Panda3DS/include/PICA/pica_vertex.hpp
2024-11-22 02:48:32 +02:00

46 lines
No EOL
1.6 KiB
C++

#pragma once
#include <array>
#include "PICA/float_types.hpp"
namespace PICA {
// A representation of the output vertex as it comes out of the vertex shader, with padding and all
struct Vertex {
using vec2f = std::array<Floats::f24, 2>;
using vec3f = std::array<Floats::f24, 3>;
using vec4f = std::array<Floats::f24, 4>;
union {
struct {
vec4f positions; // Vertex position
vec4f quaternion; // Quaternion specifying the normal/tangent frame (for fragment lighting)
vec4f colour; // Vertex color
vec2f texcoord0; // Texcoords for texture unit 0 (Only U and V, W is stored separately for 3D textures!)
vec2f texcoord1; // Texcoords for TU 1
Floats::f24 texcoord0_w; // W component for texcoord 0 if using a 3D texture
u32 padding; // Unused
vec3f view; // View vector (for fragment lighting)
u32 padding2; // Unused
vec2f texcoord2; // Texcoords for TU 2
} s;
// The software, non-accelerated vertex loader writes here and then reads specific components from the above struct
Floats::f24 raw[0x20];
};
Vertex() {}
};
} // namespace PICA
// Float is used here instead of Floats::f24 to ensure that Floats::f24 is properly sized for direct interpretations as a float by the render backend
#define ASSERT_POS(member, pos) static_assert(offsetof(PICA::Vertex, s.member) == pos * sizeof(float), "PICA::Vertex struct is broken!");
ASSERT_POS(positions, 0)
ASSERT_POS(quaternion, 4)
ASSERT_POS(colour, 8)
ASSERT_POS(texcoord0, 12)
ASSERT_POS(texcoord1, 14)
ASSERT_POS(texcoord0_w, 16)
ASSERT_POS(view, 18)
ASSERT_POS(texcoord2, 22)
#undef ASSERT_POS