2008-12-08 05:25:12 +00:00
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// Copyright (C) 2003-2008 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include <fvec.h>
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#include "Common.h"
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#include "Profiler.h"
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// #include "Globals.h"
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#include "Vec3.h"
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#include "TransformEngine.h"
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#include "VertexManager.h"
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#include "VertexLoader.h"
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#include "BPStructs.h"
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#include "XFStructs.h"
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#include "Utils.h"
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#include "RGBAFloat.h"
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float *CTransformEngine::m_pPosMatrix;
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float *CTransformEngine::m_pNormalMatrix;
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float *CTransformEngine::m_pTexMatrix[8];
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float *CTransformEngine::m_pTexPostMatrix[8];
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const Light *GetLight(int i)
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{
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return (const Light *)(xfmem + XFMEM_LIGHTS) + i;
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}
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float DoLighting(const Light *light, const LitChannel &chan, const Vec3 &pos, const Vec3 &normal)
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{
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float val;
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if (chan.attnfunc == 0 || chan.attnfunc == 2) //no attn
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{
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Vec3 ldir = (Vec3(light->dpos) - pos);
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val = ldir.normalized() * normal;
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}
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else
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{
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float aattn = 0;
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float d;
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float mul = 1.0f;
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if (chan.attnfunc == 3)
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{
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Vec3 ldir = (Vec3(light->dpos) - pos);
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d = ldir.length();
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Vec3 ldirNorm = ldir / d; //normalize
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float l = ldirNorm * normal;
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aattn = Vec3(light->ddir) * ldirNorm;
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mul = l;
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}
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else if (chan.attnfunc == 1)
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{
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d = aattn = Vec3(light->shalfangle) * normal;
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mul = (Vec3(light->sdir) * normal > 0) ? (normal * Vec3(light->shalfangle)) : 0;
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if (mul < 0)
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mul = 0;
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}
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float spot = (light->a2*aattn*aattn + light->a1*aattn + light->a0);
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float dist = 1.0f/(light->k2*d*d + light->k1*d + light->k0);
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if (spot<0)
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spot=0;
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val = mul * spot * dist;
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}
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if (val < 0 && chan.diffusefunc == 2) // clamp
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val = 0;
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return val;
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}
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void VtxMulMtx43T(Vec3 &out, const Vec3 &in, const float pMatrix[12])
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{
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out.x = in.x * pMatrix[0] + in.y * pMatrix[1] + in.z * pMatrix[2] + 1 * pMatrix[3];
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out.y = in.x * pMatrix[4] + in.y * pMatrix[5] + in.z * pMatrix[6] + 1 * pMatrix[7];
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out.z = in.x * pMatrix[8] + in.y * pMatrix[9] + in.z * pMatrix[10] + 1 * pMatrix[11];
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}
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void VtxMulMtx43(Vec3 &out, const Vec3 &in, const float pMatrix[12])
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{
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VtxMulMtx43T(out,in,pMatrix);
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//TODO(XK): Turns out that SSE2 computations are slower... Can anyone do
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// anything about it?
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/*
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F32vec4 a(in.x, in.y, in.z, 1), b(pMatrix[0], pMatrix[1], pMatrix[2], pMatrix[3]);
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out.x = add_horizontal(a * b);
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b[0] = pMatrix[4]; b[1] = pMatrix[5]; b[2] = pMatrix[6]; b[3] = pMatrix[7];
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out.y = add_horizontal(a * b);
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b[0] = pMatrix[8]; b[1] = pMatrix[9]; b[2] = pMatrix[10]; b[3] = pMatrix[11];
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out.z = add_horizontal(a * b);
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*/
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}
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void VtxMulMtx42(Vec3 &out, const Vec3 &in, const float pMatrix[8])
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{
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out.x = in.x * pMatrix[0] + in.y * pMatrix[1] + in.z * pMatrix[2] + 1 * pMatrix[3];
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out.y = in.x * pMatrix[4] + in.y * pMatrix[5] + in.z * pMatrix[6] + 1 * pMatrix[7];
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}
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void VtxMulMtx33(Vec3 &out, const Vec3 &in, const float pMatrix[9])
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{
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out.x = in.x * pMatrix[0] + in.y * pMatrix[1] + in.z * pMatrix[2];
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out.y = in.x * pMatrix[3] + in.y * pMatrix[4] + in.z * pMatrix[5];
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out.z = in.x * pMatrix[6] + in.y * pMatrix[7] + in.z * pMatrix[8];
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}
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void CTransformEngine::TransformVertices(int _numVertices, const DecodedVArray *varray, D3DVertex *vbuffer)
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{
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if (vbuffer == 0)
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{
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MessageBox(0,"TransformVertices : vbuffer == 0","WTF",0);
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}
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DVSTARTPROFILE();
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RGBAFloat lightColors[8];
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RGBAFloat lightVals[8];
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RGBAFloat chans[2];
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u32 components = varray->GetComponents();
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// TODO: only for active lights
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for (int i=0; i<8; i++)
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lightColors[i].convert_GC(GetLight(i)->color);
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for (int i=0; i<_numVertices; i++)
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{
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//////////////////////////////////////////////////////////////////////////
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//Step 1: xform position and normal
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//////////////////////////////////////////////////////////////////////////
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Vec3 OrigPos = varray->GetPos(i);
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if (varray->hasPosMatIdx)
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{
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int index = varray->GetPosMtxInd(i);
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SetPosNormalMatrix(
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(float*)xfmem + (index & 63) * 4, //CHECK
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(float*)xfmem + 0x400 + 3 * (index & 31)); //CHECK
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}
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for (int j = 0; j < 8; j++)
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{
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if (varray->hasTexMatIdx[j])
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{
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float *flipmem = (float *)xfmem;
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int index = varray->GetTexMtxInd(j, i);
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SetTexMatrix(j, flipmem + index * 4);
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}
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}
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Vec3 TempPos;
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// m_pPosMatrix can be switched out, through matrixindex vertex components
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VtxMulMtx43(TempPos, OrigPos, m_pPosMatrix);
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Vec3 TempNormal;
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Vec3 OrigNormal;
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if (varray->hasNrm)
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{
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OrigNormal = varray->GetNormal(0, i);
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VtxMulMtx33(TempNormal, OrigNormal, m_pNormalMatrix);
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TempNormal.normalize();
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}
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else
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{
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OrigNormal.setZero();
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TempNormal.setZero();
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}
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//////////////////////////////////////////////////////////////////////////
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//Step 2: Light!
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//////////////////////////////////////////////////////////////////////////
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//find all used lights
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u32 lightMask =
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xfregs.colChans[0].color.GetFullLightMask() | xfregs.colChans[0].alpha.GetFullLightMask() |
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xfregs.colChans[1].color.GetFullLightMask() | xfregs.colChans[1].alpha.GetFullLightMask();
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float r0=0,g0=0,b0=0,a0=0;
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//go through them and compute the lit colors
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//Sum lighting for both two color channels if they're active
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for (int j = 0; j < (int)bpmem.genMode.numcolchans; j++)
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{
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RGBAFloat material;
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RGBAFloat lightSum(0,0,0,0);
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bool hasColorJ = (components & (VertexLoader::VB_HAS_COL0 << j)) != 0;
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//get basic material color from appropriate sources (this would compile nicely!:)
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if (xfregs.colChans[j].color.matsource == GX_SRC_REG)
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material.convertRGB_GC(xfregs.colChans[j].matColor);
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else
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{
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if (hasColorJ)
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material.convertRGB(varray->GetColor(j, i));
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else
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material.r=material.g=material.b=1.0f;
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}
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if (xfregs.colChans[j].alpha.matsource == GX_SRC_REG)
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material.convertA_GC(xfregs.colChans[j].matColor);
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else
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{
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if (hasColorJ)
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material.convertA(varray->GetColor(j, i));
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else
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material.a=1.0f;
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}
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//combine together the light values from the lights that affect the color
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if (xfregs.colChans[j].color.enablelighting)
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{
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//choose ambient source and start our lightsum accumulator with its value..
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if (xfregs.colChans[j].color.ambsource == GX_SRC_REG)
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lightSum.convertRGB_GC(xfregs.colChans[j].ambColor); //ambient
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else
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{
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if (hasColorJ)
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lightSum.convertRGB(varray->GetColor(j, i));
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else
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{
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lightSum.r=0.0f;lightSum.g=0.0f;lightSum.b=0.0f;
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}
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}
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//accumulate light colors
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int cmask = xfregs.colChans[j].color.GetFullLightMask();
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for (int l=0; l<8; l++)
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{
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if (cmask&1)
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{
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float val = DoLighting(GetLight(l), xfregs.colChans[j].color, TempPos, TempNormal);
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float r = lightColors[l].r * val;
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float g = lightColors[l].g * val;
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float b = lightColors[l].b * val;
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lightSum.r += r;
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lightSum.g += g;
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lightSum.b += b;
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}
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cmask >>= 1;
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}
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}
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else
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{
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lightSum.r = lightSum.g = lightSum.b = 1.0f;
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}
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//combine together the light values from the lights that affect alpha (should be rare)
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if (xfregs.colChans[j].alpha.enablelighting)
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{
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//choose ambient source..
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if (xfregs.colChans[j].alpha.ambsource==GX_SRC_REG)
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lightSum.convertA_GC(xfregs.colChans[j].ambColor);
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else
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{
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if (hasColorJ)
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lightSum.convertA(varray->GetColor(j, i));
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else
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lightSum.a=0.0f;
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}
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//accumulate light alphas
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int amask = xfregs.colChans[j].alpha.GetFullLightMask();
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for (int l = 0; l < 8; l++)
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{
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if (amask&1)
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{
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float val = DoLighting(GetLight(l), xfregs.colChans[j].alpha, TempPos, TempNormal);
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float a = lightColors[l].a * val;
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lightSum.a += a;
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}
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amask >>= 1;
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}
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}
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else
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{
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lightSum.a=1.0f;
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}
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chans[j] = lightSum * material;
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chans[j].clamp();
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}
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//////////////////////////////////////////////////////////////////////////
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//Step 3: Generate texture coordinates!
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//////////////////////////////////////////////////////////////////////////
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Vec3 TempUVs[8];
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for (int j = 0; j < xfregs.numTexGens; j++)
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{
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Vec3 t;
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switch (xfregs.texcoords[j].texmtxinfo.sourcerow) {
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case XF_SRCGEOM_INROW: t = OrigPos; break; //HACK WTFF???
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case XF_SRCNORMAL_INROW: t = OrigNormal; break;
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case XF_SRCCOLORS_INROW: break; //set uvs to something?
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case XF_SRCBINORMAL_T_INROW: t=Vec3(0,0,0);break;
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case XF_SRCBINORMAL_B_INROW: t=Vec3(0,0,0);break;
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default:
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{
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int c = xfregs.texcoords[j].texmtxinfo.sourcerow - XF_SRCTEX0_INROW;
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bool hasTCC = (components & (VertexLoader::VB_HAS_UV0 << c)) != 0;
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if (c >= 0 && c <= 7 && hasTCC)
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{
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const DecUV &uv = varray->GetUV(c, i);
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t = Vec3(uv.u, uv.v, 1);
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}
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}
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}
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Vec3 out,out2;
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switch (xfregs.texcoords[j].texmtxinfo.texgentype)
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{
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case XF_TEXGEN_COLOR_STRGBC0:
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out = Vec3(chans[0].r*255, chans[0].g*255, 1)/255.0f;
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break;
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case XF_TEXGEN_COLOR_STRGBC1:
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out = Vec3(chans[1].r*255, chans[1].g*255, 1)/255.0f; //FIX: take color1 instead
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break;
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case XF_TEXGEN_REGULAR:
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if (xfregs.texcoords[j].texmtxinfo.projection)
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VtxMulMtx43(out, t, m_pTexMatrix[j]);
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else
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VtxMulMtx42(out, t, m_pTexMatrix[j]);
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break;
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}
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if (xfregs.texcoords[j].postmtxinfo.normalize)
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out.normalize();
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int postMatrix = xfregs.texcoords[j].postmtxinfo.index;
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float *pmtx = ((float*)xfmem) + 0x500 + postMatrix * 4; //CHECK
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//multiply with postmatrix
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VtxMulMtx43(TempUVs[j], out, pmtx);
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}
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//////////////////////////////////////////////////////////////////////////
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//Step 4: Output the vertex!
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//////////////////////////////////////////////////////////////////////////
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for (int j = 0; j < 2; j++)
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chans[j].convertToD3DColor(vbuffer[i].colors[j]);
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vbuffer[i].pos = TempPos;
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vbuffer[i].normal = TempNormal;
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for (int j = 0; j < (int)bpmem.genMode.numtexgens; j++)
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{
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vbuffer[i].uv[j].u = TempUVs[j].x;
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vbuffer[i].uv[j].v = TempUVs[j].y;
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vbuffer[i].uv[j].w = TempUVs[j].z;
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|
|
}
|
|
|
|
}
|
|
|
|
}
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