// Copyright 2014 Citra Emulator Project // Licensed under GPLv2 or any later version // Refer to the license.txt file included. #pragma once #include "video_core/shader/shader.h" namespace Pica { namespace Rasterizer { struct Vertex : Shader::OutputVertex { Vertex(const OutputVertex& v) : OutputVertex(v) {} // Attributes used to store intermediate results // position after perspective divide Math::Vec3 screenpos; // Linear interpolation // factor: 0=this, 1=vtx void Lerp(float24 factor, const Vertex& vtx) { pos = pos * factor + vtx.pos * (float24::FromFloat32(1) - factor); // TODO: Should perform perspective correct interpolation here... quat = quat * factor + vtx.quat * (float24::FromFloat32(1) - factor); color = color * factor + vtx.color * (float24::FromFloat32(1) - factor); tc0 = tc0 * factor + vtx.tc0 * (float24::FromFloat32(1) - factor); tc1 = tc1 * factor + vtx.tc1 * (float24::FromFloat32(1) - factor); tc0_w = tc0_w * factor + vtx.tc0_w * (float24::FromFloat32(1) - factor); view = view * factor + vtx.view * (float24::FromFloat32(1) - factor); tc2 = tc2 * factor + vtx.tc2 * (float24::FromFloat32(1) - factor); screenpos = screenpos * factor + vtx.screenpos * (float24::FromFloat32(1) - factor); } // Linear interpolation // factor: 0=v0, 1=v1 static Vertex Lerp(float24 factor, const Vertex& v0, const Vertex& v1) { Vertex ret = v0; ret.Lerp(factor, v1); return ret; } }; void ProcessTriangle(const Vertex& v0, const Vertex& v1, const Vertex& v2); } // namespace Rasterizer } // namespace Pica