Use brute force to link the software plugin.

Not yet functional.


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7050 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
Soren Jorvang
2011-02-03 19:55:30 +00:00
parent 439baff4cc
commit 1619e176ff
50 changed files with 308 additions and 607 deletions

View File

@ -85,22 +85,22 @@ void MultipleVec3Ortho(const Vec3 &vec, const float *proj, Vec4 &result)
void TransformPosition(const InputVertexData *src, OutputVertexData *dst)
{
const float* mat = (const float*)&xfregs.posMatrices[src->posMtx * 4];
const float* mat = (const float*)&swxfregs.posMatrices[src->posMtx * 4];
MultiplyVec3Mat34(src->position, mat, dst->mvPosition);
if (xfregs.projection[6] == 0)
if (swxfregs.projection[6] == 0)
{
MultipleVec3Perspective(dst->mvPosition, xfregs.projection, dst->projectedPosition);
MultipleVec3Perspective(dst->mvPosition, swxfregs.projection, dst->projectedPosition);
}
else
{
MultipleVec3Ortho(dst->mvPosition, xfregs.projection, dst->projectedPosition);
MultipleVec3Ortho(dst->mvPosition, swxfregs.projection, dst->projectedPosition);
}
}
void TransformNormal(const InputVertexData *src, bool nbt, OutputVertexData *dst)
{
const float* mat = (const float*)&xfregs.normalMatrices[(src->posMtx & 31) * 3];
const float* mat = (const float*)&swxfregs.normalMatrices[(src->posMtx & 31) * 3];
if (nbt)
{
@ -139,7 +139,7 @@ inline void TransformTexCoordRegular(const TexMtxInfo &texinfo, int coordNum, bo
break;
}
const float *mat = (const float*)&xfregs.posMatrices[srcVertex->texMtx[coordNum] * 4];
const float *mat = (const float*)&swxfregs.posMatrices[srcVertex->texMtx[coordNum] * 4];
Vec3 *dst = &dstVertex->texCoords[coordNum];
if (texinfo.projection == XF_TEXPROJ_ST)
@ -159,13 +159,13 @@ inline void TransformTexCoordRegular(const TexMtxInfo &texinfo, int coordNum, bo
MultiplyVec3Mat34(*src, mat, *dst);
}
if (xfregs.dualTexTrans)
if (swxfregs.dualTexTrans)
{
Vec3 tempCoord;
// normalize
const PostMtxInfo &postInfo = xfregs.postMtxInfo[coordNum];
const float *postMat = (const float*)&xfregs.postMatrices[postInfo.index * 4];
const PostMtxInfo &postInfo = swxfregs.postMtxInfo[coordNum];
const float *postMat = (const float*)&swxfregs.postMatrices[postInfo.index * 4];
if (specialCase)
{
@ -227,7 +227,7 @@ inline float SafeDivide(float n, float 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];
const LightPointer *light = (const LightPointer*)&swxfregs.lights[0x10*lightNum];
if (!(chan.attnfunc & 1)) {
// atten disabled
@ -304,7 +304,7 @@ void LightColor(const Vec3 &pos, const Vec3 &normal, u8 lightNum, const LitChann
void LightAlpha(const Vec3 &pos, const Vec3 &normal, u8 lightNum, const LitChannel &chan, float &lightCol)
{
const LightPointer *light = (const LightPointer*)&xfregs.lights[0x10*lightNum];
const LightPointer *light = (const LightPointer*)&swxfregs.lights[0x10*lightNum];
if (!(chan.attnfunc & 1)) {
// atten disabled
@ -377,18 +377,18 @@ void LightAlpha(const Vec3 &pos, const Vec3 &normal, u8 lightNum, const LitChann
void TransformColor(const InputVertexData *src, OutputVertexData *dst)
{
for (u32 chan = 0; chan < xfregs.nNumChans; chan++)
for (u32 chan = 0; chan < swxfregs.nNumChans; chan++)
{
// abgr
u8 matcolor[4];
u8 chancolor[4];
// color
LitChannel &colorchan = xfregs.color[chan];
LitChannel &colorchan = swxfregs.color[chan];
if (colorchan.matsource)
*(u32*)matcolor = *(u32*)src->color[chan]; // vertex
else
*(u32*)matcolor = xfregs.matColor[chan];
*(u32*)matcolor = swxfregs.matColor[chan];
if (colorchan.enablelighting)
{
@ -402,7 +402,7 @@ void TransformColor(const InputVertexData *src, OutputVertexData *dst)
}
else
{
u8 *ambColor = (u8*)&xfregs.ambColor[chan];
u8 *ambColor = (u8*)&swxfregs.ambColor[chan];
lightCol.x = ambColor[1];
lightCol.y = ambColor[2];
lightCol.z = ambColor[3];
@ -425,19 +425,19 @@ void TransformColor(const InputVertexData *src, OutputVertexData *dst)
}
// alpha
LitChannel &alphachan = xfregs.alpha[chan];
LitChannel &alphachan = swxfregs.alpha[chan];
if (alphachan.matsource)
matcolor[0] = src->color[chan][0]; // vertex
else
matcolor[0] = xfregs.matColor[chan] & 0xff;
matcolor[0] = swxfregs.matColor[chan] & 0xff;
if (xfregs.alpha[chan].enablelighting)
if (swxfregs.alpha[chan].enablelighting)
{
float lightCol;
if (alphachan.ambsource)
lightCol = src->color[chan][0]; // vertex
else
lightCol = (float)(xfregs.ambColor[chan] & 0xff);
lightCol = (float)(swxfregs.ambColor[chan] & 0xff);
u8 mask = alphachan.GetFullLightMask();
for (int i = 0; i < 8; ++i) {
@ -459,9 +459,9 @@ void TransformColor(const InputVertexData *src, OutputVertexData *dst)
void TransformTexCoord(const InputVertexData *src, OutputVertexData *dst, bool specialCase)
{
for (u32 coordNum = 0; coordNum < xfregs.numTexGens; coordNum++)
for (u32 coordNum = 0; coordNum < swxfregs.numTexGens; coordNum++)
{
const TexMtxInfo &texinfo = xfregs.texMtxInfo[coordNum];
const TexMtxInfo &texinfo = swxfregs.texMtxInfo[coordNum];
switch (texinfo.texgentype)
{
@ -470,7 +470,7 @@ void TransformTexCoord(const InputVertexData *src, OutputVertexData *dst, bool s
break;
case XF_TEXGEN_EMBOSS_MAP:
{
const LightPointer *light = (const LightPointer*)&xfregs.lights[0x10*texinfo.embosslightshift];
const LightPointer *light = (const LightPointer*)&swxfregs.lights[0x10*texinfo.embosslightshift];
Vec3 ldir = (light->pos - dst->mvPosition).normalized();
float d1 = ldir * dst->normal[1];
@ -500,7 +500,7 @@ void TransformTexCoord(const InputVertexData *src, OutputVertexData *dst, bool s
}
}
for (u32 coordNum = 0; coordNum < xfregs.numTexGens; coordNum++)
for (u32 coordNum = 0; coordNum < swxfregs.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);