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SwRasterizer: Fixed a few conversion warnings and moved per-light values into the per-light loop.

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Subv 2017-06-13 12:36:45 -05:00 committed by wwylele
parent 2d69a9b8bf
commit 6250f52e93

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@ -143,18 +143,18 @@ 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.Normalized(), surface_normal); auto normal = Math::QuaternionRotate(normquat.Normalized(), surface_normal);
Math::Vec3<float> light_vector = {};
Math::Vec4<float> diffuse_sum = {0.f, 0.f, 0.f, 1.f}; Math::Vec4<float> diffuse_sum = {0.f, 0.f, 0.f, 1.f};
Math::Vec4<float> specular_sum = {0.f, 0.f, 0.f, 1.f}; Math::Vec4<float> specular_sum = {0.f, 0.f, 0.f, 1.f};
Math::Vec3<float> refl_value = {};
for (unsigned light_index = 0; light_index <= lighting.max_light_index; ++light_index) { for (unsigned light_index = 0; light_index <= lighting.max_light_index; ++light_index) {
unsigned num = lighting.light_enable.GetNum(light_index); unsigned num = lighting.light_enable.GetNum(light_index);
const auto& light_config = g_state.regs.lighting.light[num]; const auto& light_config = g_state.regs.lighting.light[num];
Math::Vec3<float> refl_value = {};
Math::Vec3<float> position = {float16::FromRaw(light_config.x).ToFloat32(), Math::Vec3<float> position = {float16::FromRaw(light_config.x).ToFloat32(),
float16::FromRaw(light_config.y).ToFloat32(), float16::FromRaw(light_config.y).ToFloat32(),
float16::FromRaw(light_config.z).ToFloat32()}; float16::FromRaw(light_config.z).ToFloat32()};
Math::Vec3<float> light_vector;
if (light_config.config.directional) if (light_config.config.directional)
light_vector = position; light_vector = position;
@ -175,11 +175,12 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
if (!lighting.IsDistAttenDisabled(num)) { if (!lighting.IsDistAttenDisabled(num)) {
auto distance = (-view - position).Length(); auto distance = (-view - position).Length();
float scale = Pica::float20::FromRaw(light_config.dist_atten_scale).ToFloat32(); float scale = Pica::float20::FromRaw(light_config.dist_atten_scale).ToFloat32();
float bias = Pica::float20::FromRaw(light_config.dist_atten_scale).ToFloat32(); float dist_aten_bias =
Pica::float20::FromRaw(light_config.dist_atten_scale).ToFloat32();
size_t lut = size_t lut =
static_cast<size_t>(LightingRegs::LightingSampler::DistanceAttenuation) + num; static_cast<size_t>(LightingRegs::LightingSampler::DistanceAttenuation) + num;
float sample_loc = scale * distance + bias; float sample_loc = scale * distance + dist_aten_bias;
u8 lutindex = u8 lutindex =
static_cast<u8>(MathUtil::Clamp(std::floor(sample_loc * 256.f), 0.0f, 255.0f)); static_cast<u8>(MathUtil::Clamp(std::floor(sample_loc * 256.f), 0.0f, 255.0f));
@ -238,7 +239,7 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
return {lutindex, delta}; return {lutindex, delta};
} else { } else {
float flr = std::floor(result * 128.f); float flr = std::floor(result * 128.f);
s8 lutindex = static_cast<u8>(MathUtil::Clamp(flr, -128.0f, 127.0f)); s8 lutindex = static_cast<s8>(MathUtil::Clamp(flr, -128.0f, 127.0f));
float delta = result * 128.f - lutindex; float delta = result * 128.f - lutindex;
return {static_cast<u8>(lutindex), delta}; return {static_cast<u8>(lutindex), delta};
} }