// Copyright (C) 2003-2009 Dolphin Project. // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, version 2.0. // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License 2.0 for more details. // A copy of the GPL 2.0 should have been included with the program. // If not, see http://www.gnu.org/licenses/ // Official SVN repository and contact information can be found at // http://code.google.com/p/dolphin-emu/ #include "Common.h" #include "VertexFormatConverter.h" namespace VertexFormatConverter { // This fracs are fixed acording to format #define S8FRAC 0.015625f; // 1.0f / (1U << 6) #define S16FRAC 0.00006103515625f; // 1.0f / (1U << 14) void LoadNormal1_Byte(InputVertexData *dst, u8 *src) { dst->normal[0].x = ((s8)src[0]) * S8FRAC; dst->normal[0].y = ((s8)src[1]) * S8FRAC; dst->normal[0].z = ((s8)src[2]) * S8FRAC; } void LoadNormal1_Short(InputVertexData *dst, u8 *src) { dst->normal[0].x = ((s16*)src)[0] * S16FRAC; dst->normal[0].y = ((s16*)src)[1] * S16FRAC; dst->normal[0].z = ((s16*)src)[2] * S16FRAC; } void LoadNormal1_Float(InputVertexData *dst, u8 *src) { dst->normal[0].x = ((float*)src)[0]; dst->normal[0].y = ((float*)src)[1]; dst->normal[0].z = ((float*)src)[2]; } void LoadNormal3_Byte(InputVertexData *dst, u8 *src) { for (int i = 0, j = 0; i < 3; i++, j+=3) { dst->normal[i].x = ((s8)src[j + 0]) * S8FRAC; dst->normal[i].y = ((s8)src[j + 1]) * S8FRAC; dst->normal[i].z = ((s8)src[j + 2]) * S8FRAC; } } void LoadNormal3_Short(InputVertexData *dst, u8 *src) { for (int i = 0, j = 0; i < 3; i++, j+=3) { dst->normal[i].x = ((s16*)src)[j + 0] * S16FRAC; dst->normal[i].y = ((s16*)src)[j + 1] * S16FRAC; dst->normal[i].z = ((s16*)src)[j + 2] * S16FRAC; } } void LoadNormal3_Float(InputVertexData *dst, u8 *src) { for (int i = 0, j = 0; i < 3; i++, j+=3) { dst->normal[i].x = ((float*)src)[j + 0]; dst->normal[i].y = ((float*)src)[j + 1]; dst->normal[i].z = ((float*)src)[j + 2]; } } }