SwRasterizer: Calculate fresnel for fragment lighting.

This commit is contained in:
Subv 2017-06-09 14:55:54 -05:00 committed by wwylele
parent 46b8c8e1da
commit 10b0bea060

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@ -310,7 +310,31 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu
Math::Vec3<float> specular_1 = d1_lut_value * refl_value * light_config.specular_1.ToVec3f(); Math::Vec3<float> specular_1 = d1_lut_value * refl_value * light_config.specular_1.ToVec3f();
// TODO(Subv): Fresnel if (lighting.config1.disable_lut_fr == 0 &&
LightingRegs::IsLightingSamplerSupported(
lighting.config0.config, LightingRegs::LightingSampler::Fresnel)) {
// Lookup fresnel LUT value
float index = GetLutIndex(num, lighting.lut_input.fr.Value(), lighting.abs_lut_input.disable_fr == 0);
float scale = lighting.lut_scale.GetScale(lighting.lut_scale.fr);
float lut_value = scale * LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::Fresnel), index);
// Enabled for difffuse lighting alpha component
if (lighting.config0.fresnel_selector == LightingRegs::LightingFresnelSelector::PrimaryAlpha ||
lighting.config0.fresnel_selector == LightingRegs::LightingFresnelSelector::Both) {
diffuse_sum.a() *= lut_value;
}
// Enabled for the specular lighting alpha component
if (lighting.config0.fresnel_selector ==
LightingRegs::LightingFresnelSelector::SecondaryAlpha ||
lighting.config0.fresnel_selector == LightingRegs::LightingFresnelSelector::Both) {
specular_sum.a() *= lut_value;
}
}
auto diffuse = light_config.diffuse.ToVec3f() * dot_product + light_config.ambient.ToVec3f(); auto diffuse = light_config.diffuse.ToVec3f() * dot_product + light_config.ambient.ToVec3f();
diffuse_sum += Math::MakeVec(diffuse * dist_atten, 0.0f); diffuse_sum += Math::MakeVec(diffuse * dist_atten, 0.0f);