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SwRasterizer/Lighting: Move the clamp highlight calculation to the end of the per-light loop body.
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1 changed files with 17 additions and 17 deletions
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@ -163,14 +163,6 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
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light_vector.Normalize();
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light_vector.Normalize();
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auto LV_N = Math::Dot(light_vector, normal);
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auto dot_product = LV_N;
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if (light_config.config.two_sided_diffuse)
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dot_product = std::abs(dot_product);
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else
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dot_product = std::max(dot_product, 0.0f);
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float dist_atten = 1.0f;
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float dist_atten = 1.0f;
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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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@ -187,15 +179,6 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
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dist_atten = LookupLightingLut(g_state.lighting, lut, lutindex, delta);
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dist_atten = LookupLightingLut(g_state.lighting, lut, lutindex, delta);
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}
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}
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float clamp_highlights = 1.0f;
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if (lighting.config0.clamp_highlights) {
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if (LV_N <= 0.f)
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clamp_highlights = 0.f;
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else
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clamp_highlights = 1.f;
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}
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auto GetLutIndex = [&](unsigned num, LightingRegs::LightingLutInput input,
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auto GetLutIndex = [&](unsigned num, LightingRegs::LightingLutInput input,
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bool abs) -> std::tuple<u8, float> {
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bool abs) -> std::tuple<u8, float> {
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@ -386,6 +369,23 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
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}
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}
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}
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}
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auto dot_product = Math::Dot(light_vector, normal);
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// Calculate clamp highlights before applying the two-sided diffuse configuration to the dot
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// product.
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float clamp_highlights = 1.0f;
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if (lighting.config0.clamp_highlights) {
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if (dot_product <= 0.f)
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clamp_highlights = 0.f;
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else
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clamp_highlights = 1.f;
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}
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if (light_config.config.two_sided_diffuse)
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dot_product = std::abs(dot_product);
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else
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dot_product = std::max(dot_product, 0.0f);
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auto diffuse =
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auto diffuse =
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light_config.diffuse.ToVec3f() * dot_product + light_config.ambient.ToVec3f();
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light_config.diffuse.ToVec3f() * dot_product + light_config.ambient.ToVec3f();
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diffuse_sum += Math::MakeVec(diffuse * dist_atten, 0.0f);
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diffuse_sum += Math::MakeVec(diffuse * dist_atten, 0.0f);
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