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gSP.cpp: Replace _FIXED2FLOAT if there is no real fixed to float conversion

Use * recip instead
This commit is contained in:
gizmo98 2018-06-02 15:12:38 +02:00 committed by Sergey Lipskiy
parent 4750e10076
commit 35f4ad3b28
2 changed files with 8 additions and 6 deletions

View File

@ -518,13 +518,14 @@ void gSPLightVertexCBFD(u32 v, SPVertex * spVtx)
f32 r = gSP.lights.rgb[gSP.numLights][R];
f32 g = gSP.lights.rgb[gSP.numLights][G];
f32 b = gSP.lights.rgb[gSP.numLights][B];
f32 recip = FIXED2FLOATRECIP16;
for (u32 l = 0; l < gSP.numLights; ++l) {
const f32 vx = (vtx.x + gSP.vertexCoordMod[8])*gSP.vertexCoordMod[12] - gSP.lights.pos_xyzw[l][X];
const f32 vy = (vtx.y + gSP.vertexCoordMod[9])*gSP.vertexCoordMod[13] - gSP.lights.pos_xyzw[l][Y];
const f32 vz = (vtx.z + gSP.vertexCoordMod[10])*gSP.vertexCoordMod[14] - gSP.lights.pos_xyzw[l][Z];
const f32 vw = (vtx.w + gSP.vertexCoordMod[11])*gSP.vertexCoordMod[15] - gSP.lights.pos_xyzw[l][W];
const f32 len = _FIXED2FLOAT((vx*vx + vy*vy + vz*vz + vw*vw),16);
const f32 len = (vx*vx + vy*vy + vz*vz + vw*vw) * recip;
f32 intensity = gSP.lights.ca[l] / len;
if (intensity > 1.0f) intensity = 1.0f;
r += gSP.lights.rgb[l][R] * intensity;
@ -571,6 +572,7 @@ void gSPPointLightVertexZeldaMM(u32 v, float _vecPos[VNUM][4], SPVertex * spVtx)
for (u32 l = 0; l < gSP.numLights; ++l) {
if (gSP.lights.ca[l] != 0.0f) {
f32 recip = FIXED2FLOATRECIP16;
// Point lighting
f32 lvec[3] = { gSP.lights.pos_xyzw[l][X], gSP.lights.pos_xyzw[l][Y], gSP.lights.pos_xyzw[l][Z] };
lvec[0] -= _vecPos[j][0];
@ -597,7 +599,7 @@ void gSPPointLightVertexZeldaMM(u32 v, float _vecPos[VNUM][4], SPVertex * spVtx)
V = 1.0f;
const f32 KSF = floorf(KS);
const f32 D = _FIXED2FLOAT((KSF * gSP.lights.la[l] * 2.0f + KSF * KSF * gSP.lights.qa[l] / 8.0f),16) + 1.0f;
const f32 D = (KSF * gSP.lights.la[l] * 2.0f + KSF * KSF * gSP.lights.qa[l] / 8.0f) * recip + 1.0f;
intensity = V / D;
} else {
// Standard lighting

View File

@ -195,10 +195,10 @@ void F3DSWRS_PrepareVertices(const u32* _vert,
for (u32 i = 0; i < _num; ++i) {
SPVertex & vtx = drawer.getVertex(_vert != nullptr ? _vert[i] : i);
const u8 *color = _colorbase + _colorIdx[i];
vtx.r = color[3] * 0.0039215689f;
vtx.g = color[2] * 0.0039215689f;
vtx.b = color[1] * 0.0039215689f;
vtx.a = color[0] * 0.0039215689f;
vtx.r = _FIXED2FLOATCOLOR(color[3], 8 );
vtx.g = _FIXED2FLOATCOLOR(color[2], 8 );
vtx.b = _FIXED2FLOATCOLOR(color[1], 8 );
vtx.a = _FIXED2FLOATCOLOR(color[0], 8 );
if (_useTex) {
const u32 st = *(u32*)&_texbase[4 * i];