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https://github.com/Lime3DS/Lime3DS
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SwRasterizer: Fixed a few conversion warnings and moved per-light values into the per-light loop.
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1 changed files with 6 additions and 5 deletions
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@ -143,18 +143,18 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
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// Use the normalized the quaternion when performing the rotation
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// Use the normalized the quaternion when performing the rotation
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auto normal = Math::QuaternionRotate(normquat.Normalized(), surface_normal);
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auto normal = Math::QuaternionRotate(normquat.Normalized(), surface_normal);
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Math::Vec3<float> light_vector = {};
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Math::Vec4<float> diffuse_sum = {0.f, 0.f, 0.f, 1.f};
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Math::Vec4<float> diffuse_sum = {0.f, 0.f, 0.f, 1.f};
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Math::Vec4<float> specular_sum = {0.f, 0.f, 0.f, 1.f};
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Math::Vec4<float> specular_sum = {0.f, 0.f, 0.f, 1.f};
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Math::Vec3<float> refl_value = {};
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for (unsigned light_index = 0; light_index <= lighting.max_light_index; ++light_index) {
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for (unsigned light_index = 0; light_index <= lighting.max_light_index; ++light_index) {
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unsigned num = lighting.light_enable.GetNum(light_index);
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unsigned num = lighting.light_enable.GetNum(light_index);
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const auto& light_config = g_state.regs.lighting.light[num];
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const auto& light_config = g_state.regs.lighting.light[num];
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Math::Vec3<float> refl_value = {};
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Math::Vec3<float> position = {float16::FromRaw(light_config.x).ToFloat32(),
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Math::Vec3<float> position = {float16::FromRaw(light_config.x).ToFloat32(),
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float16::FromRaw(light_config.y).ToFloat32(),
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float16::FromRaw(light_config.y).ToFloat32(),
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float16::FromRaw(light_config.z).ToFloat32()};
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float16::FromRaw(light_config.z).ToFloat32()};
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Math::Vec3<float> light_vector;
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if (light_config.config.directional)
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if (light_config.config.directional)
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light_vector = position;
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light_vector = position;
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@ -175,11 +175,12 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
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if (!lighting.IsDistAttenDisabled(num)) {
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if (!lighting.IsDistAttenDisabled(num)) {
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auto distance = (-view - position).Length();
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auto distance = (-view - position).Length();
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float scale = Pica::float20::FromRaw(light_config.dist_atten_scale).ToFloat32();
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float scale = Pica::float20::FromRaw(light_config.dist_atten_scale).ToFloat32();
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float bias = Pica::float20::FromRaw(light_config.dist_atten_scale).ToFloat32();
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float dist_aten_bias =
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Pica::float20::FromRaw(light_config.dist_atten_scale).ToFloat32();
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size_t lut =
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size_t lut =
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static_cast<size_t>(LightingRegs::LightingSampler::DistanceAttenuation) + num;
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static_cast<size_t>(LightingRegs::LightingSampler::DistanceAttenuation) + num;
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float sample_loc = scale * distance + bias;
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float sample_loc = scale * distance + dist_aten_bias;
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u8 lutindex =
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u8 lutindex =
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static_cast<u8>(MathUtil::Clamp(std::floor(sample_loc * 256.f), 0.0f, 255.0f));
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static_cast<u8>(MathUtil::Clamp(std::floor(sample_loc * 256.f), 0.0f, 255.0f));
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@ -238,7 +239,7 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
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return {lutindex, delta};
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return {lutindex, delta};
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} else {
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} else {
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float flr = std::floor(result * 128.f);
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float flr = std::floor(result * 128.f);
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s8 lutindex = static_cast<u8>(MathUtil::Clamp(flr, -128.0f, 127.0f));
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s8 lutindex = static_cast<s8>(MathUtil::Clamp(flr, -128.0f, 127.0f));
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float delta = result * 128.f - lutindex;
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float delta = result * 128.f - lutindex;
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return {static_cast<u8>(lutindex), delta};
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return {static_cast<u8>(lutindex), delta};
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}
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}
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