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								// Copyright (C) 2003-2009 Dolphin Project.
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								// This program is free software: you can redistribute it and/or modify
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								// it under the terms of the GNU General Public License as published by
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								// the Free Software Foundation, version 2.0.
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								// This program is distributed in the hope that it will be useful,
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								// but WITHOUT ANY WARRANTY; without even the implied warranty of
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								// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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								// GNU General Public License 2.0 for more details.
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								// A copy of the GPL 2.0 should have been included with the program.
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								// If not, see http://www.gnu.org/licenses/
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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 "Common.h"
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								#include <math.h>
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								#include "TransformUnit.h"
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								#include "XFMemLoader.h"
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								#include "CPMemLoader.h"
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								#include "BPMemLoader.h"
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								#include "NativeVertexFormat.h"
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								#include "Vec3.h"
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								namespace TransformUnit
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								{
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								void MultiplyVec2Mat24(const Vec3 &vec, const float *mat, Vec3 &result)
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								{
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								    result.x = mat[0] * vec.x + mat[1] * vec.y + mat[2] + mat[3];
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								    result.y = mat[4] * vec.x + mat[5] * vec.y + mat[6] + mat[7];
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									result.z = 1.0f;
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								}
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								void MultiplyVec2Mat34(const Vec3 &vec, const float *mat, Vec3 &result)
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								{
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								    result.x = mat[0] * vec.x + mat[1] * vec.y + mat[2] + mat[3];
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								    result.y = mat[4] * vec.x + mat[5] * vec.y + mat[6] + mat[7];
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								    result.z = mat[8] * vec.x + mat[9] * vec.y + mat[10] + mat[11];
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								}
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								void MultiplyVec3Mat33(const Vec3 &vec, const float *mat, Vec3 &result)
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								{
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								    result.x = mat[0] * vec.x + mat[1] * vec.y + mat[2] * vec.z;
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								    result.y = mat[3] * vec.x + mat[4] * vec.y + mat[5] * vec.z;
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								    result.z = mat[6] * vec.x + mat[7] * vec.y + mat[8] * vec.z;
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								}
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								void MultiplyVec3Mat24(const Vec3 &vec, const float *mat, Vec3 &result)
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								{
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								    result.x = mat[0] * vec.x + mat[1] * vec.y + mat[2] * vec.z + mat[3];
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								    result.y = mat[4] * vec.x + mat[5] * vec.y + mat[6] * vec.z + mat[7];
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								    result.z = 1.0f;
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								}
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								void MultiplyVec3Mat34(const Vec3 &vec, const float *mat, Vec3 &result)
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								{
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								    result.x = mat[0] * vec.x + mat[1] * vec.y + mat[2] * vec.z + mat[3];
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								    result.y = mat[4] * vec.x + mat[5] * vec.y + mat[6] * vec.z + mat[7];
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								    result.z = mat[8] * vec.x + mat[9] * vec.y + mat[10] * vec.z + mat[11];
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								}
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								void MultipleVec3Perspective(const Vec3 &vec, const float *proj, Vec4 &result)
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								{
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								    result.x = proj[0] * vec.x + proj[1] * vec.z;
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								    result.y = proj[2] * vec.y + proj[3] * vec.z;
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								    //result.z = (proj[4] * vec.z + proj[5]);
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								    result.z = (proj[4] * vec.z + proj[5]) * (1.0f - (float)1e-7);
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								    result.w = -vec.z;
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								}
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								void MultipleVec3Ortho(const Vec3 &vec, const float *proj, Vec4 &result)
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								{
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								    result.x = proj[0] * vec.x + proj[1];
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								    result.y = proj[2] * vec.y + proj[3];
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								    result.z = proj[4] * vec.z + proj[5];
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								    result.w = 1;
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								}
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								void TransformPosition(const InputVertexData *src, OutputVertexData *dst)
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								{
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								    const float* mat = (const float*)&xfregs.posMatrices[src->posMtx * 4];    
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								    MultiplyVec3Mat34(src->position, mat, dst->mvPosition);
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								    if (xfregs.projection[6] == 0)
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								    {
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								        MultipleVec3Perspective(dst->mvPosition, xfregs.projection, dst->projectedPosition);
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								    }
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								    else
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								    {
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								        MultipleVec3Ortho(dst->mvPosition, xfregs.projection, dst->projectedPosition);
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								    }
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								}
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								void TransformNormal(const InputVertexData *src, bool nbt, OutputVertexData *dst)
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								{
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								    const float* mat = (const float*)&xfregs.normalMatrices[(src->posMtx & 31)  * 3];
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								    if (nbt)
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								    {
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								        MultiplyVec3Mat33(src->normal[0], mat, dst->normal[0]);
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								        MultiplyVec3Mat33(src->normal[1], mat, dst->normal[1]);
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								        MultiplyVec3Mat33(src->normal[2], mat, dst->normal[2]);
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								        dst->normal[0].normalize();
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								    }
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								    else
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								    {
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								        MultiplyVec3Mat33(src->normal[0], mat, dst->normal[0]);
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								        dst->normal[0].normalize();
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								    }    
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								}
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								inline void TransformTexCoordRegular(const TexMtxInfo &texinfo, int coordNum, bool specialCase, const InputVertexData *srcVertex, OutputVertexData *dstVertex)
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								{
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								    const Vec3 *src;
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								    switch (texinfo.sourcerow)
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								    {
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								        case XF_SRCGEOM_INROW:
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								            src = &srcVertex->position;
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								            break;
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								        case XF_SRCNORMAL_INROW:
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								            src = &srcVertex->normal[0];
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								            break;
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								        case XF_SRCBINORMAL_T_INROW:
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								            src = &srcVertex->normal[1];
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								            break;
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								        case XF_SRCBINORMAL_B_INROW:
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								            src = &srcVertex->normal[2];
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								            break;
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								        default:
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								            _assert_(texinfo.sourcerow >= XF_SRCTEX0_INROW && texinfo.sourcerow <= XF_SRCTEX7_INROW);
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								            src = (Vec3*)srcVertex->texCoords[texinfo.sourcerow - XF_SRCTEX0_INROW];
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								            break;
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								    }
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								    const float *mat = (const float*)&xfregs.posMatrices[srcVertex->texMtx[coordNum] * 4];
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								    Vec3 *dst = &dstVertex->texCoords[coordNum];
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									if (texinfo.projection == XF_TEXPROJ_ST)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									{
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										if (texinfo.inputform == XF_TEXINPUT_AB11 || specialCase)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
											MultiplyVec2Mat24(*src, mat, *dst);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										else
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
											MultiplyVec3Mat24(*src, mat, *dst);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									else // texinfo.projection == XF_TEXPROJ_STQ
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									{
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										_assert_(!specialCase);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										if (texinfo.inputform == XF_TEXINPUT_AB11)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
											MultiplyVec2Mat34(*src, mat, *dst);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										else
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
											MultiplyVec3Mat34(*src, mat, *dst);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									}
							 | 
						
					
						
							
								
									
										
										
										
											2010-07-06 16:16:07 +00:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    if (xfregs.dualTexTrans)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        Vec3 tempCoord;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        // normalize
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        const PostMtxInfo &postInfo = xfregs.postMtxInfo[coordNum];
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										const float *postMat = (const float*)&xfregs.postMatrices[postInfo.index * 4];
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										if (specialCase)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										{
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
											// no normalization
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
											// q of input is 1
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
											// q of output is unknown
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
											tempCoord.x = dst->x;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
											tempCoord.y = dst->y;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
											dst->x = postMat[0] * tempCoord.x + postMat[1] * tempCoord.y + postMat[2] + postMat[3];
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
											dst->y = postMat[4] * tempCoord.x + postMat[5] * tempCoord.y + postMat[6] + postMat[7];
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
											dst->z = 1.0f;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										else
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										{		
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
											if (postInfo.normalize)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
												tempCoord = dst->normalized();
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
											else
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
												tempCoord = *dst;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
											MultiplyVec3Mat34(tempCoord, postMat, *dst);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								struct LightPointer
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								{
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    u32 reserved[3];
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    u8 color[4];
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    Vec3 cosatt;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    Vec3 distatt;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    Vec3 pos;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    Vec3 dir;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								};
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								inline void AddIntegerColor(const u8 *src, Vec3 &dst)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								{
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    dst.x += src[1];
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    dst.y += src[2];
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    dst.z += src[3];
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								inline void AddScaledIntegerColor(const u8 *src, float scale, Vec3 &dst)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								{
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    dst.x += src[1] * scale;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    dst.y += src[2] * scale;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    dst.z += src[3] * scale;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								inline float Clamp(float val, float a, float b)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								{
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    return val<a?a:val>b?b:val;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								inline float SafeDivide(float n, float d)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								{
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    return (d==0)?(n>0?1:0):n/d;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								void LightColor(const Vec3 &pos, const Vec3 &normal, u8 lightNum, const LitChannel &chan, Vec3 &lightCol)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								{
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    const LightPointer *light = (const LightPointer*)&xfregs.lights[0x10*lightNum];
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    if (!(chan.attnfunc & 1)) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        // atten disabled
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        switch (chan.diffusefunc) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            case LIGHTDIF_NONE:
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                AddIntegerColor(light->color, lightCol);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                break;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            case LIGHTDIF_SIGN:
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                    Vec3 ldir = (light->pos - pos).normalized();
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                    float diffuse = ldir * normal;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                    AddScaledIntegerColor(light->color, diffuse, lightCol);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                break;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            case LIGHTDIF_CLAMP:
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                    Vec3 ldir = (light->pos - pos).normalized();
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                    float diffuse = max(0.0f, ldir * normal);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                    AddScaledIntegerColor(light->color, diffuse, lightCol);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                break;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            default: _assert_(0);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    else { // spec and spot
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        // not sure about divide by zero checks
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        Vec3 ldir = light->pos - pos;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        float attn;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        if (chan.attnfunc == 3) { // spot
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            float dist2 = ldir.length2();
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            float dist = sqrtf(dist2);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            ldir = ldir / dist;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            attn = max(0.0f, ldir * light->dir);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            float cosAtt = light->cosatt.x + (light->cosatt.y * attn) + (light->cosatt.z * attn * attn);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            float distAtt = light->distatt.x + (light->distatt.y * dist) + (light->distatt.z * dist2);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            attn = SafeDivide(max(0.0f, cosAtt), distAtt);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        else if (chan.attnfunc == 1) { // specular
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            // donko - what is going on here?  655.36 is a guess but seems about right.
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            attn = (light->pos * normal) > -655.36 ? max(0.0f, (light->dir * normal)) : 0;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            ldir.set(1.0f, attn, attn * attn);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            float cosAtt = max(0.0f, light->cosatt * ldir);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            float distAtt = light->distatt * ldir;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            attn = SafeDivide(max(0.0f, cosAtt), distAtt);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        } else {
							 | 
						
					
						
							
								
									
										
										
										
											2010-05-26 21:03:42 +00:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								            PanicAlert("LightColor");
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            return;
							 | 
						
					
						
							
								
									
										
										
										
											2010-07-06 16:16:07 +00:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								        }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        switch (chan.diffusefunc) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            case LIGHTDIF_NONE:
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                AddScaledIntegerColor(light->color, attn, lightCol);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                break;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            case LIGHTDIF_SIGN:
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                    float difAttn = ldir * normal;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                    AddScaledIntegerColor(light->color, attn * difAttn, lightCol);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                break;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            case LIGHTDIF_CLAMP:
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                    float difAttn = max(0.0f, ldir * normal);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                    AddScaledIntegerColor(light->color, attn * difAttn, lightCol);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                break;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            default: _assert_(0);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								void LightAlpha(const Vec3 &pos, const Vec3 &normal, u8 lightNum, const LitChannel &chan, float &lightCol)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								{
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    const LightPointer *light = (const LightPointer*)&xfregs.lights[0x10*lightNum];
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    if (!(chan.attnfunc & 1)) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        // atten disabled
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        switch (chan.diffusefunc) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            case LIGHTDIF_NONE:
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                lightCol += light->color[0];
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                break;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            case LIGHTDIF_SIGN:
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                    Vec3 ldir = (light->pos - pos).normalized();                    
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                    float diffuse = ldir * normal;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                    lightCol += light->color[0] * diffuse;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                break;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            case LIGHTDIF_CLAMP:
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                    Vec3 ldir = (light->pos - pos).normalized();
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                    float diffuse = max(0.0f, ldir * normal);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                    lightCol += light->color[0] * diffuse;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                break;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            default: _assert_(0);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    else { // spec and spot
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        Vec3 ldir = light->pos - pos;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        float attn;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        if (chan.attnfunc == 3) { // spot
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            float dist2 = ldir.length2();
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            float dist = sqrtf(dist2);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            ldir = ldir / dist;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            attn = max(0.0f, ldir * light->dir);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            float cosAtt = light->cosatt.x + (light->cosatt.y * attn) + (light->cosatt.z * attn * attn);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            float distAtt = light->distatt.x + (light->distatt.y * dist) + (light->distatt.z * dist2);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            attn = SafeDivide(max(0.0f, cosAtt), distAtt);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        else /* if (chan.attnfunc == 1) */ { // specular
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            // donko - what is going on here?  655.36 is a guess but seems about right.
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            attn = (light->pos * normal) > -655.36 ? max(0.0f, (light->dir * normal)) : 0;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            ldir.set(1.0f, attn, attn * attn);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            float cosAtt = light->cosatt * ldir;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            float distAtt = light->distatt * ldir;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            attn = SafeDivide(max(0.0f, cosAtt), distAtt);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        switch (chan.diffusefunc) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            case LIGHTDIF_NONE:
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                lightCol += light->color[0] * attn;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                break;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            case LIGHTDIF_SIGN:
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                    float difAttn = ldir * normal;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                    lightCol += light->color[0] * attn * difAttn;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                break;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            case LIGHTDIF_CLAMP:
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                    float difAttn = max(0.0f, ldir * normal);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                    lightCol += light->color[0] * attn * difAttn;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                break;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            default: _assert_(0);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								void TransformColor(const InputVertexData *src, OutputVertexData *dst)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								{
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    for (u32 chan = 0; chan < xfregs.nNumChans; chan++)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        // abgr
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        u8 matcolor[4];
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        u8 chancolor[4];
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        // color
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        LitChannel &colorchan = xfregs.color[chan];
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        if (colorchan.matsource)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            *(u32*)matcolor = *(u32*)src->color[chan];  // vertex
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        else
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            *(u32*)matcolor = xfregs.matColor[chan];
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        if (colorchan.enablelighting)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            Vec3 lightCol;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            if (colorchan.ambsource)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                // vertex
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                lightCol.x = src->color[chan][1];
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                lightCol.y = src->color[chan][2];
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                lightCol.z = src->color[chan][3];
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            else
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                u8 *ambColor = (u8*)&xfregs.ambColor[chan];
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                lightCol.x = ambColor[1];
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                lightCol.y = ambColor[2];
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                lightCol.z = ambColor[3];
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            u8 mask = colorchan.GetFullLightMask();
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            for (int i = 0; i < 8; ++i) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                if (mask&(1<<i))
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                    LightColor(dst->mvPosition, dst->normal[0], i, colorchan, lightCol);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            float inv = 1.0f / 255.0f;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            chancolor[1] = (u8)(matcolor[1] * Clamp(lightCol.x * inv, 0.0f, 1.0f));
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            chancolor[2] = (u8)(matcolor[2] * Clamp(lightCol.y * inv, 0.0f, 1.0f));
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            chancolor[3] = (u8)(matcolor[3] * Clamp(lightCol.z * inv, 0.0f, 1.0f));
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        else
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            *(u32*)chancolor = *(u32*)matcolor;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        // alpha
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        LitChannel &alphachan = xfregs.alpha[chan];
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        if (alphachan.matsource)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            matcolor[0] = src->color[chan][0];  // vertex
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        else
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            matcolor[0] = xfregs.matColor[chan] & 0xff;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        if (xfregs.alpha[chan].enablelighting)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            float lightCol;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            if (alphachan.ambsource)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                lightCol = src->color[chan][0]; // vertex
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            else
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                lightCol = (float)(xfregs.ambColor[chan] & 0xff);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            u8 mask = alphachan.GetFullLightMask();
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            for (int i = 0; i < 8; ++i) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                if (mask&(1<<i))
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                    LightAlpha(dst->mvPosition, dst->normal[0], i, alphachan, lightCol);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            chancolor[0] = (u8)(matcolor[0] * Clamp(lightCol / 255.0f, 0.0f, 1.0f));
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        else
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            chancolor[0] = matcolor[0];
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        // abgr -> rgba
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        *(u32*)dst->color[chan] = Common::swap32(*(u32*)chancolor);
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								    }
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								}
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								void TransformTexCoord(const InputVertexData *src, OutputVertexData *dst, bool specialCase)
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								{
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								    for (u32 coordNum = 0; coordNum < xfregs.numTexGens; coordNum++)
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								    {
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								        const TexMtxInfo &texinfo = xfregs.texMtxInfo[coordNum];
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								        switch (texinfo.texgentype)
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								        {
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								        case XF_TEXGEN_REGULAR:
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								            TransformTexCoordRegular(texinfo, coordNum, specialCase, src, dst);
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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*)&xfregs.lights[0x10*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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								                float d2 = ldir * dst->normal[2];
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								                dst->texCoords[coordNum].x = dst->texCoords[texinfo.embosssourceshift].x + d1;
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								                dst->texCoords[coordNum].y = dst->texCoords[texinfo.embosssourceshift].y + d2;
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								                dst->texCoords[coordNum].z = dst->texCoords[texinfo.embosssourceshift].z;
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								            }
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								            break;
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								        case XF_TEXGEN_COLOR_STRGBC0:
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								            _assert_(texinfo.sourcerow == XF_SRCCOLORS_INROW);
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								            _assert_(texinfo.inputform == XF_TEXINPUT_AB11);
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								            dst->texCoords[coordNum].x = (float)dst->color[0][0] / 255.0f;
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								            dst->texCoords[coordNum].y = (float)dst->color[0][1] / 255.0f;
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								            dst->texCoords[coordNum].z = 1.0f;
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							 | 
							
							
								            break;
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								        case XF_TEXGEN_COLOR_STRGBC1:
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            _assert_(texinfo.sourcerow == XF_SRCCOLORS_INROW);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            _assert_(texinfo.inputform == XF_TEXINPUT_AB11);
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							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            dst->texCoords[coordNum].x = (float)dst->color[1][0] / 255.0f;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            dst->texCoords[coordNum].y = (float)dst->color[1][1] / 255.0f;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            dst->texCoords[coordNum].z = 1.0f;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            break;
							 | 
						
					
						
							| 
								
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								        default:
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            ERROR_LOG(VIDEO, "Bad tex gen type %i", texinfo.texgentype);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        }
							 | 
						
					
						
							| 
								
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							 | 
							
							
								    }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									for (u32 coordNum = 0; coordNum < xfregs.numTexGens; coordNum++)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										dst->texCoords[coordNum][0] *= (bpmem.texcoords[coordNum].s.scale_minus_1 + 1);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										dst->texCoords[coordNum][1] *= (bpmem.texcoords[coordNum].t.scale_minus_1 + 1);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								}
							 | 
						
					
						
							| 
								
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							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								}
							 |