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	SwRasterizer/Lighting: Move the clamp highlight calculation to the end of the per-light loop body.
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					 1 changed files with 17 additions and 17 deletions
				
			
		|  | @ -163,14 +163,6 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors( | |||
| 
 | ||||
|         light_vector.Normalize(); | ||||
| 
 | ||||
|         auto LV_N = Math::Dot(light_vector, normal); | ||||
|         auto dot_product = LV_N; | ||||
| 
 | ||||
|         if (light_config.config.two_sided_diffuse) | ||||
|             dot_product = std::abs(dot_product); | ||||
|         else | ||||
|             dot_product = std::max(dot_product, 0.0f); | ||||
| 
 | ||||
|         float dist_atten = 1.0f; | ||||
|         if (!lighting.IsDistAttenDisabled(num)) { | ||||
|             auto distance = (-view - position).Length(); | ||||
|  | @ -187,15 +179,6 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors( | |||
|             dist_atten = LookupLightingLut(g_state.lighting, lut, lutindex, delta); | ||||
|         } | ||||
| 
 | ||||
|         float clamp_highlights = 1.0f; | ||||
| 
 | ||||
|         if (lighting.config0.clamp_highlights) { | ||||
|             if (LV_N <= 0.f) | ||||
|                 clamp_highlights = 0.f; | ||||
|             else | ||||
|                 clamp_highlights = 1.f; | ||||
|         } | ||||
| 
 | ||||
|         auto GetLutIndex = [&](unsigned num, LightingRegs::LightingLutInput input, | ||||
|                                bool abs) -> std::tuple<u8, float> { | ||||
| 
 | ||||
|  | @ -386,6 +369,23 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors( | |||
|             } | ||||
|         } | ||||
| 
 | ||||
|         auto dot_product = Math::Dot(light_vector, normal); | ||||
| 
 | ||||
|         // Calculate clamp highlights before applying the two-sided diffuse configuration to the dot
 | ||||
|         // product.
 | ||||
|         float clamp_highlights = 1.0f; | ||||
|         if (lighting.config0.clamp_highlights) { | ||||
|             if (dot_product <= 0.f) | ||||
|                 clamp_highlights = 0.f; | ||||
|             else | ||||
|                 clamp_highlights = 1.f; | ||||
|         } | ||||
| 
 | ||||
|         if (light_config.config.two_sided_diffuse) | ||||
|             dot_product = std::abs(dot_product); | ||||
|         else | ||||
|             dot_product = std::max(dot_product, 0.0f); | ||||
| 
 | ||||
|         auto diffuse = | ||||
|             light_config.diffuse.ToVec3f() * dot_product + light_config.ambient.ToVec3f(); | ||||
|         diffuse_sum += Math::MakeVec(diffuse * dist_atten, 0.0f); | ||||
|  |  | |||
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