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authorYuri Kunde Schlesner <yuriks@yuriks.net>2017-08-21 02:49:42 +0200
committerGitHub <noreply@github.com>2017-08-21 02:49:42 +0200
commit46d1ca768d9ee2856b663ee68c8d7fdd7b160a7e (patch)
treeca2f06ff9cdc0e1debf2861b729a9b4418e5b9c2 /src/video_core
parentMerge branch 'update-soundtouch' (PR #2885) (diff)
parentSwRasterizer/Lighting: implement geometric factor (diff)
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Diffstat (limited to 'src/video_core')
-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 ffd35792a..39a3e396d 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);