Chests on LoZ:WW are now texture mapped correctly (as should many other weirdnesses) in DX9.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@775 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -307,11 +307,9 @@ void CTransformEngine::TransformVertices(int _numVertices, const DecodedVArray *
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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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int n = bpmem.tevorders[j / 2].getTexCoord(j & 1); // <- yazor: dirty zelda patch ^^
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n = j;
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Vec3 t;
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switch (xfregs.texcoords[n].texmtxinfo.sourcerow) {
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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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@ -319,7 +317,7 @@ void CTransformEngine::TransformVertices(int _numVertices, const DecodedVArray *
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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[n].texmtxinfo.sourcerow - XF_SRCTEX0_INROW;
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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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@ -330,7 +328,7 @@ void CTransformEngine::TransformVertices(int _numVertices, const DecodedVArray *
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}
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Vec3 out,out2;
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switch (xfregs.texcoords[n].texmtxinfo.texgentype)
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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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@ -339,17 +337,17 @@ void CTransformEngine::TransformVertices(int _numVertices, const DecodedVArray *
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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[n].texmtxinfo.projection)
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VtxMulMtx43(out, t, m_pTexMatrix[n]);
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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[n]);
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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[n].postmtxinfo.normalize)
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if (xfregs.texcoords[j].postmtxinfo.normalize)
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out.normalize();
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int postMatrix = xfregs.texcoords[n].postmtxinfo.index;
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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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@ -15,6 +15,7 @@
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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 "stdafx.h"
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#include "D3DShader.h"
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#include "VertexShader.h"
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@ -44,11 +45,8 @@ VS_OUTPUT output;\n\
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\n\
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output.pos = mul(matWorldViewProj, input.pos);\n\
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// texgen\n\
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output.uv[0] = float4(input.uv[0].xy,0,input.uv[0].z);\n\
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output.uv[1] = float4(input.uv[1].xy,0,input.uv[1].z);\n\
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output.uv[2] = float4(input.uv[2].xy,0,input.uv[2].z);\n\
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output.uv[3] = float4(input.uv[3].xy,0,input.uv[3].z);\n\
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output.uv[4] = float4(input.uv[4].xy,0,input.uv[4].z);\n\
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for (int i=0; i<5; i++)\n\
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output.uv[i] = float4(input.uv[i].xyz,1);\n\
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\n\
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for (int i=0; i<2; i++)\n output.colors[i] = input.colors[i];\n\
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return output;\n\
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@ -57,7 +55,6 @@ return output;\n\
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const char *GenerateVertexShader() {
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return genericVS;
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}
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/*
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char text2[65536];
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