VideoCommon: use the Light struct in XF memory

This commit is contained in:
degasus 2014-05-30 14:54:16 +02:00
parent e642c8d0c1
commit 027baad73b
5 changed files with 22 additions and 26 deletions

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@ -210,7 +210,7 @@ inline float SafeDivide(float n, float d)
void LightColor(const Vec3 &pos, const Vec3 &normal, u8 lightNum, const LitChannel &chan, Vec3 &lightCol) void LightColor(const Vec3 &pos, const Vec3 &normal, u8 lightNum, const LitChannel &chan, Vec3 &lightCol)
{ {
const LightPointer *light = (const LightPointer*)&xfmem.lights[0x10*lightNum]; const LightPointer *light = (const LightPointer*)&xfmem.lights[lightNum];
if (!(chan.attnfunc & 1)) if (!(chan.attnfunc & 1))
{ {
@ -295,7 +295,7 @@ void LightColor(const Vec3 &pos, const Vec3 &normal, u8 lightNum, const LitChann
void LightAlpha(const Vec3 &pos, const Vec3 &normal, u8 lightNum, const LitChannel &chan, float &lightCol) void LightAlpha(const Vec3 &pos, const Vec3 &normal, u8 lightNum, const LitChannel &chan, float &lightCol)
{ {
const LightPointer *light = (const LightPointer*)&xfmem.lights[0x10*lightNum]; const LightPointer *light = (const LightPointer*)&xfmem.lights[lightNum];
if (!(chan.attnfunc & 1)) if (!(chan.attnfunc & 1))
{ {
@ -476,7 +476,7 @@ void TransformTexCoord(const InputVertexData *src, OutputVertexData *dst, bool s
break; break;
case XF_TEXGEN_EMBOSS_MAP: case XF_TEXGEN_EMBOSS_MAP:
{ {
const LightPointer *light = (const LightPointer*)&xfmem.lights[0x10*texinfo.embosslightshift]; const LightPointer *light = (const LightPointer*)&xfmem.lights[texinfo.embosslightshift];
Vec3 ldir = (light->pos - dst->mvPosition).normalized(); Vec3 ldir = (light->pos - dst->mvPosition).normalized();
float d1 = ldir * dst->normal[1]; float d1 = ldir * dst->normal[1];

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@ -23,7 +23,7 @@ void XFWritten(u32 transferSize, u32 baseAddress)
// fix lights so invalid values don't trash the lighting computations // fix lights so invalid values don't trash the lighting computations
if (baseAddress <= 0x067f && topAddress >= 0x0604) if (baseAddress <= 0x067f && topAddress >= 0x0604)
{ {
u32* x = xfmem.lights; u32* x = (u32*)xfmem.lights;
// go through all lights // go through all lights
for (int light = 0; light < 8; light++) for (int light = 0; light < 8; light++)

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@ -108,16 +108,15 @@ void PixelShaderManager::SetConstants()
// lights don't have a 1 to 1 mapping, the color component needs to be converted to 4 floats // lights don't have a 1 to 1 mapping, the color component needs to be converted to 4 floats
int istart = nLightsChanged[0] / 0x10; int istart = nLightsChanged[0] / 0x10;
int iend = (nLightsChanged[1] + 15) / 0x10; int iend = (nLightsChanged[1] + 15) / 0x10;
const float* xfmemptr = (const float*)&xfmem.lights[0x10 * istart];
for (int i = istart; i < iend; ++i) for (int i = istart; i < iend; ++i)
{ {
u32 color = *(const u32*)(xfmemptr + 3); const Light& light = xfmem.lights[i];
constants.plight_colors[i][0] = (color >> 24) & 0xFF; constants.plight_colors[i][0] = light.color[3];
constants.plight_colors[i][1] = (color >> 16) & 0xFF; constants.plight_colors[i][1] = light.color[2];
constants.plight_colors[i][2] = (color >> 8) & 0xFF; constants.plight_colors[i][2] = light.color[1];
constants.plight_colors[i][3] = (color) & 0xFF; constants.plight_colors[i][3] = light.color[0];
xfmemptr += 4; const float* xfmemptr = light.cosatt;
for (int j = 0; j < 4; ++j, xfmemptr += 3) for (int j = 0; j < 4; ++j, xfmemptr += 3)
{ {

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@ -247,16 +247,17 @@ void VertexShaderManager::SetConstants()
// lights don't have a 1 to 1 mapping, the color component needs to be converted to 4 floats // lights don't have a 1 to 1 mapping, the color component needs to be converted to 4 floats
int istart = nLightsChanged[0] / 0x10; int istart = nLightsChanged[0] / 0x10;
int iend = (nLightsChanged[1] + 15) / 0x10; int iend = (nLightsChanged[1] + 15) / 0x10;
const float* xfmemptr = (const float*)&xfmem.lights[0x10 * istart];
for (int i = istart; i < iend; ++i) for (int i = istart; i < iend; ++i)
{ {
u32 color = *(const u32*)(xfmemptr + 3); const Light& light = xfmem.lights[i];
constants.light_colors[i][0] = (color >> 24) & 0xFF;
constants.light_colors[i][1] = (color >> 16) & 0xFF; // xfmem.light.color is packed as abgr in u8[4], so we have to swap the order
constants.light_colors[i][2] = (color >> 8) & 0xFF; constants.light_colors[i][0] = light.color[3];
constants.light_colors[i][3] = (color) & 0xFF; constants.light_colors[i][1] = light.color[2];
xfmemptr += 4; constants.light_colors[i][2] = light.color[1];
constants.light_colors[i][3] = light.color[0];
const float* xfmemptr = light.cosatt;
for (int j = 0; j < 4; ++j, xfmemptr += 3) for (int j = 0; j < 4; ++j, xfmemptr += 3)
{ {

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@ -194,13 +194,9 @@ union DualTexInfo
struct Light struct Light
{ {
u32 useless[3]; u32 useless[3];
u32 color; // rgba u8 color[4];
float a0; // attenuation float cosatt[3]; // cos attenuation
float a1; float distatt[3]; // dist attenuation
float a2;
float k0; // k stuff
float k1;
float k2;
union union
{ {
@ -241,7 +237,7 @@ struct XFMemory
u32 normalMatrices[96]; // 0x0400 - 0x045f u32 normalMatrices[96]; // 0x0400 - 0x045f
u32 unk1[160]; // 0x0460 - 0x04ff u32 unk1[160]; // 0x0460 - 0x04ff
u32 postMatrices[256]; // 0x0500 - 0x05ff u32 postMatrices[256]; // 0x0500 - 0x05ff
u32 lights[128]; // 0x0600 - 0x067f Light lights[8]; // 0x0600 - 0x067f
u32 unk2[2432]; // 0x0680 - 0x0fff u32 unk2[2432]; // 0x0680 - 0x0fff
u32 error; // 0x1000 u32 error; // 0x1000
u32 diag; // 0x1001 u32 diag; // 0x1001