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-rw-r--r--src/video_core/rasterizer.h40
1 files changed, 34 insertions, 6 deletions
diff --git a/src/video_core/rasterizer.h b/src/video_core/rasterizer.h
index 6cbda3067..3a72ac343 100644
--- a/src/video_core/rasterizer.h
+++ b/src/video_core/rasterizer.h
@@ -4,16 +4,44 @@
#pragma once
-namespace Pica {
+#include "video_core/shader/shader.h"
-namespace Shader {
-struct OutputVertex;
-}
+namespace Pica {
namespace Rasterizer {
-void ProcessTriangle(const Shader::OutputVertex& v0, const Shader::OutputVertex& v1,
- const Shader::OutputVertex& v2);
+struct Vertex : Shader::OutputVertex {
+ Vertex(const OutputVertex& v) : OutputVertex(v) {}
+
+ // Attributes used to store intermediate results
+ // position after perspective divide
+ Math::Vec3<float24> 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...
+ tc0 = tc0 * factor + vtx.tc0 * (float24::FromFloat32(1) - factor);
+ tc1 = tc1 * factor + vtx.tc1 * (float24::FromFloat32(1) - factor);
+ tc2 = tc2 * factor + vtx.tc2 * (float24::FromFloat32(1) - factor);
+
+ screenpos = screenpos * factor + vtx.screenpos * (float24::FromFloat32(1) - factor);
+
+ color = color * factor + vtx.color * (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