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A little housekeeping on Vertex Shader in DX9. Pending more work but my shader code is still too buggy to commit.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@330 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -126,7 +126,7 @@ void CTransformEngine::TransformVertices(int _numVertices, const DecodedVArray *
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Vec3 OrigPos = varray->GetPos(i);
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if (varray->GetComponents() & VB_HAS_POSMTXIDX)
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if (varray->GetComponents() & VertexLoader::VB_HAS_POSMTXIDX)
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{
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int index = varray->GetPosMtxInd(i);
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SetPosNormalMatrix(
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@ -136,7 +136,7 @@ void CTransformEngine::TransformVertices(int _numVertices, const DecodedVArray *
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for (int j = 0; j < 8; j++)
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{
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if (varray->GetComponents() & (VB_HAS_TEXMTXIDX0<<j))
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if (varray->GetComponents() & (VertexLoader::VB_HAS_TEXMTXIDX0<<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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@ -151,7 +151,7 @@ void CTransformEngine::TransformVertices(int _numVertices, const DecodedVArray *
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Vec3 TempNormal;
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Vec3 OrigNormal;
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if (varray->GetComponents() & VB_HAS_NRM0)
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if (varray->GetComponents() & VertexLoader::VB_HAS_NRM0)
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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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@ -180,7 +180,7 @@ void CTransformEngine::TransformVertices(int _numVertices, const DecodedVArray *
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RGBAFloat material;
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RGBAFloat lightSum(0,0,0,0);
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bool hasColorJ = (varray->GetComponents() & (VB_HAS_COL0 << j)) != 0;
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bool hasColorJ = (varray->GetComponents() & (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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@ -295,7 +295,7 @@ void CTransformEngine::TransformVertices(int _numVertices, const DecodedVArray *
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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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bool hasTCC = (varray->GetComponents() & (VB_HAS_UV0 << c)) != 0;
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bool hasTCC = (varray->GetComponents() & (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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