VideoCommon: use the Light struct in XF memory
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@ -210,7 +210,7 @@ inline float SafeDivide(float n, float d)
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void LightColor(const Vec3 &pos, const Vec3 &normal, u8 lightNum, const LitChannel &chan, Vec3 &lightCol)
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{
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const LightPointer *light = (const LightPointer*)&xfmem.lights[0x10*lightNum];
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const LightPointer *light = (const LightPointer*)&xfmem.lights[lightNum];
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if (!(chan.attnfunc & 1))
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{
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@ -295,7 +295,7 @@ void LightColor(const Vec3 &pos, const Vec3 &normal, u8 lightNum, const LitChann
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void LightAlpha(const Vec3 &pos, const Vec3 &normal, u8 lightNum, const LitChannel &chan, float &lightCol)
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{
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const LightPointer *light = (const LightPointer*)&xfmem.lights[0x10*lightNum];
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const LightPointer *light = (const LightPointer*)&xfmem.lights[lightNum];
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if (!(chan.attnfunc & 1))
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{
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@ -476,7 +476,7 @@ void TransformTexCoord(const InputVertexData *src, OutputVertexData *dst, bool s
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break;
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case XF_TEXGEN_EMBOSS_MAP:
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{
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const LightPointer *light = (const LightPointer*)&xfmem.lights[0x10*texinfo.embosslightshift];
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const LightPointer *light = (const LightPointer*)&xfmem.lights[texinfo.embosslightshift];
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Vec3 ldir = (light->pos - dst->mvPosition).normalized();
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float d1 = ldir * dst->normal[1];
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@ -23,7 +23,7 @@ void XFWritten(u32 transferSize, u32 baseAddress)
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// fix lights so invalid values don't trash the lighting computations
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if (baseAddress <= 0x067f && topAddress >= 0x0604)
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{
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u32* x = xfmem.lights;
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u32* x = (u32*)xfmem.lights;
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// go through all lights
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for (int light = 0; light < 8; light++)
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@ -108,16 +108,15 @@ void PixelShaderManager::SetConstants()
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// lights don't have a 1 to 1 mapping, the color component needs to be converted to 4 floats
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int istart = nLightsChanged[0] / 0x10;
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int iend = (nLightsChanged[1] + 15) / 0x10;
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const float* xfmemptr = (const float*)&xfmem.lights[0x10 * istart];
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for (int i = istart; i < iend; ++i)
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{
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u32 color = *(const u32*)(xfmemptr + 3);
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constants.plight_colors[i][0] = (color >> 24) & 0xFF;
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constants.plight_colors[i][1] = (color >> 16) & 0xFF;
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constants.plight_colors[i][2] = (color >> 8) & 0xFF;
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constants.plight_colors[i][3] = (color) & 0xFF;
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xfmemptr += 4;
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const Light& light = xfmem.lights[i];
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constants.plight_colors[i][0] = light.color[3];
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constants.plight_colors[i][1] = light.color[2];
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constants.plight_colors[i][2] = light.color[1];
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constants.plight_colors[i][3] = light.color[0];
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const float* xfmemptr = light.cosatt;
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for (int j = 0; j < 4; ++j, xfmemptr += 3)
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{
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@ -247,16 +247,17 @@ void VertexShaderManager::SetConstants()
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// lights don't have a 1 to 1 mapping, the color component needs to be converted to 4 floats
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int istart = nLightsChanged[0] / 0x10;
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int iend = (nLightsChanged[1] + 15) / 0x10;
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const float* xfmemptr = (const float*)&xfmem.lights[0x10 * istart];
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for (int i = istart; i < iend; ++i)
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{
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u32 color = *(const u32*)(xfmemptr + 3);
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constants.light_colors[i][0] = (color >> 24) & 0xFF;
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constants.light_colors[i][1] = (color >> 16) & 0xFF;
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constants.light_colors[i][2] = (color >> 8) & 0xFF;
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constants.light_colors[i][3] = (color) & 0xFF;
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xfmemptr += 4;
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const Light& light = xfmem.lights[i];
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// xfmem.light.color is packed as abgr in u8[4], so we have to swap the order
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constants.light_colors[i][0] = light.color[3];
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constants.light_colors[i][1] = light.color[2];
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constants.light_colors[i][2] = light.color[1];
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constants.light_colors[i][3] = light.color[0];
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const float* xfmemptr = light.cosatt;
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for (int j = 0; j < 4; ++j, xfmemptr += 3)
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{
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@ -194,13 +194,9 @@ union DualTexInfo
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struct Light
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{
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u32 useless[3];
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u32 color; // rgba
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float a0; // attenuation
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float a1;
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float a2;
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float k0; // k stuff
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float k1;
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float k2;
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u8 color[4];
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float cosatt[3]; // cos attenuation
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float distatt[3]; // dist attenuation
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union
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{
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@ -241,7 +237,7 @@ struct XFMemory
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u32 normalMatrices[96]; // 0x0400 - 0x045f
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u32 unk1[160]; // 0x0460 - 0x04ff
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u32 postMatrices[256]; // 0x0500 - 0x05ff
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u32 lights[128]; // 0x0600 - 0x067f
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Light lights[8]; // 0x0600 - 0x067f
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u32 unk2[2432]; // 0x0680 - 0x0fff
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u32 error; // 0x1000
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u32 diag; // 0x1001
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