From 945f9a1b04d51aff674e0b7061c29a04211a17bd Mon Sep 17 00:00:00 2001 From: wwylele Date: Fri, 11 Aug 2017 00:41:37 +0300 Subject: SwRasterizer/Lighting: implement spot light --- src/video_core/swrasterizer/lighting.cpp | 22 +++++++++++++++++++--- 1 file changed, 19 insertions(+), 3 deletions(-) (limited to 'src') diff --git a/src/video_core/swrasterizer/lighting.cpp b/src/video_core/swrasterizer/lighting.cpp index d61e6d572..ffd35792a 100644 --- a/src/video_core/swrasterizer/lighting.cpp +++ b/src/video_core/swrasterizer/lighting.cpp @@ -95,6 +95,12 @@ std::tuple, Math::Vec4> ComputeFragmentsColors( result = Math::Dot(light_vector, normal); break; + case LightingRegs::LightingLutInput::SP: { + Math::Vec3 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() / 2047.0f); + break; + } default: LOG_CRITICAL(HW_GPU, "Unknown lighting LUT input %u\n", static_cast(input)); UNIMPLEMENTED(); @@ -125,6 +131,16 @@ std::tuple, Math::Vec4> ComputeFragmentsColors( LookupLightingLut(lighting_state, static_cast(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 float d0_lut_value = 1.0f; if (lighting.config1.disable_lut_d0 == 0 && @@ -226,10 +242,10 @@ std::tuple, Math::Vec4> ComputeFragmentsColors( auto diffuse = 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 += - Math::MakeVec((specular_0 + specular_1) * clamp_highlights * dist_atten, 0.0f); + specular_sum += Math::MakeVec( + (specular_0 + specular_1) * clamp_highlights * dist_atten * spot_atten, 0.0f); } diffuse_sum += Math::MakeVec(lighting.global_ambient.ToVec3f(), 0.0f); -- cgit v1.2.3