renderer_opengl: Use GLvec3/GLvec4 aliases for commonly used types.
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@ -920,7 +920,7 @@ void RasterizerOpenGL::SyncGlobalAmbient() {
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}
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}
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void RasterizerOpenGL::SyncLightingLUT(unsigned lut_index) {
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void RasterizerOpenGL::SyncLightingLUT(unsigned lut_index) {
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std::array<std::array<GLfloat, 4>, 256> new_data;
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std::array<GLvec4, 256> new_data;
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for (unsigned offset = 0; offset < new_data.size(); ++offset) {
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for (unsigned offset = 0; offset < new_data.size(); ++offset) {
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new_data[offset][0] = Pica::g_state.lighting.luts[(lut_index * 4) + 0][offset].ToFloat();
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new_data[offset][0] = Pica::g_state.lighting.luts[(lut_index * 4) + 0][offset].ToFloat();
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@ -969,7 +969,7 @@ void RasterizerOpenGL::SyncLightAmbient(int light_index) {
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}
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}
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void RasterizerOpenGL::SyncLightPosition(int light_index) {
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void RasterizerOpenGL::SyncLightPosition(int light_index) {
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std::array<GLfloat, 3> position = {
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GLvec3 position = {
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Pica::float16::FromRaw(Pica::g_state.regs.lighting.light[light_index].x).ToFloat32(),
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Pica::float16::FromRaw(Pica::g_state.regs.lighting.light[light_index].x).ToFloat32(),
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Pica::float16::FromRaw(Pica::g_state.regs.lighting.light[light_index].y).ToFloat32(),
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Pica::float16::FromRaw(Pica::g_state.regs.lighting.light[light_index].y).ToFloat32(),
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Pica::float16::FromRaw(Pica::g_state.regs.lighting.light[light_index].z).ToFloat32() };
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Pica::float16::FromRaw(Pica::g_state.regs.lighting.light[light_index].z).ToFloat32() };
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@ -17,6 +17,7 @@
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#include "video_core/rasterizer_interface.h"
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#include "video_core/rasterizer_interface.h"
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#include "video_core/renderer_opengl/gl_rasterizer_cache.h"
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#include "video_core/renderer_opengl/gl_rasterizer_cache.h"
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#include "video_core/renderer_opengl/gl_state.h"
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#include "video_core/renderer_opengl/gl_state.h"
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#include "video_core/renderer_opengl/pica_to_gl.h"
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#include "video_core/shader/shader_interpreter.h"
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#include "video_core/shader/shader_interpreter.h"
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/**
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/**
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@ -288,27 +289,27 @@ private:
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};
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};
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struct LightSrc {
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struct LightSrc {
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std::array<GLfloat, 3> specular_0;
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GLvec3 specular_0;
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INSERT_PADDING_WORDS(1);
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INSERT_PADDING_WORDS(1);
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std::array<GLfloat, 3> specular_1;
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GLvec3 specular_1;
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INSERT_PADDING_WORDS(1);
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INSERT_PADDING_WORDS(1);
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std::array<GLfloat, 3> diffuse;
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GLvec3 diffuse;
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INSERT_PADDING_WORDS(1);
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INSERT_PADDING_WORDS(1);
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std::array<GLfloat, 3> ambient;
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GLvec3 ambient;
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INSERT_PADDING_WORDS(1);
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INSERT_PADDING_WORDS(1);
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std::array<GLfloat, 3> position;
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GLvec3 position;
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INSERT_PADDING_WORDS(1);
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INSERT_PADDING_WORDS(1);
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};
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};
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/// Uniform structure for the Uniform Buffer Object, all members must be 16-byte aligned
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/// Uniform structure for the Uniform Buffer Object, all members must be 16-byte aligned
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struct UniformData {
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struct UniformData {
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// A vec4 color for each of the six tev stages
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// A vec4 color for each of the six tev stages
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std::array<GLfloat, 4> const_color[6];
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GLvec4 const_color[6];
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std::array<GLfloat, 4> tev_combiner_buffer_color;
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GLvec4 tev_combiner_buffer_color;
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GLint alphatest_ref;
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GLint alphatest_ref;
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GLfloat depth_offset;
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GLfloat depth_offset;
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INSERT_PADDING_WORDS(2);
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INSERT_PADDING_WORDS(2);
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std::array<GLfloat, 3> lighting_global_ambient;
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GLvec3 lighting_global_ambient;
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INSERT_PADDING_WORDS(1);
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INSERT_PADDING_WORDS(1);
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LightSrc light_src[8];
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LightSrc light_src[8];
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};
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};
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@ -434,5 +435,5 @@ private:
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OGLFramebuffer framebuffer;
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OGLFramebuffer framebuffer;
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std::array<OGLTexture, 6> lighting_lut;
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std::array<OGLTexture, 6> lighting_lut;
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std::array<std::array<std::array<GLfloat, 4>, 256>, 6> lighting_lut_data;
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std::array<std::array<GLvec4, 256>, 6> lighting_lut_data;
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};
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};
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@ -10,6 +10,9 @@
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#include "video_core/pica.h"
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#include "video_core/pica.h"
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using GLvec3 = std::array<GLfloat, 3>;
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using GLvec4 = std::array<GLfloat, 4>;
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namespace PicaToGL {
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namespace PicaToGL {
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inline GLenum TextureFilterMode(Pica::Regs::TextureConfig::TextureFilter mode) {
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inline GLenum TextureFilterMode(Pica::Regs::TextureConfig::TextureFilter mode) {
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@ -175,7 +178,7 @@ inline GLenum StencilOp(Pica::Regs::StencilAction action) {
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return stencil_op_table[(unsigned)action];
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return stencil_op_table[(unsigned)action];
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}
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}
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inline std::array<GLfloat, 4> ColorRGBA8(const u32 color) {
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inline GLvec4 ColorRGBA8(const u32 color) {
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return { { (color >> 0 & 0xFF) / 255.0f,
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return { { (color >> 0 & 0xFF) / 255.0f,
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(color >> 8 & 0xFF) / 255.0f,
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(color >> 8 & 0xFF) / 255.0f,
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(color >> 16 & 0xFF) / 255.0f,
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(color >> 16 & 0xFF) / 255.0f,
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