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SwRasterizer/Lighting: implement LUT input CP

This commit is contained in:
wwylele 2017-08-18 16:35:11 +03:00
parent 3e478ca131
commit b5aa570354

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@ -52,6 +52,7 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
// Use the normalized the quaternion when performing the rotation
auto normal = Math::QuaternionRotate(normquat, surface_normal);
auto tangent = Math::QuaternionRotate(normquat, surface_tangent);
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};
@ -120,6 +121,16 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
result = Math::Dot(light_vector, spot_dir.Cast<float>() / 2047.0f);
break;
}
case LightingRegs::LightingLutInput::CP:
if (lighting.config0.config == LightingRegs::LightingConfig::Config7) {
const Math::Vec3<float> norm_half_vector = half_vector.Normalized();
const Math::Vec3<float> half_vector_proj =
norm_half_vector - normal * Math::Dot(normal, norm_half_vector);
result = Math::Dot(half_vector_proj, tangent);
} else {
result = 0.0f;
}
break;
default:
LOG_CRITICAL(HW_GPU, "Unknown lighting LUT input %u\n", static_cast<u32>(input));
UNIMPLEMENTED();