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	SwRasterizer: Fixed a few conversion warnings and moved per-light values into the per-light loop.
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					 1 changed files with 6 additions and 5 deletions
				
			
		|  | @ -143,18 +143,18 @@ 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::Vec3<float> light_vector = {}; | ||||
|     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::Vec3<float> refl_value = {}; | ||||
| 
 | ||||
|     for (unsigned light_index = 0; light_index <= lighting.max_light_index; ++light_index) { | ||||
|         unsigned num = lighting.light_enable.GetNum(light_index); | ||||
|         const auto& light_config = g_state.regs.lighting.light[num]; | ||||
| 
 | ||||
|         Math::Vec3<float> refl_value = {}; | ||||
|         Math::Vec3<float> position = {float16::FromRaw(light_config.x).ToFloat32(), | ||||
|                                       float16::FromRaw(light_config.y).ToFloat32(), | ||||
|                                       float16::FromRaw(light_config.z).ToFloat32()}; | ||||
|         Math::Vec3<float> light_vector; | ||||
| 
 | ||||
|         if (light_config.config.directional) | ||||
|             light_vector = position; | ||||
|  | @ -175,11 +175,12 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors( | |||
|         if (!lighting.IsDistAttenDisabled(num)) { | ||||
|             auto distance = (-view - position).Length(); | ||||
|             float scale = Pica::float20::FromRaw(light_config.dist_atten_scale).ToFloat32(); | ||||
|             float bias = Pica::float20::FromRaw(light_config.dist_atten_scale).ToFloat32(); | ||||
|             float dist_aten_bias = | ||||
|                 Pica::float20::FromRaw(light_config.dist_atten_scale).ToFloat32(); | ||||
|             size_t lut = | ||||
|                 static_cast<size_t>(LightingRegs::LightingSampler::DistanceAttenuation) + num; | ||||
| 
 | ||||
|             float sample_loc = scale * distance + bias; | ||||
|             float sample_loc = scale * distance + dist_aten_bias; | ||||
| 
 | ||||
|             u8 lutindex = | ||||
|                 static_cast<u8>(MathUtil::Clamp(std::floor(sample_loc * 256.f), 0.0f, 255.0f)); | ||||
|  | @ -238,7 +239,7 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors( | |||
|                 return {lutindex, delta}; | ||||
|             } else { | ||||
|                 float flr = std::floor(result * 128.f); | ||||
|                 s8 lutindex = static_cast<u8>(MathUtil::Clamp(flr, -128.0f, 127.0f)); | ||||
|                 s8 lutindex = static_cast<s8>(MathUtil::Clamp(flr, -128.0f, 127.0f)); | ||||
|                 float delta = result * 128.f - lutindex; | ||||
|                 return {static_cast<u8>(lutindex), delta}; | ||||
|             } | ||||
|  |  | |||
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