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https://github.com/Lime3DS/Lime3DS
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SwRasterizer/Lighting: Do not use global state in LookupLightingLut.
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37ac2b6657
commit
7bc467e872
2 changed files with 22 additions and 13 deletions
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@ -79,7 +79,7 @@ struct State {
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std::array<ColorDifferenceEntry, 256> color_diff_table;
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} proctex;
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struct {
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struct Lighting {
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union LutEntry {
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// Used for raw access
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u32 raw;
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@ -115,12 +115,15 @@ static std::tuple<float24, float24, PAddr> ConvertCubeCoord(float24 u, float24 v
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return std::make_tuple(x / z * half + half, y / z * half + half, addr);
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}
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float LookupLightingLut(size_t lut_index, u8 index, float delta) {
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ASSERT_MSG(lut_index < g_state.lighting.luts.size(), "Out of range lut");
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ASSERT_MSG(index < g_state.lighting.luts[0].size(), "Out of range index");
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static float LookupLightingLut(const Pica::State::Lighting& lighting, size_t lut_index, u8 index,
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float delta) {
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ASSERT_MSG(lut_index < lighting.luts.size(), "Out of range lut");
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ASSERT_MSG(index < lighting.luts[0].size(), "Out of range index");
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float lut_value = g_state.lighting.luts[lut_index][index].ToFloat();
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float lut_diff = g_state.lighting.luts[lut_index][index].DiffToFloat();
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const auto& lut = lighting.luts[lut_index][index];
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float lut_value = lut.ToFloat();
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float lut_diff = lut.DiffToFloat();
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return lut_value + lut_diff * delta;
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}
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@ -184,7 +187,7 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
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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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float delta = sample_loc * 256 - lutindex;
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dist_atten = LookupLightingLut(lut, lutindex, delta);
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dist_atten = LookupLightingLut(g_state.lighting, lut, lutindex, delta);
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}
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float clamp_highlights = 1.0f;
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@ -260,7 +263,8 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
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d0_lut_value =
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scale *
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LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::Distribution0),
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LookupLightingLut(g_state.lighting,
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static_cast<size_t>(LightingRegs::LightingSampler::Distribution0),
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index, delta);
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}
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@ -280,7 +284,8 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
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refl_value.x =
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scale *
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LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::ReflectRed),
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LookupLightingLut(g_state.lighting,
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static_cast<size_t>(LightingRegs::LightingSampler::ReflectRed),
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index, delta);
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} else {
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refl_value.x = 1.0f;
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@ -300,7 +305,8 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
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refl_value.y =
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scale *
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LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::ReflectGreen),
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LookupLightingLut(g_state.lighting,
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static_cast<size_t>(LightingRegs::LightingSampler::ReflectGreen),
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index, delta);
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} else {
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refl_value.y = refl_value.x;
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@ -320,7 +326,8 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
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refl_value.z =
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scale *
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LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::ReflectBlue),
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LookupLightingLut(g_state.lighting,
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static_cast<size_t>(LightingRegs::LightingSampler::ReflectBlue),
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index, delta);
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} else {
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refl_value.z = refl_value.x;
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@ -341,7 +348,8 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
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d1_lut_value =
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scale *
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LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::Distribution1),
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LookupLightingLut(g_state.lighting,
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static_cast<size_t>(LightingRegs::LightingSampler::Distribution1),
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index, delta);
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}
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@ -362,7 +370,8 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
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float lut_value =
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scale *
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LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::Fresnel),
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LookupLightingLut(g_state.lighting,
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static_cast<size_t>(LightingRegs::LightingSampler::Fresnel),
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index, delta);
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// Enabled for diffuse lighting alpha component
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