forked from suyu/suyu
Merge pull request #2822 from wwylele/sw_lighting-2
Implement fragment lighting in the sw renderer (take 2)
This commit is contained in:
commit
792dee47a7
8 changed files with 316 additions and 10 deletions
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@ -30,6 +30,11 @@ public:
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return {xyz * other.w + other.xyz * w + Cross(xyz, other.xyz),
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return {xyz * other.w + other.xyz * w + Cross(xyz, other.xyz),
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w * other.w - Dot(xyz, other.xyz)};
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w * other.w - Dot(xyz, other.xyz)};
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}
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}
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Quaternion<T> Normalized() const {
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T length = std::sqrt(xyz.Length2() + w * w);
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return {xyz / length, w / length};
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}
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};
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};
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template <typename T>
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template <typename T>
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@ -31,7 +31,6 @@
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#pragma once
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#pragma once
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#include <cmath>
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#include <cmath>
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#include <type_traits>
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namespace Math {
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namespace Math {
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@ -90,7 +89,7 @@ public:
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x -= other.x;
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x -= other.x;
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y -= other.y;
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y -= other.y;
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}
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}
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template <typename Q = T, class = typename std::enable_if<std::is_signed<Q>::value>::type>
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Vec2<decltype(-T{})> operator-() const {
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Vec2<decltype(-T{})> operator-() const {
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return MakeVec(-x, -y);
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return MakeVec(-x, -y);
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}
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}
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@ -247,7 +246,7 @@ public:
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y -= other.y;
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y -= other.y;
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z -= other.z;
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z -= other.z;
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}
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}
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template <typename Q = T, class = typename std::enable_if<std::is_signed<Q>::value>::type>
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Vec3<decltype(-T{})> operator-() const {
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Vec3<decltype(-T{})> operator-() const {
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return MakeVec(-x, -y, -z);
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return MakeVec(-x, -y, -z);
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}
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}
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@ -462,7 +461,7 @@ public:
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z -= other.z;
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z -= other.z;
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w -= other.w;
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w -= other.w;
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}
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}
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template <typename Q = T, class = typename std::enable_if<std::is_signed<Q>::value>::type>
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Vec4<decltype(-T{})> operator-() const {
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Vec4<decltype(-T{})> operator-() const {
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return MakeVec(-x, -y, -z, -w);
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return MakeVec(-x, -y, -z, -w);
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}
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}
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@ -15,6 +15,7 @@ set(SRCS
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shader/shader_interpreter.cpp
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shader/shader_interpreter.cpp
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swrasterizer/clipper.cpp
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swrasterizer/clipper.cpp
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swrasterizer/framebuffer.cpp
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swrasterizer/framebuffer.cpp
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swrasterizer/lighting.cpp
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swrasterizer/proctex.cpp
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swrasterizer/proctex.cpp
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swrasterizer/rasterizer.cpp
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swrasterizer/rasterizer.cpp
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swrasterizer/swrasterizer.cpp
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swrasterizer/swrasterizer.cpp
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@ -55,6 +56,7 @@ set(HEADERS
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shader/shader_interpreter.h
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shader/shader_interpreter.h
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swrasterizer/clipper.h
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swrasterizer/clipper.h
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swrasterizer/framebuffer.h
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swrasterizer/framebuffer.h
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swrasterizer/lighting.h
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swrasterizer/proctex.h
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swrasterizer/proctex.h
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swrasterizer/rasterizer.h
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swrasterizer/rasterizer.h
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swrasterizer/swrasterizer.h
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swrasterizer/swrasterizer.h
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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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std::array<ColorDifferenceEntry, 256> color_diff_table;
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} proctex;
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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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union LutEntry {
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// Used for raw access
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// Used for raw access
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u32 raw;
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u32 raw;
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@ -95,6 +95,17 @@ void ProcessTriangle(const OutputVertex& v0, const OutputVertex& v1, const Outpu
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static const size_t MAX_VERTICES = 9;
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static const size_t MAX_VERTICES = 9;
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static_vector<Vertex, MAX_VERTICES> buffer_a = {v0, v1, v2};
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static_vector<Vertex, MAX_VERTICES> buffer_a = {v0, v1, v2};
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static_vector<Vertex, MAX_VERTICES> buffer_b;
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static_vector<Vertex, MAX_VERTICES> buffer_b;
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auto FlipQuaternionIfOpposite = [](auto& a, const auto& b) {
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if (Math::Dot(a, b) < float24::Zero())
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a = -a;
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};
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// Flip the quaternions if they are opposite to prevent interpolating them over the wrong
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// direction.
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FlipQuaternionIfOpposite(buffer_a[1].quat, buffer_a[0].quat);
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FlipQuaternionIfOpposite(buffer_a[2].quat, buffer_a[0].quat);
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auto* output_list = &buffer_a;
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auto* output_list = &buffer_a;
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auto* input_list = &buffer_b;
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auto* input_list = &buffer_b;
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250
src/video_core/swrasterizer/lighting.cpp
Normal file
250
src/video_core/swrasterizer/lighting.cpp
Normal file
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@ -0,0 +1,250 @@
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// Copyright 2017 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include "common/math_util.h"
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#include "video_core/swrasterizer/lighting.h"
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namespace Pica {
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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[lut_index].size(), "Out of range index");
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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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std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
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const Pica::LightingRegs& lighting, const Pica::State::Lighting& lighting_state,
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const Math::Quaternion<float>& normquat, const Math::Vec3<float>& view) {
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// TODO(Subv): Bump mapping
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Math::Vec3<float> surface_normal = {0.0f, 0.0f, 1.0f};
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if (lighting.config0.bump_mode != LightingRegs::LightingBumpMode::None) {
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LOG_CRITICAL(HW_GPU, "unimplemented bump mapping");
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UNIMPLEMENTED();
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}
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// Use the normalized the quaternion when performing the rotation
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auto normal = Math::QuaternionRotate(normquat, surface_normal);
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Math::Vec4<float> diffuse_sum = {0.0f, 0.0f, 0.0f, 1.0f};
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Math::Vec4<float> specular_sum = {0.0f, 0.0f, 0.0f, 1.0f};
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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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const auto& light_config = 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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float16::FromRaw(light_config.y).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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light_vector = position;
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else
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light_vector = position + view;
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light_vector.Normalize();
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float dist_atten = 1.0f;
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if (!lighting.IsDistAttenDisabled(num)) {
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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 bias = Pica::float20::FromRaw(light_config.dist_atten_bias).ToFloat32();
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size_t lut =
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static_cast<size_t>(LightingRegs::LightingSampler::DistanceAttenuation) + num;
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float sample_loc = MathUtil::Clamp(scale * distance + bias, 0.0f, 1.0f);
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u8 lutindex =
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static_cast<u8>(MathUtil::Clamp(std::floor(sample_loc * 256.0f), 0.0f, 255.0f));
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float delta = sample_loc * 256 - lutindex;
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dist_atten = LookupLightingLut(lighting_state, lut, lutindex, delta);
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}
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auto GetLutValue = [&](LightingRegs::LightingLutInput input, bool abs,
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LightingRegs::LightingScale scale_enum,
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LightingRegs::LightingSampler sampler) {
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Math::Vec3<float> norm_view = view.Normalized();
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Math::Vec3<float> half_angle = (norm_view + light_vector).Normalized();
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float result = 0.0f;
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switch (input) {
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case LightingRegs::LightingLutInput::NH:
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result = Math::Dot(normal, half_angle);
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break;
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case LightingRegs::LightingLutInput::VH:
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result = Math::Dot(norm_view, half_angle);
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break;
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case LightingRegs::LightingLutInput::NV:
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result = Math::Dot(normal, norm_view);
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break;
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case LightingRegs::LightingLutInput::LN:
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result = Math::Dot(light_vector, normal);
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break;
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default:
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LOG_CRITICAL(HW_GPU, "Unknown lighting LUT input %u\n", static_cast<u32>(input));
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UNIMPLEMENTED();
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result = 0.0f;
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}
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u8 index;
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float delta;
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if (abs) {
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if (light_config.config.two_sided_diffuse)
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result = std::abs(result);
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else
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result = std::max(result, 0.0f);
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float flr = std::floor(result * 256.0f);
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index = static_cast<u8>(MathUtil::Clamp(flr, 0.0f, 255.0f));
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delta = result * 256 - index;
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} else {
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float flr = std::floor(result * 128.0f);
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s8 signed_index = static_cast<s8>(MathUtil::Clamp(flr, -128.0f, 127.0f));
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delta = result * 128.0f - signed_index;
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index = static_cast<u8>(signed_index);
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}
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float scale = lighting.lut_scale.GetScale(scale_enum);
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return scale *
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LookupLightingLut(lighting_state, static_cast<size_t>(sampler), index, delta);
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};
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// Specular 0 component
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float d0_lut_value = 1.0f;
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if (lighting.config1.disable_lut_d0 == 0 &&
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LightingRegs::IsLightingSamplerSupported(
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lighting.config0.config, LightingRegs::LightingSampler::Distribution0)) {
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d0_lut_value =
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GetLutValue(lighting.lut_input.d0, lighting.abs_lut_input.disable_d0 == 0,
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lighting.lut_scale.d0, LightingRegs::LightingSampler::Distribution0);
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}
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Math::Vec3<float> specular_0 = d0_lut_value * light_config.specular_0.ToVec3f();
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// If enabled, lookup ReflectRed value, otherwise, 1.0 is used
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if (lighting.config1.disable_lut_rr == 0 &&
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LightingRegs::IsLightingSamplerSupported(lighting.config0.config,
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LightingRegs::LightingSampler::ReflectRed)) {
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refl_value.x =
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GetLutValue(lighting.lut_input.rr, lighting.abs_lut_input.disable_rr == 0,
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lighting.lut_scale.rr, LightingRegs::LightingSampler::ReflectRed);
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} else {
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refl_value.x = 1.0f;
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}
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// If enabled, lookup ReflectGreen value, otherwise, ReflectRed value is used
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if (lighting.config1.disable_lut_rg == 0 &&
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LightingRegs::IsLightingSamplerSupported(lighting.config0.config,
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LightingRegs::LightingSampler::ReflectGreen)) {
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refl_value.y =
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GetLutValue(lighting.lut_input.rg, lighting.abs_lut_input.disable_rg == 0,
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lighting.lut_scale.rg, LightingRegs::LightingSampler::ReflectGreen);
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} else {
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refl_value.y = refl_value.x;
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}
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// If enabled, lookup ReflectBlue value, otherwise, ReflectRed value is used
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if (lighting.config1.disable_lut_rb == 0 &&
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LightingRegs::IsLightingSamplerSupported(lighting.config0.config,
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LightingRegs::LightingSampler::ReflectBlue)) {
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refl_value.z =
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GetLutValue(lighting.lut_input.rb, lighting.abs_lut_input.disable_rb == 0,
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lighting.lut_scale.rb, LightingRegs::LightingSampler::ReflectBlue);
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} else {
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refl_value.z = refl_value.x;
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}
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// Specular 1 component
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float d1_lut_value = 1.0f;
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if (lighting.config1.disable_lut_d1 == 0 &&
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LightingRegs::IsLightingSamplerSupported(
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lighting.config0.config, LightingRegs::LightingSampler::Distribution1)) {
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d1_lut_value =
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GetLutValue(lighting.lut_input.d1, lighting.abs_lut_input.disable_d1 == 0,
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lighting.lut_scale.d1, LightingRegs::LightingSampler::Distribution1);
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}
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Math::Vec3<float> specular_1 =
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d1_lut_value * refl_value * light_config.specular_1.ToVec3f();
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// Fresnel
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if (lighting.config1.disable_lut_fr == 0 &&
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LightingRegs::IsLightingSamplerSupported(lighting.config0.config,
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LightingRegs::LightingSampler::Fresnel)) {
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float lut_value =
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GetLutValue(lighting.lut_input.fr, lighting.abs_lut_input.disable_fr == 0,
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lighting.lut_scale.fr, LightingRegs::LightingSampler::Fresnel);
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// Enabled for diffuse lighting alpha component
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if (lighting.config0.fresnel_selector ==
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LightingRegs::LightingFresnelSelector::PrimaryAlpha ||
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lighting.config0.fresnel_selector == LightingRegs::LightingFresnelSelector::Both) {
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diffuse_sum.a() *= lut_value;
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}
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// Enabled for the specular lighting alpha component
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if (lighting.config0.fresnel_selector ==
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LightingRegs::LightingFresnelSelector::SecondaryAlpha ||
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lighting.config0.fresnel_selector == LightingRegs::LightingFresnelSelector::Both) {
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specular_sum.a() *= lut_value;
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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 <= 0.0f)
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clamp_highlights = 0.0f;
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else
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clamp_highlights = 1.0f;
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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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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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specular_sum +=
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Math::MakeVec((specular_0 + specular_1) * clamp_highlights * dist_atten, 0.0f);
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}
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||||||
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|
||||||
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diffuse_sum += Math::MakeVec(lighting.global_ambient.ToVec3f(), 0.0f);
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|
|
||||||
|
auto diffuse = Math::MakeVec<float>(MathUtil::Clamp(diffuse_sum.x, 0.0f, 1.0f) * 255,
|
||||||
|
MathUtil::Clamp(diffuse_sum.y, 0.0f, 1.0f) * 255,
|
||||||
|
MathUtil::Clamp(diffuse_sum.z, 0.0f, 1.0f) * 255,
|
||||||
|
MathUtil::Clamp(diffuse_sum.w, 0.0f, 1.0f) * 255)
|
||||||
|
.Cast<u8>();
|
||||||
|
auto specular = Math::MakeVec<float>(MathUtil::Clamp(specular_sum.x, 0.0f, 1.0f) * 255,
|
||||||
|
MathUtil::Clamp(specular_sum.y, 0.0f, 1.0f) * 255,
|
||||||
|
MathUtil::Clamp(specular_sum.z, 0.0f, 1.0f) * 255,
|
||||||
|
MathUtil::Clamp(specular_sum.w, 0.0f, 1.0f) * 255)
|
||||||
|
.Cast<u8>();
|
||||||
|
return {diffuse, specular};
|
||||||
|
}
|
||||||
|
|
||||||
|
} // namespace Pica
|
18
src/video_core/swrasterizer/lighting.h
Normal file
18
src/video_core/swrasterizer/lighting.h
Normal file
|
@ -0,0 +1,18 @@
|
||||||
|
// Copyright 2017 Citra Emulator Project
|
||||||
|
// Licensed under GPLv2 or any later version
|
||||||
|
// Refer to the license.txt file included.
|
||||||
|
|
||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include <tuple>
|
||||||
|
#include "common/quaternion.h"
|
||||||
|
#include "common/vector_math.h"
|
||||||
|
#include "video_core/pica_state.h"
|
||||||
|
|
||||||
|
namespace Pica {
|
||||||
|
|
||||||
|
std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
|
||||||
|
const Pica::LightingRegs& lighting, const Pica::State::Lighting& lighting_state,
|
||||||
|
const Math::Quaternion<float>& normquat, const Math::Vec3<float>& view);
|
||||||
|
|
||||||
|
} // namespace Pica
|
|
@ -13,6 +13,7 @@
|
||||||
#include "common/logging/log.h"
|
#include "common/logging/log.h"
|
||||||
#include "common/math_util.h"
|
#include "common/math_util.h"
|
||||||
#include "common/microprofile.h"
|
#include "common/microprofile.h"
|
||||||
|
#include "common/quaternion.h"
|
||||||
#include "common/vector_math.h"
|
#include "common/vector_math.h"
|
||||||
#include "core/hw/gpu.h"
|
#include "core/hw/gpu.h"
|
||||||
#include "core/memory.h"
|
#include "core/memory.h"
|
||||||
|
@ -24,6 +25,7 @@
|
||||||
#include "video_core/regs_texturing.h"
|
#include "video_core/regs_texturing.h"
|
||||||
#include "video_core/shader/shader.h"
|
#include "video_core/shader/shader.h"
|
||||||
#include "video_core/swrasterizer/framebuffer.h"
|
#include "video_core/swrasterizer/framebuffer.h"
|
||||||
|
#include "video_core/swrasterizer/lighting.h"
|
||||||
#include "video_core/swrasterizer/proctex.h"
|
#include "video_core/swrasterizer/proctex.h"
|
||||||
#include "video_core/swrasterizer/rasterizer.h"
|
#include "video_core/swrasterizer/rasterizer.h"
|
||||||
#include "video_core/swrasterizer/texturing.h"
|
#include "video_core/swrasterizer/texturing.h"
|
||||||
|
@ -419,6 +421,26 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve
|
||||||
regs.texturing.tev_combiner_buffer_color.a,
|
regs.texturing.tev_combiner_buffer_color.a,
|
||||||
};
|
};
|
||||||
|
|
||||||
|
Math::Vec4<u8> primary_fragment_color = {0, 0, 0, 0};
|
||||||
|
Math::Vec4<u8> secondary_fragment_color = {0, 0, 0, 0};
|
||||||
|
|
||||||
|
if (!g_state.regs.lighting.disable) {
|
||||||
|
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(),
|
||||||
|
GetInterpolatedAttribute(v0.view.y, v1.view.y, v2.view.y).ToFloat32(),
|
||||||
|
GetInterpolatedAttribute(v0.view.z, v1.view.z, v2.view.z).ToFloat32(),
|
||||||
|
};
|
||||||
|
std::tie(primary_fragment_color, secondary_fragment_color) =
|
||||||
|
ComputeFragmentsColors(g_state.regs.lighting, g_state.lighting, normquat, view);
|
||||||
|
}
|
||||||
|
|
||||||
for (unsigned tev_stage_index = 0; tev_stage_index < tev_stages.size();
|
for (unsigned tev_stage_index = 0; tev_stage_index < tev_stages.size();
|
||||||
++tev_stage_index) {
|
++tev_stage_index) {
|
||||||
const auto& tev_stage = tev_stages[tev_stage_index];
|
const auto& tev_stage = tev_stages[tev_stage_index];
|
||||||
|
@ -427,14 +449,13 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve
|
||||||
auto GetSource = [&](Source source) -> Math::Vec4<u8> {
|
auto GetSource = [&](Source source) -> Math::Vec4<u8> {
|
||||||
switch (source) {
|
switch (source) {
|
||||||
case Source::PrimaryColor:
|
case Source::PrimaryColor:
|
||||||
|
|
||||||
// HACK: Until we implement fragment lighting, use primary_color
|
|
||||||
case Source::PrimaryFragmentColor:
|
|
||||||
return primary_color;
|
return primary_color;
|
||||||
|
|
||||||
// HACK: Until we implement fragment lighting, use zero
|
case Source::PrimaryFragmentColor:
|
||||||
|
return primary_fragment_color;
|
||||||
|
|
||||||
case Source::SecondaryFragmentColor:
|
case Source::SecondaryFragmentColor:
|
||||||
return {0, 0, 0, 0};
|
return secondary_fragment_color;
|
||||||
|
|
||||||
case Source::Texture0:
|
case Source::Texture0:
|
||||||
return texture_color[0];
|
return texture_color[0];
|
||||||
|
|
Loading…
Reference in a new issue