
Used to configure whether the Z component of the normal map is used or if the Z component is reconstructed based on the XY components of the normal map.
286 lines
7.3 KiB
C
286 lines
7.3 KiB
C
#include "internal.h"
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static void C3Di_LightEnvMtlBlend(C3D_LightEnv* env)
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{
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int i;
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C3D_Material* mtl = &env->material;
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u32 color = 0;
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for (i = 0; i < 3; i ++)
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{
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int v = 255*(mtl->emission[i] + mtl->ambient[i]*env->ambient[i]);
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if (v < 0) v = 0;
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else if (v > 255) v = 255;
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color |= v << (i*10);
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}
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env->conf.ambient = color;
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}
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static void C3Di_LightLutUpload(u32 config, C3D_LightLut* lut)
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{
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int i;
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GPUCMD_AddWrite(GPUREG_LIGHTING_LUT_INDEX, config);
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for (i = 0; i < 256; i += 8)
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GPUCMD_AddWrites(GPUREG_LIGHTING_LUT_DATA0, &lut->data[i], 8);
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}
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static void C3Di_LightEnvSelectLayer(C3D_LightEnv* env)
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{
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static const u8 layer_enabled[] =
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{
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BIT(GPU_LUT_D0) | BIT(GPU_LUT_RR) | BIT(GPU_LUT_SP) | BIT(GPU_LUT_DA),
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BIT(GPU_LUT_FR) | BIT(GPU_LUT_RR) | BIT(GPU_LUT_SP) | BIT(GPU_LUT_DA),
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BIT(GPU_LUT_D0) | BIT(GPU_LUT_D1) | BIT(GPU_LUT_RR) | BIT(GPU_LUT_DA),
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BIT(GPU_LUT_D0) | BIT(GPU_LUT_D1) | BIT(GPU_LUT_FR) | BIT(GPU_LUT_DA),
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0xFF &~ BIT(GPU_LUT_FR),
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0xFF &~ BIT(GPU_LUT_D1),
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0xFF &~ (BIT(GPU_LUT_RB) | BIT(GPU_LUT_RG)),
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};
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u32 reg = ~env->conf.config[1];
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if (reg & (0xFF<< 8)) reg |= GPU_LC1_LUTBIT(GPU_LUT_SP);
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if (reg & (0xFF<<24)) reg |= GPU_LC1_LUTBIT(GPU_LUT_DA);
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reg = (reg >> 16) & 0xFF;
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int i = 7;
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if (!(env->flags & C3DF_LightEnv_IsCP_Any))
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for (i = 0; i < 7; i ++)
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if ((layer_enabled[i] & reg) == reg) // Check if the layer supports all LUTs we need
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break;
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env->conf.config[0] = (env->conf.config[0] &~ (0xF<<4)) | (GPU_LIGHT_ENV_LAYER_CONFIG(i)<<4);
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}
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void C3Di_LightEnvUpdate(C3D_LightEnv* env)
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{
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int i;
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C3D_LightEnvConf* conf = &env->conf;
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if (env->flags & C3DF_LightEnv_LCDirty)
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{
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conf->numLights = 0;
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conf->permutation = 0;
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for (i = 0; i < 8; i ++)
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{
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C3D_Light* light = env->lights[i];
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if (!light) continue;
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if (!(light->flags & C3DF_Light_Enabled)) continue;
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conf->permutation |= GPU_LIGHTPERM(conf->numLights++, i);
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}
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if (conf->numLights > 0) conf->numLights --;
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env->flags &= ~C3DF_LightEnv_LCDirty;
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env->flags |= C3DF_LightEnv_Dirty;
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}
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if (env->flags & C3DF_LightEnv_MtlDirty)
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{
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C3Di_LightEnvMtlBlend(env);
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env->flags &= ~C3DF_LightEnv_MtlDirty;
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env->flags |= C3DF_LightEnv_Dirty;
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}
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if (env->flags & C3DF_LightEnv_Dirty)
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{
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C3Di_LightEnvSelectLayer(env);
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GPUCMD_AddWrite(GPUREG_LIGHTING_AMBIENT, conf->ambient);
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GPUCMD_AddIncrementalWrites(GPUREG_LIGHTING_NUM_LIGHTS, (u32*)&conf->numLights, 3);
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GPUCMD_AddIncrementalWrites(GPUREG_LIGHTING_LUTINPUT_ABS, (u32*)&conf->lutInput, 3);
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GPUCMD_AddWrite(GPUREG_LIGHTING_LIGHT_PERMUTATION, conf->permutation);
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env->flags &= ~C3DF_LightEnv_Dirty;
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}
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if (env->flags & C3DF_LightEnv_LutDirtyAll)
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{
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for (i = 0; i < 6; i ++)
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{
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static const u8 lutIds[] = { 0, 1, 3, 4, 5, 6 };
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if (!(env->flags & C3DF_LightEnv_LutDirty(i))) continue;
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C3Di_LightLutUpload(GPU_LIGHTLUTIDX(GPU_LUTSELECT_COMMON, (u32)lutIds[i], 0), env->luts[i]);
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}
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env->flags &= ~C3DF_LightEnv_LutDirtyAll;
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}
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for (i = 0; i < 8; i ++)
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{
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C3D_Light* light = env->lights[i];
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if (!light) continue;
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if (light->flags & C3DF_Light_MatDirty)
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{
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C3Di_LightMtlBlend(light);
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light->flags &= ~C3DF_Light_MatDirty;
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light->flags |= C3DF_Light_Dirty;
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}
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if (light->flags & C3DF_Light_Dirty)
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{
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GPUCMD_AddIncrementalWrites(GPUREG_LIGHT0_SPECULAR0 + i*0x10, (u32*)&light->conf, 12);
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light->flags &= ~C3DF_Light_Dirty;
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}
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if (light->flags & C3DF_Light_SPDirty)
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{
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C3Di_LightLutUpload(GPU_LIGHTLUTIDX(GPU_LUTSELECT_SP, i, 0), light->lut_SP);
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light->flags &= ~C3DF_Light_SPDirty;
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}
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if (light->flags & C3DF_Light_DADirty)
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{
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C3Di_LightLutUpload(GPU_LIGHTLUTIDX(GPU_LUTSELECT_DA, i, 0), light->lut_DA);
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light->flags &= ~C3DF_Light_DADirty;
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}
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}
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}
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void C3Di_LightEnvDirty(C3D_LightEnv* env)
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{
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env->flags |= C3DF_LightEnv_Dirty;
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int i;
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for (i = 0; i < 6; i ++)
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if (env->luts[i])
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env->flags |= C3DF_LightEnv_LutDirty(i);
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for (i = 0; i < 8; i ++)
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{
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C3D_Light* light = env->lights[i];
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if (!light) continue;
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light->flags |= C3DF_Light_Dirty;
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if (light->lut_SP)
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light->flags |= C3DF_Light_SPDirty;
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if (light->lut_DA)
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light->flags |= C3DF_Light_DADirty;
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}
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}
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void C3D_LightEnvInit(C3D_LightEnv* env)
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{
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memset(env, 0, sizeof(*env));
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env->flags = C3DF_LightEnv_Dirty;
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env->ambient[0] = env->ambient[1] = env->ambient[2] = 1.0f;
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env->conf.config[0] = (4<<8) | BIT(27) | BIT(31);
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env->conf.config[1] = ~0;
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env->conf.lutInput.select = GPU_LIGHTLUTINPUT(GPU_LUT_SP, GPU_LUTINPUT_SP);
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env->conf.lutInput.abs = 0x2222222;
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}
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void C3D_LightEnvBind(C3D_LightEnv* env)
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{
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C3D_Context* ctx = C3Di_GetContext();
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if (!(ctx->flags & C3DiF_Active))
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return;
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if (ctx->lightEnv == env)
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return;
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ctx->flags |= C3DiF_LightEnv;
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ctx->lightEnv = env;
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}
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void C3D_LightEnvMaterial(C3D_LightEnv* env, const C3D_Material* mtl)
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{
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int i;
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memcpy(&env->material, mtl, sizeof(*mtl));
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env->flags |= C3DF_LightEnv_MtlDirty;
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for (i = 0; i < 8; i ++)
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{
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C3D_Light* light = env->lights[i];
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if (light) light->flags |= C3DF_Light_MatDirty;
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}
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}
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void C3D_LightEnvAmbient(C3D_LightEnv* env, float r, float g, float b)
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{
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env->ambient[0] = b;
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env->ambient[1] = g;
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env->ambient[2] = r;
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env->flags |= C3DF_LightEnv_MtlDirty;
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}
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void C3D_LightEnvLut(C3D_LightEnv* env, GPU_LIGHTLUTID lutId, GPU_LIGHTLUTINPUT input, bool negative, C3D_LightLut* lut)
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{
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static const s8 ids[] = { 0, 1, -1, 2, 3, 4, 5, -1 };
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int id = ids[lutId];
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if (id >= 0)
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{
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env->luts[id] = lut;
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if (lut)
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{
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env->conf.config[1] &= ~GPU_LC1_LUTBIT(lutId);
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env->flags |= C3DF_LightEnv_LutDirty(id);
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} else
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{
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env->conf.config[1] |= GPU_LC1_LUTBIT(lutId);
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env->luts[id] = NULL;
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}
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}
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env->conf.lutInput.select &= ~GPU_LIGHTLUTINPUT(lutId, 0xF);
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env->conf.lutInput.select |= GPU_LIGHTLUTINPUT(lutId, input);
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u32 absbit = 1 << (lutId*4 + 1);
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env->conf.lutInput.abs &= ~absbit;
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if (negative)
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env->conf.lutInput.abs |= absbit;
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env->flags |= C3DF_LightEnv_Dirty;
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if (input == GPU_LUTINPUT_CP)
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env->flags |= C3DF_LightEnv_IsCP(lutId);
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else
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env->flags &= ~C3DF_LightEnv_IsCP(lutId);
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}
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void C3D_LightEnvFresnel(C3D_LightEnv* env, GPU_FRESNELSEL selector)
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{
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env->conf.config[0] &= ~(3<<2);
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env->conf.config[0] |= (selector&3)<<2;
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env->flags |= C3DF_LightEnv_Dirty;
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}
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void C3D_LightEnvBumpMode(C3D_LightEnv* env, GPU_BUMPMODE mode)
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{
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env->conf.config[0] &= ~(3<<28);
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env->conf.config[0] |= (mode&3)<<28;
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env->flags |= C3DF_LightEnv_Dirty;
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}
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void C3D_LightEnvBumpSel(C3D_LightEnv* env, int texUnit)
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{
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env->conf.config[0] &= ~(3<<22);
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env->conf.config[0] |= (texUnit&3)<<22;
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env->flags |= C3DF_LightEnv_Dirty;
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}
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void C3D_LightEnvBumpNormalZ(C3D_LightEnv *env, bool usez) {
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if (usez)
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env->conf.config[0] |= BIT(30);
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else
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env->conf.config[0] &= ~BIT(30);
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env->flags |= C3DF_LightEnv_Dirty;
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}
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void C3D_LightEnvShadowMode(C3D_LightEnv* env, u32 mode)
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{
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mode &= 0xF<<16;
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if (mode & (GPU_SHADOW_PRIMARY | GPU_SHADOW_SECONDARY | GPU_SHADOW_ALPHA))
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mode |= BIT(0);
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env->conf.config[0] &= ~((0xF<<16) | BIT(0));
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env->conf.config[0] |= mode;
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env->flags |= C3DF_LightEnv_Dirty;
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}
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void C3D_LightEnvShadowSel(C3D_LightEnv* env, int texUnit)
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{
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env->conf.config[0] &= ~(3<<24);
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env->conf.config[0] |= (texUnit&3)<<24;
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env->flags |= C3DF_LightEnv_Dirty;
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}
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void C3D_LightEnvClampHighlights(C3D_LightEnv* env, bool clamp)
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{
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if (clamp)
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env->conf.config[0] |= BIT(27);
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else
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env->conf.config[0] &= ~BIT(27);
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env->flags |= C3DF_LightEnv_Dirty;
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}
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