mirror of
https://github.com/Lime3DS/Lime3DS.git
synced 2024-11-14 05:55:13 +01:00
SwRasterizer/Lighting: implement LUT input CP
This commit is contained in:
parent
3e478ca131
commit
b5aa570354
@ -52,6 +52,7 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
|
|||||||
|
|
||||||
// Use the normalized the quaternion when performing the rotation
|
// Use the normalized the quaternion when performing the rotation
|
||||||
auto normal = Math::QuaternionRotate(normquat, surface_normal);
|
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> diffuse_sum = {0.0f, 0.0f, 0.0f, 1.0f};
|
||||||
Math::Vec4<float> specular_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);
|
result = Math::Dot(light_vector, spot_dir.Cast<float>() / 2047.0f);
|
||||||
break;
|
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:
|
default:
|
||||||
LOG_CRITICAL(HW_GPU, "Unknown lighting LUT input %u\n", static_cast<u32>(input));
|
LOG_CRITICAL(HW_GPU, "Unknown lighting LUT input %u\n", static_cast<u32>(input));
|
||||||
UNIMPLEMENTED();
|
UNIMPLEMENTED();
|
||||||
|
Loading…
Reference in New Issue
Block a user