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SwRasterizer/Lighting: move quaternion normalization to the caller

This commit is contained in:
wwylele 2017-08-02 22:05:53 +03:00
parent 4feff63ffa
commit c59ed47608

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@ -141,7 +141,7 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
}
// Use the normalized the quaternion when performing the rotation
auto normal = Math::QuaternionRotate(normquat.Normalized(), surface_normal);
auto normal = Math::QuaternionRotate(normquat, surface_normal);
Math::Vec4<float> diffuse_sum = {0.0f, 0.0f, 0.0f, 1.0f};
Math::Vec4<float> specular_sum = {0.0f, 0.0f, 0.0f, 1.0f};
@ -664,12 +664,12 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve
Math::Vec4<u8> secondary_fragment_color = {0, 0, 0, 0};
if (!g_state.regs.lighting.disable) {
Math::Quaternion<float> normquat{
Math::Quaternion<float> normquat = Math::Quaternion<float>{
{GetInterpolatedAttribute(v0.quat.x, v1.quat.x, v2.quat.x).ToFloat32(),
GetInterpolatedAttribute(v0.quat.y, v1.quat.y, v2.quat.y).ToFloat32(),
GetInterpolatedAttribute(v0.quat.z, v1.quat.z, v2.quat.z).ToFloat32()},
GetInterpolatedAttribute(v0.quat.w, v1.quat.w, v2.quat.w).ToFloat32(),
};
}.Normalized();
Math::Vec3<float> view{
GetInterpolatedAttribute(v0.view.x, v1.view.x, v2.view.x).ToFloat32(),