dolphin/Source/Plugins/Plugin_VideoSoftware/Src/VertexFormatConverter.cpp

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// Copyright (C) 2003-2009 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#include "Common.h"
#include "VertexFormatConverter.h"
namespace VertexFormatConverter
{
void LoadNormal1_Byte(InputVertexData *dst, u8 *src)
{
dst->normal[0].x = (float)(s8)src[0] / 128;
dst->normal[0].y = (float)(s8)src[1] / 128;
dst->normal[0].z = (float)(s8)src[2] / 128;
}
void LoadNormal1_Short(InputVertexData *dst, u8 *src)
{
dst->normal[0].x = (float)((s16*)src)[0] / 32768;
dst->normal[0].y = (float)((s16*)src)[1] / 32768;
dst->normal[0].z = (float)((s16*)src)[2] / 32768;
}
void LoadNormal1_Float(InputVertexData *dst, u8 *src)
{
dst->normal[0].x = ((float*)src)[0];
dst->normal[0].y = ((float*)src)[1];
dst->normal[0].z = ((float*)src)[2];
}
void LoadNormal3_Byte(InputVertexData *dst, u8 *src)
{
for (int i = 0, j = 0; i < 3; i++, j+=3)
{
dst->normal[i].x = (float)(s8)src[j + 0] / 128;
dst->normal[i].y = (float)(s8)src[j + 1] / 128;
dst->normal[i].z = (float)(s8)src[j + 2] / 128;
}
}
void LoadNormal3_Short(InputVertexData *dst, u8 *src)
{
for (int i = 0, j = 0; i < 3; i++, j+=3)
{
dst->normal[i].x = (float)((s16*)src)[j + 0] / 32768;
dst->normal[i].y = (float)((s16*)src)[j + 1] / 32768;
dst->normal[i].z = (float)((s16*)src)[j + 2] / 32768;
}
}
void LoadNormal3_Float(InputVertexData *dst, u8 *src)
{
for (int i = 0, j = 0; i < 3; i++, j+=3)
{
dst->normal[i].x = ((float*)src)[j + 0];
dst->normal[i].y = ((float*)src)[j + 1];
dst->normal[i].z = ((float*)src)[j + 2];
}
}
}