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authorYuri Kunde Schlesner <yuriks@yuriks.net>2017-08-20 17:49:42 -0700
committerGitHub <noreply@github.com>2017-08-20 17:49:42 -0700
commitd7d434cbc7e8051bbb2bf22d3dd076887ea15da5 (patch)
treeca2f06ff9cdc0e1debf2861b729a9b4418e5b9c2 /src
parent157b73620324c2eb0ac860ac066fe6eb3140a969 (diff)
parentb7e4eb7d9062c3207a2f305ca96d9adff825b8cf (diff)
Merge pull request #2872 from wwylele/sw-geo-factor
SwRasterizer/Lighting: implement geometric factor
Diffstat (limited to 'src')
-rw-r--r--src/video_core/swrasterizer/lighting.cpp20
1 files changed, 16 insertions, 4 deletions
diff --git a/src/video_core/swrasterizer/lighting.cpp b/src/video_core/swrasterizer/lighting.cpp
index ffd35792a2..39a3e396d6 100644
--- a/src/video_core/swrasterizer/lighting.cpp
+++ b/src/video_core/swrasterizer/lighting.cpp
@@ -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:
@@ -240,6 +241,17 @@ 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 * spot_atten, 0.0f);