diff --git a/src/gSP.cpp b/src/gSP.cpp index d75f1161..0f3fffe4 100644 --- a/src/gSP.cpp +++ b/src/gSP.cpp @@ -524,7 +524,7 @@ void gSPLightVertexCBFD(u32 v, SPVertex * spVtx) 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 = (vx*vx + vy*vy + vz*vz + vw*vw) / 65536.0f; + const f32 len = _FIXED2FLOAT((vx*vx + vy*vy + vz*vz + vw*vw),16); f32 intensity = gSP.lights.ca[l] / len; if (intensity > 1.0f) intensity = 1.0f; r += gSP.lights.rgb[l][R] * intensity; @@ -597,7 +597,7 @@ void gSPPointLightVertexZeldaMM(u32 v, float _vecPos[VNUM][4], SPVertex * spVtx) V = 1.0f; const f32 KSF = floorf(KS); - const f32 D = (KSF * gSP.lights.la[l] * 2.0f + KSF * KSF * gSP.lights.qa[l] / 8.0f) / 65536.0f + 1.0f; + const f32 D = _FIXED2FLOAT((KSF * gSP.lights.la[l] * 2.0f + KSF * KSF * gSP.lights.qa[l] / 8.0f),16) + 1.0f; intensity = V / D; } else { // Standard lighting @@ -634,7 +634,7 @@ void gSPPointLightVertexCBFD(u32 v, SPVertex * spVtx) 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 = (vx*vx + vy*vy + vz*vz + vw*vw) / 65536.0f; + const f32 len = _FIXED2FLOAT((vx*vx + vy*vy + vz*vz + vw*vw),16); float p_i = gSP.lights.ca[l] / len; if (p_i > 1.0f) p_i = 1.0f; intensity *= p_i; @@ -1720,8 +1720,8 @@ void gSPCoordMod(u32 _w0, u32 _w1) gSP.vertexCoordMod[1+idx] = (f32)(s16)_SHIFTR(_w1, 0, 16); } else if (pos == 0x10) { assert(idx < 3); - gSP.vertexCoordMod[4+idx] = _SHIFTR(_w1, 16, 16)/65536.0f; - gSP.vertexCoordMod[5+idx] = _SHIFTR(_w1, 0, 16)/65536.0f; + gSP.vertexCoordMod[4+idx] = _FIXED2FLOAT(_SHIFTR(_w1, 16, 16),16); + gSP.vertexCoordMod[5+idx] = _FIXED2FLOAT(_SHIFTR(_w1, 0, 16),16); gSP.vertexCoordMod[12+idx] = gSP.vertexCoordMod[0+idx] + gSP.vertexCoordMod[4+idx]; gSP.vertexCoordMod[13+idx] = gSP.vertexCoordMod[1+idx] + gSP.vertexCoordMod[5+idx]; } else if (pos == 0x20) { diff --git a/src/uCodes/ZSortBOSS.cpp b/src/uCodes/ZSortBOSS.cpp index c4f03aeb..d12aef52 100644 --- a/src/uCodes/ZSortBOSS.cpp +++ b/src/uCodes/ZSortBOSS.cpp @@ -519,9 +519,9 @@ void ZSortBOSS_Lighting( u32 _w0, u32 _w1 ) for(u32 i = 0; i < num; i++) { SPVertex & vtx = pVtx[i]; - vtx.nx = ((s8*)DMEM)[(nsrs++)^3] * 0.00390625f; - vtx.ny = ((s8*)DMEM)[(nsrs++)^3] * 0.00390625f; - vtx.nz = ((s8*)DMEM)[(nsrs++)^3] * 0.00390625f; + vtx.nx = _FIXED2FLOAT(((s8*)DMEM)[(nsrs++)^3],8); + vtx.ny = _FIXED2FLOAT(((s8*)DMEM)[(nsrs++)^3],8); + vtx.nz = _FIXED2FLOAT(((s8*)DMEM)[(nsrs++)^3],8); // TODO: implement light vertex if ever needed //gSPLightVertex(vtx); @@ -605,17 +605,17 @@ void ZSortBOSS_TransformLights( u32 _w0, u32 _w1 ) gSP.lights.rgb[i][G] = (f32)(((u8*)DMEM)[(addr+8+1)^3]) * 0.0039215689f; gSP.lights.rgb[i][B] = (f32)(((u8*)DMEM)[(addr+8+2)^3]) * 0.0039215689f; - gSP.lights.xyz[i][X] = (f32)(((s8*)DMEM)[(addr+16+0)^3]) * 0.00390625f; - gSP.lights.xyz[i][Y] = (f32)(((s8*)DMEM)[(addr+16+1)^3]) * 0.00390625f; - gSP.lights.xyz[i][Z] = (f32)(((s8*)DMEM)[(addr+16+2)^3]) * 0.00390625f; + gSP.lights.xyz[i][X] = _FIXED2FLOAT((((s8*)DMEM)[(addr+16+0)^3]),8); + gSP.lights.xyz[i][Y] = _FIXED2FLOAT((((s8*)DMEM)[(addr+16+1)^3]),8); + gSP.lights.xyz[i][Z] = _FIXED2FLOAT((((s8*)DMEM)[(addr+16+2)^3]),8); ZSortBOSS_TransformVectorNormalize( gSP.lights.xyz[i], gSP.matrix.modelView[gSP.matrix.modelViewi] ); addr += 24; } for(int i = 0; i < 2; i++) { - gSP.lookat.xyz[i][X] = (f32)(((s8*)DMEM)[(addr+16+0)^3]) * 0.00390625f; - gSP.lookat.xyz[i][Y] = (f32)(((s8*)DMEM)[(addr+16+1)^3]) * 0.00390625f; - gSP.lookat.xyz[i][Z] = (f32)(((s8*)DMEM)[(addr+16+2)^3]) * 0.00390625f; + gSP.lookat.xyz[i][X] = _FIXED2FLOAT((((s8*)DMEM)[(addr+16+0)^3]),8); + gSP.lookat.xyz[i][Y] = _FIXED2FLOAT((((s8*)DMEM)[(addr+16+1)^3]),8); + gSP.lookat.xyz[i][Z] = _FIXED2FLOAT((((s8*)DMEM)[(addr+16+2)^3]),8); ZSortBOSS_TransformVectorNormalize( gSP.lookat.xyz[i], gSP.matrix.modelView[gSP.matrix.modelViewi] ); addr += 24; }