)
{
texCoords[i] = MathUtil::Lerp(a->texCoords[i], b->texCoords[i], t);
}
}
};