mirror of
https://github.com/yuzu-emu/yuzu.git
synced 2024-07-04 23:31:19 +01:00
SwRasterizer/Lighting: implement geometric factor
This commit is contained in:
parent
aaf5161344
commit
14ee32c46a
1 changed files with 16 additions and 4 deletions
|
@ -55,6 +55,9 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
|
|||
|
||||
light_vector.Normalize();
|
||||
|
||||
Math::Vec3<float> norm_view = view.Normalized();
|
||||
Math::Vec3<float> half_vector = norm_view + light_vector;
|
||||
|
||||
float dist_atten = 1.0f;
|
||||
if (!lighting.IsDistAttenDisabled(num)) {
|
||||
auto distance = (-view - position).Length();
|
||||
|
@ -74,17 +77,15 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
|
|||
auto GetLutValue = [&](LightingRegs::LightingLutInput input, bool abs,
|
||||
LightingRegs::LightingScale scale_enum,
|
||||
LightingRegs::LightingSampler sampler) {
|
||||
Math::Vec3<float> norm_view = view.Normalized();
|
||||
Math::Vec3<float> half_angle = (norm_view + light_vector).Normalized();
|
||||
float result = 0.0f;
|
||||
|
||||
switch (input) {
|
||||
case LightingRegs::LightingLutInput::NH:
|
||||
result = Math::Dot(normal, half_angle);
|
||||
result = Math::Dot(normal, half_vector.Normalized());
|
||||
break;
|
||||
|
||||
case LightingRegs::LightingLutInput::VH:
|
||||
result = Math::Dot(norm_view, half_angle);
|
||||
result = Math::Dot(norm_view, half_vector.Normalized());
|
||||
break;
|
||||
|
||||
case LightingRegs::LightingLutInput::NV:
|
||||
|
@ -224,6 +225,17 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
|
|||
else
|
||||
dot_product = std::max(dot_product, 0.0f);
|
||||
|
||||
if (light_config.config.geometric_factor_0 || light_config.config.geometric_factor_1) {
|
||||
float geo_factor = half_vector.Length2();
|
||||
geo_factor = geo_factor == 0.0f ? 0.0f : std::min(dot_product / geo_factor, 1.0f);
|
||||
if (light_config.config.geometric_factor_0) {
|
||||
specular_0 *= geo_factor;
|
||||
}
|
||||
if (light_config.config.geometric_factor_1) {
|
||||
specular_1 *= geo_factor;
|
||||
}
|
||||
}
|
||||
|
||||
auto diffuse =
|
||||
light_config.diffuse.ToVec3f() * dot_product + light_config.ambient.ToVec3f();
|
||||
diffuse_sum += Math::MakeVec(diffuse * dist_atten, 0.0f);
|
||||
|
|
Loading…
Reference in a new issue