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	SwRasterizer/Lighting: unify float suffix
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					 1 changed files with 13 additions and 11 deletions
				
			
		|  | @ -143,8 +143,8 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors( | |||
|     // Use the normalized the quaternion when performing the rotation
 | ||||
|     auto normal = Math::QuaternionRotate(normquat.Normalized(), surface_normal); | ||||
| 
 | ||||
|     Math::Vec4<float> diffuse_sum = {0.f, 0.f, 0.f, 1.f}; | ||||
|     Math::Vec4<float> specular_sum = {0.f, 0.f, 0.f, 1.f}; | ||||
|     Math::Vec4<float> diffuse_sum = {0.0f, 0.0f, 0.0f, 1.0f}; | ||||
|     Math::Vec4<float> specular_sum = {0.0f, 0.0f, 0.0f, 1.0f}; | ||||
| 
 | ||||
|     for (unsigned light_index = 0; light_index <= lighting.max_light_index; ++light_index) { | ||||
|         unsigned num = lighting.light_enable.GetNum(light_index); | ||||
|  | @ -174,7 +174,7 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors( | |||
|             float sample_loc = scale * distance + bias; | ||||
| 
 | ||||
|             u8 lutindex = | ||||
|                 static_cast<u8>(MathUtil::Clamp(std::floor(sample_loc * 256.f), 0.0f, 255.0f)); | ||||
|                 static_cast<u8>(MathUtil::Clamp(std::floor(sample_loc * 256.0f), 0.0f, 255.0f)); | ||||
|             float delta = sample_loc * 256 - lutindex; | ||||
|             dist_atten = LookupLightingLut(lighting_state, lut, lutindex, delta); | ||||
|         } | ||||
|  | @ -206,7 +206,7 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors( | |||
|             default: | ||||
|                 LOG_CRITICAL(HW_GPU, "Unknown lighting LUT input %u\n", static_cast<u32>(input)); | ||||
|                 UNIMPLEMENTED(); | ||||
|                 result = 0.f; | ||||
|                 result = 0.0f; | ||||
|             } | ||||
| 
 | ||||
|             u8 index; | ||||
|  | @ -218,13 +218,13 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors( | |||
|                 else | ||||
|                     result = std::max(result, 0.0f); | ||||
| 
 | ||||
|                 float flr = std::floor(result * 256.f); | ||||
|                 float flr = std::floor(result * 256.0f); | ||||
|                 index = static_cast<u8>(MathUtil::Clamp(flr, 0.0f, 255.0f)); | ||||
|                 delta = result * 256 - index; | ||||
|             } else { | ||||
|                 float flr = std::floor(result * 128.f); | ||||
|                 float flr = std::floor(result * 128.0f); | ||||
|                 s8 signed_index = static_cast<s8>(MathUtil::Clamp(flr, -128.0f, 127.0f)); | ||||
|                 delta = result * 128.f - signed_index; | ||||
|                 delta = result * 128.0f - signed_index; | ||||
|                 index = static_cast<u8>(signed_index); | ||||
|             } | ||||
| 
 | ||||
|  | @ -278,6 +278,7 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors( | |||
|             refl_value.z = refl_value.x; | ||||
|         } | ||||
| 
 | ||||
|         // Specular 1 component
 | ||||
|         float d1_lut_value = 1.0f; | ||||
|         if (lighting.config1.disable_lut_d1 == 0 && | ||||
|             LightingRegs::IsLightingSamplerSupported( | ||||
|  | @ -290,6 +291,7 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors( | |||
|         Math::Vec3<float> specular_1 = | ||||
|             d1_lut_value * refl_value * light_config.specular_1.ToVec3f(); | ||||
| 
 | ||||
|         // Fresnel
 | ||||
|         if (lighting.config1.disable_lut_fr == 0 && | ||||
|             LightingRegs::IsLightingSamplerSupported(lighting.config0.config, | ||||
|                                                      LightingRegs::LightingSampler::Fresnel)) { | ||||
|  | @ -319,10 +321,10 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors( | |||
|         // product.
 | ||||
|         float clamp_highlights = 1.0f; | ||||
|         if (lighting.config0.clamp_highlights) { | ||||
|             if (dot_product <= 0.f) | ||||
|                 clamp_highlights = 0.f; | ||||
|             if (dot_product <= 0.0f) | ||||
|                 clamp_highlights = 0.0f; | ||||
|             else | ||||
|                 clamp_highlights = 1.f; | ||||
|                 clamp_highlights = 1.0f; | ||||
|         } | ||||
| 
 | ||||
|         if (light_config.config.two_sided_diffuse) | ||||
|  | @ -335,7 +337,7 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors( | |||
|         diffuse_sum += Math::MakeVec(diffuse * dist_atten, 0.0f); | ||||
| 
 | ||||
|         specular_sum += | ||||
|             Math::MakeVec((specular_0 + specular_1) * clamp_highlights * dist_atten, 0.f); | ||||
|             Math::MakeVec((specular_0 + specular_1) * clamp_highlights * dist_atten, 0.0f); | ||||
|     } | ||||
| 
 | ||||
|     diffuse_sum += Math::MakeVec(lighting.global_ambient.ToVec3f(), 0.0f); | ||||
|  |  | |||
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