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-rw-r--r--src/GPU3D.cpp12
1 files changed, 6 insertions, 6 deletions
diff --git a/src/GPU3D.cpp b/src/GPU3D.cpp
index 906b04b..de2916c 100644
--- a/src/GPU3D.cpp
+++ b/src/GPU3D.cpp
@@ -976,10 +976,6 @@ void SubmitVertex()
s32 CalculateLighting()
{
- // TODO: this requires matrix mode 2, apparently
- // hardware seems to read garbage when matrix mode isn't 2
- // also, non-normal normals seem to be treated as zero? or overflow to negative?
-
if ((TexParam >> 30) == 2)
{
TexCoords[0] = RawTexCoords[0] + (((s64)Normal[0]*TexMatrix[0] + (s64)Normal[1]*TexMatrix[4] + (s64)Normal[2]*TexMatrix[8]) >> 21);
@@ -1001,6 +997,11 @@ s32 CalculateLighting()
if (!(CurPolygonAttr & (1<<i)))
continue;
+ // overflow handling (for example, if the normal length is >1)
+ // according to some hardware tests
+ // * diffuse level is saturated to 255
+ // * shininess level mirrors back to 0 and is ANDed with 0xFF, that before being squared
+
s32 difflevel = (-(LightDirection[i][0]*normaltrans[0] +
LightDirection[i][1]*normaltrans[1] +
LightDirection[i][2]*normaltrans[2])) >> 10;
@@ -1011,9 +1012,9 @@ s32 CalculateLighting()
(LightDirection[i][1]>>1)*normaltrans[1] +
((LightDirection[i][2]-0x200)>>1)*normaltrans[2]) >> 10);
if (shinelevel < 0) shinelevel = 0;
+ else if (shinelevel > 255) shinelevel = (0x100 - shinelevel) & 0xFF;
shinelevel = ((shinelevel * shinelevel) >> 7) - 0x100; // really (2*shinelevel*shinelevel)-1
if (shinelevel < 0) shinelevel = 0;
- else if (shinelevel > 255) shinelevel = 255;
if (UseShininessTable)
{
@@ -1155,7 +1156,6 @@ void PosTest()
void VecTest(u32* params)
{
- // TODO: apparently requires matrix mode 2
// TODO: maybe it overwrites the normal registers, too
s16 normal[3];