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[ShaderGen] Avoid setting lighting states if components aren't enabled (#6895)
* [ShaderGen] Avoid setting lighting states if components aren't enabled * [Squash] clang-format
This commit is contained in:
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@ -109,76 +109,100 @@ PicaFSConfig PicaFSConfig::BuildFromRegs(const Pica::Regs& regs, bool use_normal
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<< 4;
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// Fragment lighting
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state.lighting.enable = !regs.lighting.disable;
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state.lighting.src_num = regs.lighting.max_light_index + 1;
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if (state.lighting.enable) {
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state.lighting.src_num = regs.lighting.max_light_index + 1;
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for (unsigned light_index = 0; light_index < state.lighting.src_num; ++light_index) {
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unsigned num = regs.lighting.light_enable.GetNum(light_index);
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const auto& light = regs.lighting.light[num];
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state.lighting.light[light_index].num = num;
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state.lighting.light[light_index].directional = light.config.directional != 0;
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state.lighting.light[light_index].two_sided_diffuse = light.config.two_sided_diffuse != 0;
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state.lighting.light[light_index].geometric_factor_0 = light.config.geometric_factor_0 != 0;
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state.lighting.light[light_index].geometric_factor_1 = light.config.geometric_factor_1 != 0;
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state.lighting.light[light_index].dist_atten_enable =
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!regs.lighting.IsDistAttenDisabled(num);
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state.lighting.light[light_index].spot_atten_enable =
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!regs.lighting.IsSpotAttenDisabled(num);
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state.lighting.light[light_index].shadow_enable = !regs.lighting.IsShadowDisabled(num);
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for (unsigned light_index = 0; light_index < state.lighting.src_num; ++light_index) {
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unsigned num = regs.lighting.light_enable.GetNum(light_index);
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const auto& light = regs.lighting.light[num];
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state.lighting.light[light_index].num = num;
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state.lighting.light[light_index].directional = light.config.directional != 0;
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state.lighting.light[light_index].two_sided_diffuse =
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light.config.two_sided_diffuse != 0;
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state.lighting.light[light_index].geometric_factor_0 =
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light.config.geometric_factor_0 != 0;
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state.lighting.light[light_index].geometric_factor_1 =
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light.config.geometric_factor_1 != 0;
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state.lighting.light[light_index].dist_atten_enable =
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!regs.lighting.IsDistAttenDisabled(num);
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state.lighting.light[light_index].spot_atten_enable =
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!regs.lighting.IsSpotAttenDisabled(num);
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state.lighting.light[light_index].shadow_enable = !regs.lighting.IsShadowDisabled(num);
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}
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state.lighting.lut_d0.enable = regs.lighting.config1.disable_lut_d0 == 0;
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if (state.lighting.lut_d0.enable) {
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state.lighting.lut_d0.abs_input = regs.lighting.abs_lut_input.disable_d0 == 0;
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state.lighting.lut_d0.type = regs.lighting.lut_input.d0.Value();
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state.lighting.lut_d0.scale =
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regs.lighting.lut_scale.GetScale(regs.lighting.lut_scale.d0);
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}
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state.lighting.lut_d1.enable = regs.lighting.config1.disable_lut_d1 == 0;
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if (state.lighting.lut_d1.enable) {
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state.lighting.lut_d1.abs_input = regs.lighting.abs_lut_input.disable_d1 == 0;
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state.lighting.lut_d1.type = regs.lighting.lut_input.d1.Value();
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state.lighting.lut_d1.scale =
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regs.lighting.lut_scale.GetScale(regs.lighting.lut_scale.d1);
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}
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// this is a dummy field due to lack of the corresponding register
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state.lighting.lut_sp.enable = true;
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state.lighting.lut_sp.abs_input = regs.lighting.abs_lut_input.disable_sp == 0;
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state.lighting.lut_sp.type = regs.lighting.lut_input.sp.Value();
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state.lighting.lut_sp.scale = regs.lighting.lut_scale.GetScale(regs.lighting.lut_scale.sp);
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state.lighting.lut_fr.enable = regs.lighting.config1.disable_lut_fr == 0;
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if (state.lighting.lut_fr.enable) {
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state.lighting.lut_fr.abs_input = regs.lighting.abs_lut_input.disable_fr == 0;
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state.lighting.lut_fr.type = regs.lighting.lut_input.fr.Value();
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state.lighting.lut_fr.scale =
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regs.lighting.lut_scale.GetScale(regs.lighting.lut_scale.fr);
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}
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state.lighting.lut_rr.enable = regs.lighting.config1.disable_lut_rr == 0;
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if (state.lighting.lut_rr.enable) {
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state.lighting.lut_rr.abs_input = regs.lighting.abs_lut_input.disable_rr == 0;
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state.lighting.lut_rr.type = regs.lighting.lut_input.rr.Value();
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state.lighting.lut_rr.scale =
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regs.lighting.lut_scale.GetScale(regs.lighting.lut_scale.rr);
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}
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state.lighting.lut_rg.enable = regs.lighting.config1.disable_lut_rg == 0;
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if (state.lighting.lut_rg.enable) {
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state.lighting.lut_rg.abs_input = regs.lighting.abs_lut_input.disable_rg == 0;
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state.lighting.lut_rg.type = regs.lighting.lut_input.rg.Value();
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state.lighting.lut_rg.scale =
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regs.lighting.lut_scale.GetScale(regs.lighting.lut_scale.rg);
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}
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state.lighting.lut_rb.enable = regs.lighting.config1.disable_lut_rb == 0;
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if (state.lighting.lut_rb.enable) {
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state.lighting.lut_rb.abs_input = regs.lighting.abs_lut_input.disable_rb == 0;
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state.lighting.lut_rb.type = regs.lighting.lut_input.rb.Value();
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state.lighting.lut_rb.scale =
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regs.lighting.lut_scale.GetScale(regs.lighting.lut_scale.rb);
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}
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state.lighting.config = regs.lighting.config0.config;
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state.lighting.enable_primary_alpha = regs.lighting.config0.enable_primary_alpha;
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state.lighting.enable_secondary_alpha = regs.lighting.config0.enable_secondary_alpha;
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state.lighting.bump_mode = regs.lighting.config0.bump_mode;
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state.lighting.bump_selector = regs.lighting.config0.bump_selector;
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state.lighting.bump_renorm = regs.lighting.config0.disable_bump_renorm == 0;
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state.lighting.clamp_highlights = regs.lighting.config0.clamp_highlights != 0;
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state.lighting.enable_shadow = regs.lighting.config0.enable_shadow != 0;
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if (state.lighting.enable_shadow) {
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state.lighting.shadow_primary = regs.lighting.config0.shadow_primary != 0;
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state.lighting.shadow_secondary = regs.lighting.config0.shadow_secondary != 0;
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state.lighting.shadow_invert = regs.lighting.config0.shadow_invert != 0;
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state.lighting.shadow_alpha = regs.lighting.config0.shadow_alpha != 0;
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state.lighting.shadow_selector = regs.lighting.config0.shadow_selector;
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}
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}
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state.lighting.lut_d0.enable = regs.lighting.config1.disable_lut_d0 == 0;
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state.lighting.lut_d0.abs_input = regs.lighting.abs_lut_input.disable_d0 == 0;
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state.lighting.lut_d0.type = regs.lighting.lut_input.d0.Value();
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state.lighting.lut_d0.scale = regs.lighting.lut_scale.GetScale(regs.lighting.lut_scale.d0);
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state.lighting.lut_d1.enable = regs.lighting.config1.disable_lut_d1 == 0;
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state.lighting.lut_d1.abs_input = regs.lighting.abs_lut_input.disable_d1 == 0;
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state.lighting.lut_d1.type = regs.lighting.lut_input.d1.Value();
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state.lighting.lut_d1.scale = regs.lighting.lut_scale.GetScale(regs.lighting.lut_scale.d1);
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// this is a dummy field due to lack of the corresponding register
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state.lighting.lut_sp.enable = true;
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state.lighting.lut_sp.abs_input = regs.lighting.abs_lut_input.disable_sp == 0;
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state.lighting.lut_sp.type = regs.lighting.lut_input.sp.Value();
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state.lighting.lut_sp.scale = regs.lighting.lut_scale.GetScale(regs.lighting.lut_scale.sp);
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state.lighting.lut_fr.enable = regs.lighting.config1.disable_lut_fr == 0;
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state.lighting.lut_fr.abs_input = regs.lighting.abs_lut_input.disable_fr == 0;
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state.lighting.lut_fr.type = regs.lighting.lut_input.fr.Value();
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state.lighting.lut_fr.scale = regs.lighting.lut_scale.GetScale(regs.lighting.lut_scale.fr);
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state.lighting.lut_rr.enable = regs.lighting.config1.disable_lut_rr == 0;
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state.lighting.lut_rr.abs_input = regs.lighting.abs_lut_input.disable_rr == 0;
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state.lighting.lut_rr.type = regs.lighting.lut_input.rr.Value();
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state.lighting.lut_rr.scale = regs.lighting.lut_scale.GetScale(regs.lighting.lut_scale.rr);
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state.lighting.lut_rg.enable = regs.lighting.config1.disable_lut_rg == 0;
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state.lighting.lut_rg.abs_input = regs.lighting.abs_lut_input.disable_rg == 0;
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state.lighting.lut_rg.type = regs.lighting.lut_input.rg.Value();
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state.lighting.lut_rg.scale = regs.lighting.lut_scale.GetScale(regs.lighting.lut_scale.rg);
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state.lighting.lut_rb.enable = regs.lighting.config1.disable_lut_rb == 0;
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state.lighting.lut_rb.abs_input = regs.lighting.abs_lut_input.disable_rb == 0;
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state.lighting.lut_rb.type = regs.lighting.lut_input.rb.Value();
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state.lighting.lut_rb.scale = regs.lighting.lut_scale.GetScale(regs.lighting.lut_scale.rb);
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state.lighting.config = regs.lighting.config0.config;
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state.lighting.enable_primary_alpha = regs.lighting.config0.enable_primary_alpha;
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state.lighting.enable_secondary_alpha = regs.lighting.config0.enable_secondary_alpha;
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state.lighting.bump_mode = regs.lighting.config0.bump_mode;
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state.lighting.bump_selector = regs.lighting.config0.bump_selector;
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state.lighting.bump_renorm = regs.lighting.config0.disable_bump_renorm == 0;
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state.lighting.clamp_highlights = regs.lighting.config0.clamp_highlights != 0;
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state.lighting.enable_shadow = regs.lighting.config0.enable_shadow != 0;
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state.lighting.shadow_primary = regs.lighting.config0.shadow_primary != 0;
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state.lighting.shadow_secondary = regs.lighting.config0.shadow_secondary != 0;
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state.lighting.shadow_invert = regs.lighting.config0.shadow_invert != 0;
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state.lighting.shadow_alpha = regs.lighting.config0.shadow_alpha != 0;
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state.lighting.shadow_selector = regs.lighting.config0.shadow_selector;
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state.proctex.enable = regs.texturing.main_config.texture3_enable;
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if (state.proctex.enable) {
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state.proctex.coord = regs.texturing.main_config.texture3_coordinates;
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@ -112,80 +112,101 @@ PicaFSConfig::PicaFSConfig(const Pica::Regs& regs, const Instance& instance) {
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regs.texturing.tev_combiner_buffer_input.update_mask_a.Value() << 4);
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// Fragment lighting
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state.lighting.enable.Assign(!regs.lighting.disable);
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state.lighting.src_num.Assign(regs.lighting.max_light_index + 1);
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if (state.lighting.enable) {
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state.lighting.src_num.Assign(regs.lighting.max_light_index + 1);
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for (u32 light_index = 0; light_index < state.lighting.src_num; ++light_index) {
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const u32 num = regs.lighting.light_enable.GetNum(light_index);
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const auto& light = regs.lighting.light[num];
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state.lighting.light[light_index].num.Assign(num);
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state.lighting.light[light_index].directional.Assign(light.config.directional != 0);
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state.lighting.light[light_index].two_sided_diffuse.Assign(light.config.two_sided_diffuse !=
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0);
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state.lighting.light[light_index].geometric_factor_0.Assign(
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light.config.geometric_factor_0 != 0);
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state.lighting.light[light_index].geometric_factor_1.Assign(
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light.config.geometric_factor_1 != 0);
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state.lighting.light[light_index].dist_atten_enable.Assign(
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!regs.lighting.IsDistAttenDisabled(num));
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state.lighting.light[light_index].spot_atten_enable.Assign(
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!regs.lighting.IsSpotAttenDisabled(num));
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state.lighting.light[light_index].shadow_enable.Assign(
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!regs.lighting.IsShadowDisabled(num));
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for (u32 light_index = 0; light_index < state.lighting.src_num; ++light_index) {
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const u32 num = regs.lighting.light_enable.GetNum(light_index);
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const auto& light = regs.lighting.light[num];
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state.lighting.light[light_index].num.Assign(num);
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state.lighting.light[light_index].directional.Assign(light.config.directional != 0);
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state.lighting.light[light_index].two_sided_diffuse.Assign(
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light.config.two_sided_diffuse != 0);
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state.lighting.light[light_index].geometric_factor_0.Assign(
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light.config.geometric_factor_0 != 0);
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state.lighting.light[light_index].geometric_factor_1.Assign(
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light.config.geometric_factor_1 != 0);
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state.lighting.light[light_index].dist_atten_enable.Assign(
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!regs.lighting.IsDistAttenDisabled(num));
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state.lighting.light[light_index].spot_atten_enable.Assign(
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!regs.lighting.IsSpotAttenDisabled(num));
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state.lighting.light[light_index].shadow_enable.Assign(
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!regs.lighting.IsShadowDisabled(num));
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}
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state.lighting.lut_d0.enable.Assign(regs.lighting.config1.disable_lut_d0 == 0);
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if (state.lighting.lut_d0.enable) {
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state.lighting.lut_d0.abs_input.Assign(regs.lighting.abs_lut_input.disable_d0 == 0);
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state.lighting.lut_d0.type.Assign(regs.lighting.lut_input.d0.Value());
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state.lighting.lut_d0.scale =
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regs.lighting.lut_scale.GetScale(regs.lighting.lut_scale.d0);
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}
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state.lighting.lut_d1.enable.Assign(regs.lighting.config1.disable_lut_d1 == 0);
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if (state.lighting.lut_d1.enable) {
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state.lighting.lut_d1.abs_input.Assign(regs.lighting.abs_lut_input.disable_d1 == 0);
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state.lighting.lut_d1.type.Assign(regs.lighting.lut_input.d1.Value());
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state.lighting.lut_d1.scale =
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regs.lighting.lut_scale.GetScale(regs.lighting.lut_scale.d1);
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}
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// this is a dummy field due to lack of the corresponding register
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state.lighting.lut_sp.enable.Assign(1);
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state.lighting.lut_sp.abs_input.Assign(regs.lighting.abs_lut_input.disable_sp == 0);
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state.lighting.lut_sp.type.Assign(regs.lighting.lut_input.sp.Value());
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state.lighting.lut_sp.scale = regs.lighting.lut_scale.GetScale(regs.lighting.lut_scale.sp);
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state.lighting.lut_fr.enable.Assign(regs.lighting.config1.disable_lut_fr == 0);
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if (state.lighting.lut_fr.enable) {
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state.lighting.lut_fr.abs_input.Assign(regs.lighting.abs_lut_input.disable_fr == 0);
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state.lighting.lut_fr.type.Assign(regs.lighting.lut_input.fr.Value());
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state.lighting.lut_fr.scale =
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regs.lighting.lut_scale.GetScale(regs.lighting.lut_scale.fr);
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}
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state.lighting.lut_rr.enable.Assign(regs.lighting.config1.disable_lut_rr == 0);
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if (state.lighting.lut_rr.enable) {
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state.lighting.lut_rr.abs_input.Assign(regs.lighting.abs_lut_input.disable_rr == 0);
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state.lighting.lut_rr.type.Assign(regs.lighting.lut_input.rr.Value());
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state.lighting.lut_rr.scale =
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regs.lighting.lut_scale.GetScale(regs.lighting.lut_scale.rr);
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}
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state.lighting.lut_rg.enable.Assign(regs.lighting.config1.disable_lut_rg == 0);
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if (state.lighting.lut_rg.enable) {
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state.lighting.lut_rg.abs_input.Assign(regs.lighting.abs_lut_input.disable_rg == 0);
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state.lighting.lut_rg.type.Assign(regs.lighting.lut_input.rg.Value());
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state.lighting.lut_rg.scale =
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regs.lighting.lut_scale.GetScale(regs.lighting.lut_scale.rg);
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}
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state.lighting.lut_rb.enable.Assign(regs.lighting.config1.disable_lut_rb == 0);
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if (state.lighting.lut_rb.enable) {
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state.lighting.lut_rb.abs_input.Assign(regs.lighting.abs_lut_input.disable_rb == 0);
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state.lighting.lut_rb.type.Assign(regs.lighting.lut_input.rb.Value());
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state.lighting.lut_rb.scale =
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regs.lighting.lut_scale.GetScale(regs.lighting.lut_scale.rb);
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}
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state.lighting.config.Assign(regs.lighting.config0.config);
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state.lighting.enable_primary_alpha.Assign(regs.lighting.config0.enable_primary_alpha);
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state.lighting.enable_secondary_alpha.Assign(regs.lighting.config0.enable_secondary_alpha);
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state.lighting.bump_mode.Assign(regs.lighting.config0.bump_mode);
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state.lighting.bump_selector.Assign(regs.lighting.config0.bump_selector);
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state.lighting.bump_renorm.Assign(regs.lighting.config0.disable_bump_renorm == 0);
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state.lighting.clamp_highlights.Assign(regs.lighting.config0.clamp_highlights != 0);
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state.lighting.enable_shadow.Assign(regs.lighting.config0.enable_shadow != 0);
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if (state.lighting.enable_shadow) {
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state.lighting.shadow_primary.Assign(regs.lighting.config0.shadow_primary != 0);
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state.lighting.shadow_secondary.Assign(regs.lighting.config0.shadow_secondary != 0);
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state.lighting.shadow_invert.Assign(regs.lighting.config0.shadow_invert != 0);
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state.lighting.shadow_alpha.Assign(regs.lighting.config0.shadow_alpha != 0);
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state.lighting.shadow_selector.Assign(regs.lighting.config0.shadow_selector);
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}
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}
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state.lighting.lut_d0.enable.Assign(regs.lighting.config1.disable_lut_d0 == 0);
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state.lighting.lut_d0.abs_input.Assign(regs.lighting.abs_lut_input.disable_d0 == 0);
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state.lighting.lut_d0.type.Assign(regs.lighting.lut_input.d0.Value());
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state.lighting.lut_d0.scale = regs.lighting.lut_scale.GetScale(regs.lighting.lut_scale.d0);
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state.lighting.lut_d1.enable.Assign(regs.lighting.config1.disable_lut_d1 == 0);
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state.lighting.lut_d1.abs_input.Assign(regs.lighting.abs_lut_input.disable_d1 == 0);
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state.lighting.lut_d1.type.Assign(regs.lighting.lut_input.d1.Value());
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state.lighting.lut_d1.scale = regs.lighting.lut_scale.GetScale(regs.lighting.lut_scale.d1);
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// this is a dummy field due to lack of the corresponding register
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state.lighting.lut_sp.enable.Assign(1);
|
||||
state.lighting.lut_sp.abs_input.Assign(regs.lighting.abs_lut_input.disable_sp == 0);
|
||||
state.lighting.lut_sp.type.Assign(regs.lighting.lut_input.sp.Value());
|
||||
state.lighting.lut_sp.scale = regs.lighting.lut_scale.GetScale(regs.lighting.lut_scale.sp);
|
||||
|
||||
state.lighting.lut_fr.enable.Assign(regs.lighting.config1.disable_lut_fr == 0);
|
||||
state.lighting.lut_fr.abs_input.Assign(regs.lighting.abs_lut_input.disable_fr == 0);
|
||||
state.lighting.lut_fr.type.Assign(regs.lighting.lut_input.fr.Value());
|
||||
state.lighting.lut_fr.scale = regs.lighting.lut_scale.GetScale(regs.lighting.lut_scale.fr);
|
||||
|
||||
state.lighting.lut_rr.enable.Assign(regs.lighting.config1.disable_lut_rr == 0);
|
||||
state.lighting.lut_rr.abs_input.Assign(regs.lighting.abs_lut_input.disable_rr == 0);
|
||||
state.lighting.lut_rr.type.Assign(regs.lighting.lut_input.rr.Value());
|
||||
state.lighting.lut_rr.scale = regs.lighting.lut_scale.GetScale(regs.lighting.lut_scale.rr);
|
||||
|
||||
state.lighting.lut_rg.enable.Assign(regs.lighting.config1.disable_lut_rg == 0);
|
||||
state.lighting.lut_rg.abs_input.Assign(regs.lighting.abs_lut_input.disable_rg == 0);
|
||||
state.lighting.lut_rg.type.Assign(regs.lighting.lut_input.rg.Value());
|
||||
state.lighting.lut_rg.scale = regs.lighting.lut_scale.GetScale(regs.lighting.lut_scale.rg);
|
||||
|
||||
state.lighting.lut_rb.enable.Assign(regs.lighting.config1.disable_lut_rb == 0);
|
||||
state.lighting.lut_rb.abs_input.Assign(regs.lighting.abs_lut_input.disable_rb == 0);
|
||||
state.lighting.lut_rb.type.Assign(regs.lighting.lut_input.rb.Value());
|
||||
state.lighting.lut_rb.scale = regs.lighting.lut_scale.GetScale(regs.lighting.lut_scale.rb);
|
||||
|
||||
state.lighting.config.Assign(regs.lighting.config0.config);
|
||||
state.lighting.enable_primary_alpha.Assign(regs.lighting.config0.enable_primary_alpha);
|
||||
state.lighting.enable_secondary_alpha.Assign(regs.lighting.config0.enable_secondary_alpha);
|
||||
state.lighting.bump_mode.Assign(regs.lighting.config0.bump_mode);
|
||||
state.lighting.bump_selector.Assign(regs.lighting.config0.bump_selector);
|
||||
state.lighting.bump_renorm.Assign(regs.lighting.config0.disable_bump_renorm == 0);
|
||||
state.lighting.clamp_highlights.Assign(regs.lighting.config0.clamp_highlights != 0);
|
||||
|
||||
state.lighting.enable_shadow.Assign(regs.lighting.config0.enable_shadow != 0);
|
||||
state.lighting.shadow_primary.Assign(regs.lighting.config0.shadow_primary != 0);
|
||||
state.lighting.shadow_secondary.Assign(regs.lighting.config0.shadow_secondary != 0);
|
||||
state.lighting.shadow_invert.Assign(regs.lighting.config0.shadow_invert != 0);
|
||||
state.lighting.shadow_alpha.Assign(regs.lighting.config0.shadow_alpha != 0);
|
||||
state.lighting.shadow_selector.Assign(regs.lighting.config0.shadow_selector);
|
||||
|
||||
state.proctex.enable.Assign(regs.texturing.main_config.texture3_enable);
|
||||
if (state.proctex.enable) {
|
||||
state.proctex.coord.Assign(regs.texturing.main_config.texture3_coordinates);
|
||||
|
Loading…
Reference in New Issue
Block a user