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| author | 2017-08-18 16:35:11 +0300 | |
|---|---|---|
| committer | 2017-08-22 09:34:44 +0300 | |
| commit | b5aa5703540adceb1fc867b577dad50388a47e15 (patch) | |
| tree | 54d9ba0c58d0d272c0e8201c8b8ed6346840561a /src | |
| parent | SwRasterizer/Lighting: implement bump mapping (diff) | |
| download | yuzu-b5aa5703540adceb1fc867b577dad50388a47e15.tar.gz yuzu-b5aa5703540adceb1fc867b577dad50388a47e15.tar.xz yuzu-b5aa5703540adceb1fc867b577dad50388a47e15.zip | |
SwRasterizer/Lighting: implement LUT input CP
Diffstat (limited to 'src')
| -rw-r--r-- | src/video_core/swrasterizer/lighting.cpp | 11 |
1 files changed, 11 insertions, 0 deletions
diff --git a/src/video_core/swrasterizer/lighting.cpp b/src/video_core/swrasterizer/lighting.cpp index 4f16bac07..b38964530 100644 --- a/src/video_core/swrasterizer/lighting.cpp +++ b/src/video_core/swrasterizer/lighting.cpp | |||
| @@ -52,6 +52,7 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors( | |||
| 52 | 52 | ||
| 53 | // Use the normalized the quaternion when performing the rotation | 53 | // Use the normalized the quaternion when performing the rotation |
| 54 | auto normal = Math::QuaternionRotate(normquat, surface_normal); | 54 | auto normal = Math::QuaternionRotate(normquat, surface_normal); |
| 55 | auto tangent = Math::QuaternionRotate(normquat, surface_tangent); | ||
| 55 | 56 | ||
| 56 | Math::Vec4<float> diffuse_sum = {0.0f, 0.0f, 0.0f, 1.0f}; | 57 | Math::Vec4<float> diffuse_sum = {0.0f, 0.0f, 0.0f, 1.0f}; |
| 57 | Math::Vec4<float> specular_sum = {0.0f, 0.0f, 0.0f, 1.0f}; | 58 | Math::Vec4<float> specular_sum = {0.0f, 0.0f, 0.0f, 1.0f}; |
| @@ -120,6 +121,16 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors( | |||
| 120 | result = Math::Dot(light_vector, spot_dir.Cast<float>() / 2047.0f); | 121 | result = Math::Dot(light_vector, spot_dir.Cast<float>() / 2047.0f); |
| 121 | break; | 122 | break; |
| 122 | } | 123 | } |
| 124 | case LightingRegs::LightingLutInput::CP: | ||
| 125 | if (lighting.config0.config == LightingRegs::LightingConfig::Config7) { | ||
| 126 | const Math::Vec3<float> norm_half_vector = half_vector.Normalized(); | ||
| 127 | const Math::Vec3<float> half_vector_proj = | ||
| 128 | norm_half_vector - normal * Math::Dot(normal, norm_half_vector); | ||
| 129 | result = Math::Dot(half_vector_proj, tangent); | ||
| 130 | } else { | ||
| 131 | result = 0.0f; | ||
| 132 | } | ||
| 133 | break; | ||
| 123 | default: | 134 | default: |
| 124 | LOG_CRITICAL(HW_GPU, "Unknown lighting LUT input %u\n", static_cast<u32>(input)); | 135 | LOG_CRITICAL(HW_GPU, "Unknown lighting LUT input %u\n", static_cast<u32>(input)); |
| 125 | UNIMPLEMENTED(); | 136 | UNIMPLEMENTED(); |