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Merge pull request #2872 from wwylele/sw-geo-factor

SwRasterizer/Lighting: implement geometric factor
This commit is contained in:
Yuri Kunde Schlesner 2017-08-20 17:49:42 -07:00 committed by GitHub
commit 46d1ca768d
1 changed files with 16 additions and 4 deletions

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@ -55,6 +55,9 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
light_vector.Normalize(); light_vector.Normalize();
Math::Vec3<float> norm_view = view.Normalized();
Math::Vec3<float> half_vector = norm_view + light_vector;
float dist_atten = 1.0f; float dist_atten = 1.0f;
if (!lighting.IsDistAttenDisabled(num)) { if (!lighting.IsDistAttenDisabled(num)) {
auto distance = (-view - position).Length(); 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, auto GetLutValue = [&](LightingRegs::LightingLutInput input, bool abs,
LightingRegs::LightingScale scale_enum, LightingRegs::LightingScale scale_enum,
LightingRegs::LightingSampler sampler) { LightingRegs::LightingSampler sampler) {
Math::Vec3<float> norm_view = view.Normalized();
Math::Vec3<float> half_angle = (norm_view + light_vector).Normalized();
float result = 0.0f; float result = 0.0f;
switch (input) { switch (input) {
case LightingRegs::LightingLutInput::NH: case LightingRegs::LightingLutInput::NH:
result = Math::Dot(normal, half_angle); result = Math::Dot(normal, half_vector.Normalized());
break; break;
case LightingRegs::LightingLutInput::VH: case LightingRegs::LightingLutInput::VH:
result = Math::Dot(norm_view, half_angle); result = Math::Dot(norm_view, half_vector.Normalized());
break; break;
case LightingRegs::LightingLutInput::NV: case LightingRegs::LightingLutInput::NV:
@ -240,6 +241,17 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
else else
dot_product = std::max(dot_product, 0.0f); 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 = 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 * spot_atten, 0.0f); diffuse_sum += Math::MakeVec(diffuse * dist_atten * spot_atten, 0.0f);