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SwRasterizer/Lighting: implement spot light

This commit is contained in:
wwylele 2017-08-11 00:41:37 +03:00
parent aaf5161344
commit 945f9a1b04
1 changed files with 19 additions and 3 deletions

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@ -95,6 +95,12 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
result = Math::Dot(light_vector, normal); result = Math::Dot(light_vector, normal);
break; break;
case LightingRegs::LightingLutInput::SP: {
Math::Vec3<s32> spot_dir{light_config.spot_x.Value(), light_config.spot_y.Value(),
light_config.spot_z.Value()};
result = Math::Dot(light_vector, spot_dir.Cast<float>() / 2047.0f);
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();
@ -125,6 +131,16 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
LookupLightingLut(lighting_state, static_cast<size_t>(sampler), index, delta); LookupLightingLut(lighting_state, static_cast<size_t>(sampler), index, delta);
}; };
// If enabled, compute spot light attenuation value
float spot_atten = 1.0f;
if (!lighting.IsSpotAttenDisabled(num) &&
LightingRegs::IsLightingSamplerSupported(
lighting.config0.config, LightingRegs::LightingSampler::SpotlightAttenuation)) {
auto lut = LightingRegs::SpotlightAttenuationSampler(num);
spot_atten = GetLutValue(lighting.lut_input.sp, lighting.abs_lut_input.disable_sp == 0,
lighting.lut_scale.sp, lut);
}
// Specular 0 component // Specular 0 component
float d0_lut_value = 1.0f; float d0_lut_value = 1.0f;
if (lighting.config1.disable_lut_d0 == 0 && if (lighting.config1.disable_lut_d0 == 0 &&
@ -226,10 +242,10 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
auto diffuse = auto diffuse =
light_config.diffuse.ToVec3f() * dot_product + light_config.ambient.ToVec3f(); light_config.diffuse.ToVec3f() * dot_product + light_config.ambient.ToVec3f();
diffuse_sum += Math::MakeVec(diffuse * dist_atten, 0.0f); diffuse_sum += Math::MakeVec(diffuse * dist_atten * spot_atten, 0.0f);
specular_sum += specular_sum += Math::MakeVec(
Math::MakeVec((specular_0 + specular_1) * clamp_highlights * dist_atten, 0.0f); (specular_0 + specular_1) * clamp_highlights * dist_atten * spot_atten, 0.0f);
} }
diffuse_sum += Math::MakeVec(lighting.global_ambient.ToVec3f(), 0.0f); diffuse_sum += Math::MakeVec(lighting.global_ambient.ToVec3f(), 0.0f);