From 35f4ad3b28b27a05d50d70f5644a77b52262ec9d Mon Sep 17 00:00:00 2001 From: gizmo98 Date: Sat, 2 Jun 2018 15:12:38 +0200 Subject: [PATCH] gSP.cpp: Replace _FIXED2FLOAT if there is no real fixed to float conversion Use * recip instead --- src/gSP.cpp | 6 ++++-- src/uCodes/F3DSWRS.cpp | 8 ++++---- 2 files changed, 8 insertions(+), 6 deletions(-) diff --git a/src/gSP.cpp b/src/gSP.cpp index ff87b97f..db29e3b7 100644 --- a/src/gSP.cpp +++ b/src/gSP.cpp @@ -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 diff --git a/src/uCodes/F3DSWRS.cpp b/src/uCodes/F3DSWRS.cpp index b0925fd1..3599c4a9 100644 --- a/src/uCodes/F3DSWRS.cpp +++ b/src/uCodes/F3DSWRS.cpp @@ -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];