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#define GR_VERTEX_X_OFFSET              0
#define GR_VERTEX_Y_OFFSET              1
#define GR_VERTEX_OOZ_OFFSET            2
#define GR_VERTEX_OOW_OFFSET            3
#define GR_VERTEX_R_OFFSET              4
#define GR_VERTEX_G_OFFSET              5
#define GR_VERTEX_B_OFFSET              6
#define GR_VERTEX_A_OFFSET              7
#define GR_VERTEX_Z_OFFSET              8
#define GR_VERTEX_SOW_TMU0_OFFSET       9
#define GR_VERTEX_TOW_TMU0_OFFSET       10
#define GR_VERTEX_OOW_TMU0_OFFSET       11
#define GR_VERTEX_SOW_TMU1_OFFSET       12
#define GR_VERTEX_TOW_TMU1_OFFSET       13
#define GR_VERTEX_OOW_TMU1_OFFSET       14
#if (GLIDE_NUM_TMU > 2)
#define GR_VERTEX_SOW_TMU2_OFFSET       15
#define GR_VERTEX_TOW_TMU2_OFFSET       16
#define GR_VERTEX_OOW_TMU2_OFFSET       17
#endif

typedef struct {
	float  U;                   /* s texture ordinate (s over w) */
	float  V;                   /* t texture ordinate (t over w) */
}  GrTmuVertex;

typedef struct
{
	float X, Y;         /* X and Y in screen space */
	float Z;          /* 65535/Z (used for Z-buffering) */
	float Q;          /* 1/W (used for W-buffering, texturing) */
	float r, g, b, a;   /* R, G, B, A [0..255.0] */
	GrTmuVertex  tmuvtx[GLIDE_NUM_TMU];
} Vertex;      


        grVertexLayout(GR_PARAM_XY, GR_VERTEX_X_OFFSET << 2, GR_PARAM_ENABLE);
	grVertexLayout(GR_PARAM_RGB, GR_VERTEX_R_OFFSET << 2, GR_PARAM_ENABLE);
	grVertexLayout(GR_PARAM_A, GR_VERTEX_A_OFFSET << 2, GR_PARAM_ENABLE);
	grVertexLayout(GR_PARAM_Z, GR_VERTEX_OOZ_OFFSET << 2, GR_PARAM_ENABLE);
	grVertexLayout(GR_PARAM_Q, GR_VERTEX_OOW_OFFSET << 2, GR_PARAM_ENABLE);
	grVertexLayout(GR_PARAM_ST0, GR_VERTEX_SOW_TMU0_OFFSET << 2, GR_PARAM_ENABLE);
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