More common things moved out from the GFX plugins. No visible changes.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@27 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
hrydgard
2008-07-18 19:33:55 +00:00
parent ca13c54855
commit b3c55018a6
36 changed files with 857 additions and 924 deletions

View File

@ -1,5 +1,6 @@
#include "Common.h"
#include "Globals.h"
#include "Vec3.h"
#include "TransformEngine.h"
#include "VertexHandler.h"
#include "VertexLoader.h"
@ -34,7 +35,7 @@ float DoLighting(const Light *light, const LitChannel &chan, const Vec3 &pos, co
float val;
if (chan.attnfunc == 0 || chan.attnfunc == 2) //no attn
{
Vec3 ldir = (light->dpos-pos);
Vec3 ldir = (Vec3(light->dpos) - pos);
val = ldir.normalized() * normal;
}
else
@ -44,17 +45,17 @@ float DoLighting(const Light *light, const LitChannel &chan, const Vec3 &pos, co
float mul = 1.0f;
if (chan.attnfunc == 3)
{
Vec3 ldir = (light->dpos - pos);
Vec3 ldir = (Vec3(light->dpos) - pos);
d = ldir.length();
Vec3 ldirNorm = ldir / d; //normalize
float l = ldirNorm * normal;
aattn = light->ddir * ldirNorm;
aattn = Vec3(light->ddir) * ldirNorm;
mul = l;
}
else if (chan.attnfunc == 1)
{
d = aattn = light->shalfangle * normal;
mul = (light->sdir * normal > 0) ? (normal * light->shalfangle) : 0;
d = aattn = Vec3(light->shalfangle) * normal;
mul = (Vec3(light->sdir) * normal > 0) ? (normal * Vec3(light->shalfangle)) : 0;
if (mul < 0)
mul = 0;
}
@ -167,14 +168,14 @@ void CTransformEngine::TransformVertices(int _numVertices, const DecodedVArray *
//////////////////////////////////////////////////////////////////////////
//find all used lights
u32 lightMask =
colChans[0].color.GetFullLightMask() | colChans[0].alpha.GetFullLightMask() |
colChans[1].color.GetFullLightMask() | colChans[1].alpha.GetFullLightMask();
xfregs.colChans[0].color.GetFullLightMask() | xfregs.colChans[0].alpha.GetFullLightMask() |
xfregs.colChans[1].color.GetFullLightMask() | xfregs.colChans[1].alpha.GetFullLightMask();
float r0=0,g0=0,b0=0,a0=0;
//go through them and compute the lit colors
//Sum lighting for both two color channels if they're active
for (int j=0; j<(int)bpmem.genMode.numcolchans; j++)
for (int j = 0; j < (int)bpmem.genMode.numcolchans; j++)
{
RGBAFloat material;
RGBAFloat lightSum(0,0,0,0);
@ -182,8 +183,8 @@ void CTransformEngine::TransformVertices(int _numVertices, const DecodedVArray *
bool hasColorJ = (varray->GetComponents() & (VB_HAS_COL0 << j)) != 0;
//get basic material color from appropriate sources (this would compile nicely!:)
if (colChans[j].color.matsource==GX_SRC_REG)
material.convertRGB_GC(colChans[j].matColor);
if (xfregs.colChans[j].color.matsource == GX_SRC_REG)
material.convertRGB_GC(xfregs.colChans[j].matColor);
else
{
if (hasColorJ)
@ -192,8 +193,8 @@ void CTransformEngine::TransformVertices(int _numVertices, const DecodedVArray *
material.r=material.g=material.b=1.0f;
}
if (colChans[j].alpha.matsource==GX_SRC_REG)
material.convertA_GC(colChans[j].matColor);
if (xfregs.colChans[j].alpha.matsource == GX_SRC_REG)
material.convertA_GC(xfregs.colChans[j].matColor);
else
{
if (hasColorJ)
@ -203,11 +204,11 @@ void CTransformEngine::TransformVertices(int _numVertices, const DecodedVArray *
}
//combine together the light values from the lights that affect the color
if (colChans[j].color.enablelighting)
if (xfregs.colChans[j].color.enablelighting)
{
//choose ambient source and start our lightsum accumulator with its value..
if (colChans[j].color.ambsource == GX_SRC_REG)
lightSum.convertRGB_GC(colChans[j].ambColor); //ambient
if (xfregs.colChans[j].color.ambsource == GX_SRC_REG)
lightSum.convertRGB_GC(xfregs.colChans[j].ambColor); //ambient
else
{
if (hasColorJ)
@ -219,12 +220,12 @@ void CTransformEngine::TransformVertices(int _numVertices, const DecodedVArray *
}
//accumulate light colors
int cmask = colChans[j].color.GetFullLightMask();
int cmask = xfregs.colChans[j].color.GetFullLightMask();
for (int l=0; l<8; l++)
{
if (cmask&1)
{
float val = DoLighting(GetLight(l), colChans[j].color, TempPos, TempNormal);
float val = DoLighting(GetLight(l), xfregs.colChans[j].color, TempPos, TempNormal);
float r = lightColors[l].r * val;
float g = lightColors[l].g * val;
float b = lightColors[l].b * val;
@ -237,15 +238,15 @@ void CTransformEngine::TransformVertices(int _numVertices, const DecodedVArray *
}
else
{
lightSum.r=lightSum.g=lightSum.b=1.0f;
lightSum.r = lightSum.g = lightSum.b = 1.0f;
}
//combine together the light values from the lights that affect alpha (should be rare)
if (colChans[j].alpha.enablelighting)
if (xfregs.colChans[j].alpha.enablelighting)
{
//choose ambient source..
if (colChans[j].alpha.ambsource==GX_SRC_REG)
lightSum.convertA_GC(colChans[j].ambColor);
if (xfregs.colChans[j].alpha.ambsource==GX_SRC_REG)
lightSum.convertA_GC(xfregs.colChans[j].ambColor);
else
{
if (hasColorJ)
@ -254,12 +255,12 @@ void CTransformEngine::TransformVertices(int _numVertices, const DecodedVArray *
lightSum.a=0.0f;
}
//accumulate light alphas
int amask = colChans[j].alpha.GetFullLightMask();
for (int l=0; l<8; l++)
int amask = xfregs.colChans[j].alpha.GetFullLightMask();
for (int l = 0; l < 8; l++)
{
if (amask&1)
{
float val = DoLighting(GetLight(l),colChans[j].alpha,TempPos,TempNormal);
float val = DoLighting(GetLight(l), xfregs.colChans[j].alpha, TempPos, TempNormal);
float a = lightColors[l].a * val;
lightSum.a += a;
}
@ -279,21 +280,21 @@ void CTransformEngine::TransformVertices(int _numVertices, const DecodedVArray *
//Step 3: Generate texture coordinates!
//////////////////////////////////////////////////////////////////////////
Vec3 TempUVs[8];
for (int j=0; j<miscxf.numTexGens; j++)
for (int j = 0; j < xfregs.numTexGens; j++)
{
int n = bpmem.tevorders[j/2].getTexCoord(j&1); // <- yazor: dirty zelda patch ^^
int n = bpmem.tevorders[j / 2].getTexCoord(j & 1); // <- yazor: dirty zelda patch ^^
n = j;
Vec3 t;
switch(texcoords[n].texmtxinfo.sourcerow) {
case XF_GEOM_INROW: t = OrigPos; break; //HACK WTFF???
case XF_NORMAL_INROW: t = OrigNormal; break;
case XF_COLORS_INROW: break; //set uvs to something?
case XF_BINORMAL_T_INROW: t=Vec3(0,0,0);break;
case XF_BINORMAL_B_INROW: t=Vec3(0,0,0);break;
switch (xfregs.texcoords[n].texmtxinfo.sourcerow) {
case XF_SRCGEOM_INROW: t = OrigPos; break; //HACK WTFF???
case XF_SRCNORMAL_INROW: t = OrigNormal; break;
case XF_SRCCOLORS_INROW: break; //set uvs to something?
case XF_SRCBINORMAL_T_INROW: t=Vec3(0,0,0);break;
case XF_SRCBINORMAL_B_INROW: t=Vec3(0,0,0);break;
default:
{
int c = texcoords[n].texmtxinfo.sourcerow - XF_TEX0_INROW;
int c = xfregs.texcoords[n].texmtxinfo.sourcerow - XF_SRCTEX0_INROW;
bool hasTCC = (varray->GetComponents() & (VB_HAS_UV0 << c)) != 0;
if (c >= 0 && c <= 7 && hasTCC)
{
@ -304,26 +305,26 @@ void CTransformEngine::TransformVertices(int _numVertices, const DecodedVArray *
}
Vec3 out,out2;
switch (texcoords[n].texmtxinfo.texgentype)
switch (xfregs.texcoords[n].texmtxinfo.texgentype)
{
case XF_TEXGEN_COLOR_STRGBC0:
out=Vec3(chans[0].r*255, chans[0].g*255, 1)/255.0f;
out = Vec3(chans[0].r*255, chans[0].g*255, 1)/255.0f;
break;
case XF_TEXGEN_COLOR_STRGBC1:
out=Vec3(chans[1].r*255, chans[1].g*255, 1)/255.0f; //FIX: take color1 instead
out = Vec3(chans[1].r*255, chans[1].g*255, 1)/255.0f; //FIX: take color1 instead
break;
case XF_TEXGEN_REGULAR:
if (texcoords[n].texmtxinfo.projection)
if (xfregs.texcoords[n].texmtxinfo.projection)
VtxMulMtx43(out, t, m_pTexMatrix[n]);
else
VtxMulMtx42(out, t, m_pTexMatrix[n]);
break;
}
if (texcoords[n].postmtxinfo.normalize)
if (xfregs.texcoords[n].postmtxinfo.normalize)
out.normalize();
int postMatrix = texcoords[n].postmtxinfo.index;
int postMatrix = xfregs.texcoords[n].postmtxinfo.index;
float *pmtx = ((float*)xfmem) + 0x500 + postMatrix * 4; //CHECK
//multiply with postmatrix
VtxMulMtx43(TempUVs[j], out, pmtx);
@ -332,12 +333,12 @@ void CTransformEngine::TransformVertices(int _numVertices, const DecodedVArray *
//////////////////////////////////////////////////////////////////////////
//Step 4: Output the vertex!
//////////////////////////////////////////////////////////////////////////
for (int j=0; j<2; j++)
for (int j = 0; j < 2; j++)
chans[j].convertToD3DColor(vbuffer[i].colors[j]);
vbuffer[i].pos = TempPos;
vbuffer[i].normal = TempNormal;
for (int j=0; j<(int)bpmem.genMode.numtexgens; j++)
for (int j = 0; j < (int)bpmem.genMode.numtexgens; j++)
{
vbuffer[i].uv[j].u = TempUVs[j].x;
vbuffer[i].uv[j].v = TempUVs[j].y;