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| author | 2017-08-02 22:05:53 +0300 | |
|---|---|---|
| committer | 2017-08-02 22:05:53 +0300 | |
| commit | c59ed47608367de8cd5e4e6d58da02dee30810a9 (patch) | |
| tree | 428ec6fda3e5ab79f14e4440f1392ff0d5d1bb5f /src | |
| parent | SwRasterizer/Lighting: dist atten lut input need to be clamp (diff) | |
| download | yuzu-c59ed47608367de8cd5e4e6d58da02dee30810a9.tar.gz yuzu-c59ed47608367de8cd5e4e6d58da02dee30810a9.tar.xz yuzu-c59ed47608367de8cd5e4e6d58da02dee30810a9.zip | |
SwRasterizer/Lighting: move quaternion normalization to the caller
Diffstat (limited to 'src')
| -rw-r--r-- | src/video_core/swrasterizer/rasterizer.cpp | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/src/video_core/swrasterizer/rasterizer.cpp b/src/video_core/swrasterizer/rasterizer.cpp index 37d1313cf..80ecf72ec 100644 --- a/src/video_core/swrasterizer/rasterizer.cpp +++ b/src/video_core/swrasterizer/rasterizer.cpp | |||
| @@ -141,7 +141,7 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors( | |||
| 141 | } | 141 | } |
| 142 | 142 | ||
| 143 | // Use the normalized the quaternion when performing the rotation | 143 | // Use the normalized the quaternion when performing the rotation |
| 144 | auto normal = Math::QuaternionRotate(normquat.Normalized(), surface_normal); | 144 | auto normal = Math::QuaternionRotate(normquat, surface_normal); |
| 145 | 145 | ||
| 146 | Math::Vec4<float> diffuse_sum = {0.0f, 0.0f, 0.0f, 1.0f}; | 146 | Math::Vec4<float> diffuse_sum = {0.0f, 0.0f, 0.0f, 1.0f}; |
| 147 | Math::Vec4<float> specular_sum = {0.0f, 0.0f, 0.0f, 1.0f}; | 147 | Math::Vec4<float> specular_sum = {0.0f, 0.0f, 0.0f, 1.0f}; |
| @@ -664,12 +664,12 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve | |||
| 664 | Math::Vec4<u8> secondary_fragment_color = {0, 0, 0, 0}; | 664 | Math::Vec4<u8> secondary_fragment_color = {0, 0, 0, 0}; |
| 665 | 665 | ||
| 666 | if (!g_state.regs.lighting.disable) { | 666 | if (!g_state.regs.lighting.disable) { |
| 667 | Math::Quaternion<float> normquat{ | 667 | Math::Quaternion<float> normquat = Math::Quaternion<float>{ |
| 668 | {GetInterpolatedAttribute(v0.quat.x, v1.quat.x, v2.quat.x).ToFloat32(), | 668 | {GetInterpolatedAttribute(v0.quat.x, v1.quat.x, v2.quat.x).ToFloat32(), |
| 669 | GetInterpolatedAttribute(v0.quat.y, v1.quat.y, v2.quat.y).ToFloat32(), | 669 | GetInterpolatedAttribute(v0.quat.y, v1.quat.y, v2.quat.y).ToFloat32(), |
| 670 | GetInterpolatedAttribute(v0.quat.z, v1.quat.z, v2.quat.z).ToFloat32()}, | 670 | GetInterpolatedAttribute(v0.quat.z, v1.quat.z, v2.quat.z).ToFloat32()}, |
| 671 | GetInterpolatedAttribute(v0.quat.w, v1.quat.w, v2.quat.w).ToFloat32(), | 671 | GetInterpolatedAttribute(v0.quat.w, v1.quat.w, v2.quat.w).ToFloat32(), |
| 672 | }; | 672 | }.Normalized(); |
| 673 | 673 | ||
| 674 | Math::Vec3<float> view{ | 674 | Math::Vec3<float> view{ |
| 675 | GetInterpolatedAttribute(v0.view.x, v1.view.x, v2.view.x).ToFloat32(), | 675 | GetInterpolatedAttribute(v0.view.x, v1.view.x, v2.view.x).ToFloat32(), |