mirror of
https://github.com/Lime3DS/Lime3DS.git
synced 2024-11-23 10:09:22 +01:00
Pica/Math: Improved the design of the Vec2/Vec3/Vec4 classes and simplified rasterizer code accordingly.
- Swizzlers now return const objects so that things like "first_vec4.xyz() = some_vec3" now will fail to compile (ideally we should support some vector holding references to make this actually work). - The methods "InsertBeforeX/Y/Z" and "Append" have been replaced by more versions of MakeVec, which now also supports building new vectors from vectors. - Vector library now follows C++ type promotion rules (hence, the result of Vec2<u8> with another Vec2<u8> is now a Vec2<int>).
This commit is contained in:
parent
62c36a4ef0
commit
162d641a30
@ -39,6 +39,13 @@ template<typename T> class Vec2;
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template<typename T> class Vec3;
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template<typename T> class Vec4;
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template<typename T>
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static inline Vec2<T> MakeVec(const T& x, const T& y);
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template<typename T>
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static inline Vec3<T> MakeVec(const T& x, const T& y, const T& z);
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template<typename T>
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static inline Vec4<T> MakeVec(const T& x, const T& y, const T& z, const T& w);
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template<typename T>
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class Vec2 {
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@ -68,34 +75,34 @@ public:
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a[0] = x; a[1] = y;
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}
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Vec2 operator +(const Vec2& other) const
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Vec2<decltype(T{}+T{})> operator +(const Vec2& other) const
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{
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return Vec2(x+other.x, y+other.y);
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return MakeVec(x+other.x, y+other.y);
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}
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void operator += (const Vec2 &other)
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{
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x+=other.x; y+=other.y;
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}
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Vec2 operator -(const Vec2& other) const
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Vec2<decltype(T{}-T{})> operator -(const Vec2& other) const
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{
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return Vec2(x-other.x, y-other.y);
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return MakeVec(x-other.x, y-other.y);
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}
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void operator -= (const Vec2& other)
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{
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x-=other.x; y-=other.y;
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}
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Vec2 operator -() const
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Vec2<decltype(-T{})> operator -() const
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{
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return Vec2(-x,-y);
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return MakeVec(-x,-y);
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}
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Vec2 operator * (const Vec2& other) const
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Vec2<decltype(T{}*T{})> operator * (const Vec2& other) const
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{
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return Vec2(x*other.x, y*other.y);
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return MakeVec(x*other.x, y*other.y);
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}
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template<typename V>
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Vec2 operator * (const V& f) const
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Vec2<decltype(T{}*V{})> operator * (const V& f) const
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{
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return Vec2(x*f,y*f);
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return MakeVec(x*f,y*f);
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}
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template<typename V>
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void operator *= (const V& f)
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@ -103,9 +110,9 @@ public:
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x*=f; y*=f;
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}
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template<typename V>
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Vec2 operator / (const V& f) const
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Vec2<decltype(T{}/V{})> operator / (const V& f) const
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{
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return Vec2(x/f,y/f);
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return MakeVec(x/f,y/f);
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}
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template<typename V>
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void operator /= (const V& f)
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@ -152,20 +159,9 @@ public:
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const T& t() const { return y; }
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// swizzlers - create a subvector of specific components
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Vec2 yx() const { return Vec2(y, x); }
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Vec2 vu() const { return Vec2(y, x); }
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Vec2 ts() const { return Vec2(y, x); }
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// Inserters to add new elements to effectively create larger vectors containing this Vec2
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Vec3<T> InsertBeforeX(const T& value) {
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return Vec3<T>(value, x, y);
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}
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Vec3<T> InsertBeforeY(const T& value) {
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return Vec3<T>(x, value, y);
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}
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Vec3<T> Append(const T& value) {
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return Vec3<T>(x, y, value);
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}
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const Vec2 yx() const { return Vec2(y, x); }
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const Vec2 vu() const { return Vec2(y, x); }
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const Vec2 ts() const { return Vec2(y, x); }
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};
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template<typename T, typename V>
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@ -193,7 +189,7 @@ public:
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template<typename T2>
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Vec3<T2> Cast() const {
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return Vec3<T2>((T2)x, (T2)y, (T2)z);
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return MakeVec<T2>((T2)x, (T2)y, (T2)z);
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}
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// Only implemented for T=int and T=float
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@ -202,7 +198,7 @@ public:
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static Vec3 AssignToAll(const T& f)
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{
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return Vec3<T>(f, f, f);
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return MakeVec(f, f, f);
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}
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void Write(T a[3])
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@ -210,34 +206,34 @@ public:
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a[0] = x; a[1] = y; a[2] = z;
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}
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Vec3 operator +(const Vec3 &other) const
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Vec3<decltype(T{}+T{})> operator +(const Vec3 &other) const
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{
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return Vec3(x+other.x, y+other.y, z+other.z);
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return MakeVec(x+other.x, y+other.y, z+other.z);
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}
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void operator += (const Vec3 &other)
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{
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x+=other.x; y+=other.y; z+=other.z;
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}
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Vec3 operator -(const Vec3 &other) const
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Vec3<decltype(T{}-T{})> operator -(const Vec3 &other) const
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{
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return Vec3(x-other.x, y-other.y, z-other.z);
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return MakeVec(x-other.x, y-other.y, z-other.z);
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}
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void operator -= (const Vec3 &other)
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{
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x-=other.x; y-=other.y; z-=other.z;
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}
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Vec3 operator -() const
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Vec3<decltype(-T{})> operator -() const
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{
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return Vec3(-x,-y,-z);
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return MakeVec(-x,-y,-z);
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}
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Vec3 operator * (const Vec3 &other) const
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Vec3<decltype(T{}*T{})> operator * (const Vec3 &other) const
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{
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return Vec3(x*other.x, y*other.y, z*other.z);
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return MakeVec(x*other.x, y*other.y, z*other.z);
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}
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template<typename V>
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Vec3 operator * (const V& f) const
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Vec3<decltype(T{}*V{})> operator * (const V& f) const
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{
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return Vec3(x*f,y*f,z*f);
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return MakeVec(x*f,y*f,z*f);
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}
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template<typename V>
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void operator *= (const V& f)
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@ -245,9 +241,9 @@ public:
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x*=f; y*=f; z*=f;
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}
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template<typename V>
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Vec3 operator / (const V& f) const
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Vec3<decltype(T{}/V{})> operator / (const V& f) const
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{
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return Vec3(x/f,y/f,z/f);
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return MakeVec(x/f,y/f,z/f);
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}
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template<typename V>
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void operator /= (const V& f)
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@ -310,7 +306,7 @@ public:
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// swizzlers - create a subvector of specific components
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// e.g. Vec2 uv() { return Vec2(x,y); }
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// _DEFINE_SWIZZLER2 defines a single such function, DEFINE_SWIZZLER2 defines all of them for all component names (x<->r) and permutations (xy<->yx)
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#define _DEFINE_SWIZZLER2(a, b, name) Vec2<T> name() const { return Vec2<T>(a, b); }
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#define _DEFINE_SWIZZLER2(a, b, name) const Vec2<T> name() const { return Vec2<T>(a, b); }
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#define DEFINE_SWIZZLER2(a, b, a2, b2, a3, b3, a4, b4) \
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_DEFINE_SWIZZLER2(a, b, a##b); \
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_DEFINE_SWIZZLER2(a, b, a2##b2); \
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@ -326,20 +322,6 @@ public:
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DEFINE_SWIZZLER2(y, z, g, b, v, w, t, q);
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#undef DEFINE_SWIZZLER2
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#undef _DEFINE_SWIZZLER2
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// Inserters to add new elements to effectively create larger vectors containing this Vec2
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Vec4<T> InsertBeforeX(const T& value) {
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return Vec4<T>(value, x, y, z);
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}
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Vec4<T> InsertBeforeY(const T& value) {
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return Vec4<T>(x, value, y, z);
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}
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Vec4<T> InsertBeforeZ(const T& value) {
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return Vec4<T>(x, y, value, z);
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}
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Vec4<T> Append(const T& value) {
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return Vec4<T>(x, y, z, value);
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}
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};
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template<typename T, typename V>
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@ -383,34 +365,34 @@ public:
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a[0] = x; a[1] = y; a[2] = z; a[3] = w;
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}
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Vec4 operator +(const Vec4& other) const
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Vec4<decltype(T{}+T{})> operator +(const Vec4& other) const
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{
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return Vec4(x+other.x, y+other.y, z+other.z, w+other.w);
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return MakeVec(x+other.x, y+other.y, z+other.z, w+other.w);
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}
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void operator += (const Vec4& other)
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{
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x+=other.x; y+=other.y; z+=other.z; w+=other.w;
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}
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Vec4 operator -(const Vec4 &other) const
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Vec4<decltype(T{}-T{})> operator -(const Vec4 &other) const
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{
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return Vec4(x-other.x, y-other.y, z-other.z, w-other.w);
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return MakeVec(x-other.x, y-other.y, z-other.z, w-other.w);
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}
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void operator -= (const Vec4 &other)
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{
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x-=other.x; y-=other.y; z-=other.z; w-=other.w;
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}
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Vec4 operator -() const
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Vec4<decltype(-T{})> operator -() const
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{
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return Vec4(-x,-y,-z,-w);
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return MakeVec(-x,-y,-z,-w);
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}
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Vec4 operator * (const Vec4 &other) const
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Vec4<decltype(T{}*T{})> operator * (const Vec4 &other) const
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{
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return Vec4(x*other.x, y*other.y, z*other.z, w*other.w);
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return MakeVec(x*other.x, y*other.y, z*other.z, w*other.w);
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}
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template<typename V>
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Vec4 operator * (const V& f) const
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Vec4<decltype(T{}*V{})> operator * (const V& f) const
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{
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return Vec4(x*f,y*f,z*f,w*f);
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return MakeVec(x*f,y*f,z*f,w*f);
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}
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template<typename V>
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void operator *= (const V& f)
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@ -418,9 +400,9 @@ public:
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x*=f; y*=f; z*=f; w*=f;
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}
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template<typename V>
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Vec4 operator / (const V& f) const
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Vec4<decltype(T{}/V{})> operator / (const V& f) const
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{
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return Vec4(x/f,y/f,z/f,w/f);
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return MakeVec(x/f,y/f,z/f,w/f);
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}
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template<typename V>
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void operator /= (const V& f)
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@ -469,7 +451,7 @@ public:
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// swizzlers - create a subvector of specific components
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// e.g. Vec2 uv() { return Vec2(x,y); }
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// _DEFINE_SWIZZLER2 defines a single such function, DEFINE_SWIZZLER2 defines all of them for all component names (x<->r) and permutations (xy<->yx)
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#define _DEFINE_SWIZZLER2(a, b, name) Vec2<T> name() const { return Vec2<T>(a, b); }
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#define _DEFINE_SWIZZLER2(a, b, name) const Vec2<T> name() const { return Vec2<T>(a, b); }
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#define DEFINE_SWIZZLER2(a, b, a2, b2) \
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_DEFINE_SWIZZLER2(a, b, a##b); \
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_DEFINE_SWIZZLER2(a, b, a2##b2); \
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@ -485,7 +467,7 @@ public:
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#undef DEFINE_SWIZZLER2
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#undef _DEFINE_SWIZZLER2
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#define _DEFINE_SWIZZLER3(a, b, c, name) Vec3<T> name() const { return Vec3<T>(a, b, c); }
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#define _DEFINE_SWIZZLER3(a, b, c, name) const Vec3<T> name() const { return Vec3<T>(a, b, c); }
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#define DEFINE_SWIZZLER3(a, b, c, a2, b2, c2) \
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_DEFINE_SWIZZLER3(a, b, c, a##b##c); \
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_DEFINE_SWIZZLER3(a, c, b, a##c##b); \
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@ -510,69 +492,121 @@ public:
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template<typename T, typename V>
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Vec4<T> operator * (const V& f, const Vec4<T>& vec)
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Vec4<decltype(V{}*T{})> operator * (const V& f, const Vec4<T>& vec)
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{
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return Vec4<T>(f*vec.x,f*vec.y,f*vec.z,f*vec.w);
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return MakeVec(f*vec.x,f*vec.y,f*vec.z,f*vec.w);
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}
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typedef Vec4<float> Vec4f;
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template<typename T>
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static inline T Dot(const Vec2<T>& a, const Vec2<T>& b)
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static inline decltype(T{}*T{}+T{}*T{}) Dot(const Vec2<T>& a, const Vec2<T>& b)
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{
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return a.x*b.x + a.y*b.y;
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}
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template<typename T>
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static inline T Dot(const Vec3<T>& a, const Vec3<T>& b)
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static inline decltype(T{}*T{}+T{}*T{}) Dot(const Vec3<T>& a, const Vec3<T>& b)
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{
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return a.x*b.x + a.y*b.y + a.z*b.z;
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}
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template<typename T>
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static inline T Dot(const Vec4<T>& a, const Vec4<T>& b)
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static inline decltype(T{}*T{}+T{}*T{}) Dot(const Vec4<T>& a, const Vec4<T>& b)
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{
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return a.x*b.x + a.y*b.y + a.z*b.z + a.w*b.w;
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}
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template<typename T>
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static inline Vec3<T> Cross(const Vec3<T>& a, const Vec3<T>& b)
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static inline Vec3<decltype(T{}*T{}-T{}*T{})> Cross(const Vec3<T>& a, const Vec3<T>& b)
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{
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return Vec3<T>(a.y*b.z-a.z*b.y, a.z*b.x-a.x*b.z, a.x*b.y-a.y*b.x);
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return MakeVec(a.y*b.z-a.z*b.y, a.z*b.x-a.x*b.z, a.x*b.y-a.y*b.x);
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}
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// linear interpolation via float: 0.0=begin, 1.0=end
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template<typename X>
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static inline X Lerp(const X& begin, const X& end, const float t)
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static inline decltype(X{}*float{}+X{}*float{}) Lerp(const X& begin, const X& end, const float t)
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{
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return begin*(1.f-t) + end*t;
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}
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// linear interpolation via int: 0=begin, base=end
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template<typename X, int base>
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static inline X LerpInt(const X& begin, const X& end, const int t)
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static inline decltype((X{}*int{}+X{}*int{}) / base) LerpInt(const X& begin, const X& end, const int t)
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{
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return (begin*(base-t) + end*t) / base;
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}
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// Utility vector factories
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template<typename T>
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static inline Vec2<T> MakeVec2(const T& x, const T& y)
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static inline Vec2<T> MakeVec(const T& x, const T& y)
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{
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return Vec2<T>{x, y};
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}
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template<typename T>
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static inline Vec3<T> MakeVec3(const T& x, const T& y, const T& z)
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static inline Vec3<T> MakeVec(const T& x, const T& y, const T& z)
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{
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return Vec3<T>{x, y, z};
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}
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template<typename T>
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static inline Vec4<T> MakeVec4(const T& x, const T& y, const T& z, const T& w)
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static inline Vec4<T> MakeVec(const T& x, const T& y, const Vec2<T>& zw)
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{
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return MakeVec(x, y, zw[0], zw[1]);
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}
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template<typename T>
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static inline Vec3<T> MakeVec(const Vec2<T>& xy, const T& z)
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{
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return MakeVec(xy[0], xy[1], z);
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}
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template<typename T>
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static inline Vec3<T> MakeVec(const T& x, const Vec2<T>& yz)
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{
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return MakeVec(x, yz[0], yz[1]);
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}
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template<typename T>
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static inline Vec4<T> MakeVec(const T& x, const T& y, const T& z, const T& w)
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{
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return Vec4<T>{x, y, z, w};
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}
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template<typename T>
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static inline Vec4<T> MakeVec(const Vec2<T>& xy, const T& z, const T& w)
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{
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return MakeVec(xy[0], xy[1], z, w);
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}
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template<typename T>
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static inline Vec4<T> MakeVec(const T& x, const Vec2<T>& yz, const T& w)
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{
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return MakeVec(x, yz[0], yz[1], w);
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}
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// NOTE: This has priority over "Vec2<Vec2<T>> MakeVec(const Vec2<T>& x, const Vec2<T>& y)".
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// Even if someone wanted to use an odd object like Vec2<Vec2<T>>, the compiler would error
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// out soon enough due to misuse of the returned structure.
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template<typename T>
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static inline Vec4<T> MakeVec(const Vec2<T>& xy, const Vec2<T>& zw)
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{
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return MakeVec(xy[0], xy[1], zw[0], zw[1]);
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}
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template<typename T>
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static inline Vec4<T> MakeVec(const Vec3<T>& xyz, const T& w)
|
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{
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return MakeVec(xyz[0], xyz[1], xyz[2], w);
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}
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|
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template<typename T>
|
||||
static inline Vec4<T> MakeVec(const T& x, const Vec2<T>& yzw)
|
||||
{
|
||||
return MakeVec(x, yzw[0], yzw[1], yzw[2]);
|
||||
}
|
||||
|
||||
|
||||
} // namespace
|
||||
|
@ -78,10 +78,10 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0,
|
||||
u16 max_x = std::max({vtxpos[0].x, vtxpos[1].x, vtxpos[2].x});
|
||||
u16 max_y = std::max({vtxpos[0].y, vtxpos[1].y, vtxpos[2].y});
|
||||
|
||||
min_x = min_x & Fix12P4::IntMask();
|
||||
min_y = min_y & Fix12P4::IntMask();
|
||||
max_x = (max_x + Fix12P4::FracMask()) & Fix12P4::IntMask();
|
||||
max_y = (max_y + Fix12P4::FracMask()) & Fix12P4::IntMask();
|
||||
min_x &= Fix12P4::IntMask();
|
||||
min_y &= Fix12P4::IntMask();
|
||||
max_x = ((max_x + Fix12P4::FracMask()) & Fix12P4::IntMask());
|
||||
max_y = ((max_y + Fix12P4::FracMask()) & Fix12P4::IntMask());
|
||||
|
||||
// Triangle filling rules: Pixels on the right-sided edge or on flat bottom edges are not
|
||||
// drawn. Pixels on any other triangle border are drawn. This is implemented with three bias
|
||||
@ -112,10 +112,10 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0,
|
||||
auto orient2d = [](const Math::Vec2<Fix12P4>& vtx1,
|
||||
const Math::Vec2<Fix12P4>& vtx2,
|
||||
const Math::Vec2<Fix12P4>& vtx3) {
|
||||
const auto vec1 = (vtx2.Cast<int>() - vtx1.Cast<int>()).Append(0);
|
||||
const auto vec2 = (vtx3.Cast<int>() - vtx1.Cast<int>()).Append(0);
|
||||
const auto vec1 = Math::MakeVec(vtx2 - vtx1, 0);
|
||||
const auto vec2 = Math::MakeVec(vtx3 - vtx1, 0);
|
||||
// TODO: There is a very small chance this will overflow for sizeof(int) == 4
|
||||
return Cross(vec1, vec2).z;
|
||||
return Math::Cross(vec1, vec2).z;
|
||||
};
|
||||
|
||||
int w0 = bias0 + orient2d(vtxpos[1].xy(), vtxpos[2].xy(), {x, y});
|
||||
@ -143,15 +143,15 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0,
|
||||
//
|
||||
// The generalization to three vertices is straightforward in baricentric coordinates.
|
||||
auto GetInterpolatedAttribute = [&](float24 attr0, float24 attr1, float24 attr2) {
|
||||
auto attr_over_w = Math::MakeVec3(attr0 / v0.pos.w,
|
||||
attr1 / v1.pos.w,
|
||||
attr2 / v2.pos.w);
|
||||
auto w_inverse = Math::MakeVec3(float24::FromFloat32(1.f) / v0.pos.w,
|
||||
float24::FromFloat32(1.f) / v1.pos.w,
|
||||
float24::FromFloat32(1.f) / v2.pos.w);
|
||||
auto baricentric_coordinates = Math::MakeVec3(float24::FromFloat32(w0),
|
||||
float24::FromFloat32(w1),
|
||||
float24::FromFloat32(w2));
|
||||
auto attr_over_w = Math::MakeVec(attr0 / v0.pos.w,
|
||||
attr1 / v1.pos.w,
|
||||
attr2 / v2.pos.w);
|
||||
auto w_inverse = Math::MakeVec(float24::FromFloat32(1.f) / v0.pos.w,
|
||||
float24::FromFloat32(1.f) / v1.pos.w,
|
||||
float24::FromFloat32(1.f) / v2.pos.w);
|
||||
auto baricentric_coordinates = Math::MakeVec(float24::FromFloat32(w0),
|
||||
float24::FromFloat32(w1),
|
||||
float24::FromFloat32(w2));
|
||||
|
||||
float24 interpolated_attr_over_w = Math::Dot(attr_over_w, baricentric_coordinates);
|
||||
float24 interpolated_w_inverse = Math::Dot(w_inverse, baricentric_coordinates);
|
||||
|
@ -27,7 +27,6 @@ struct OutputVertex {
|
||||
Math::Vec4<float24> dummy; // quaternions (not implemented, yet)
|
||||
Math::Vec4<float24> color;
|
||||
Math::Vec2<float24> tc0;
|
||||
float24 tc0_v;
|
||||
|
||||
// Padding for optimal alignment
|
||||
float24 pad[14];
|
||||
@ -36,6 +35,7 @@ struct OutputVertex {
|
||||
|
||||
// position after perspective divide
|
||||
Math::Vec3<float24> screenpos;
|
||||
float24 pad2;
|
||||
|
||||
// Linear interpolation
|
||||
// factor: 0=this, 1=vtx
|
||||
@ -59,6 +59,7 @@ struct OutputVertex {
|
||||
}
|
||||
};
|
||||
static_assert(std::is_pod<OutputVertex>::value, "Structure is not POD");
|
||||
static_assert(sizeof(OutputVertex) == 32 * sizeof(float), "OutputVertex has invalid size");
|
||||
|
||||
union Instruction {
|
||||
enum class OpCode : u32 {
|
||||
|
Loading…
Reference in New Issue
Block a user