diff options
-rw-r--r-- | src/video_core/swrasterizer/lighting.cpp | 20 |
1 files changed, 16 insertions, 4 deletions
diff --git a/src/video_core/swrasterizer/lighting.cpp b/src/video_core/swrasterizer/lighting.cpp index d61e6d572..91683afa4 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: @@ -224,6 +225,17 @@ 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, 0.0f); |