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	SwRasterizer: only interpolate quat and view when lighting is enabled
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					 1 changed files with 14 additions and 14 deletions
				
			
		|  | @ -599,18 +599,6 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve | |||
|                     255), | ||||
|             }; | ||||
| 
 | ||||
|             Math::Quaternion<float> normquat{ | ||||
|                 {GetInterpolatedAttribute(v0.quat.x, v1.quat.x, v2.quat.x).ToFloat32(), | ||||
|                  GetInterpolatedAttribute(v0.quat.y, v1.quat.y, v2.quat.y).ToFloat32(), | ||||
|                  GetInterpolatedAttribute(v0.quat.z, v1.quat.z, v2.quat.z).ToFloat32()}, | ||||
|                 GetInterpolatedAttribute(v0.quat.w, v1.quat.w, v2.quat.w).ToFloat32(), | ||||
|             }; | ||||
| 
 | ||||
|             Math::Vec3<float> fragment_position{ | ||||
|                 GetInterpolatedAttribute(v0.view.x, v1.view.x, v2.view.x).ToFloat32(), | ||||
|                 GetInterpolatedAttribute(v0.view.y, v1.view.y, v2.view.y).ToFloat32(), | ||||
|                 GetInterpolatedAttribute(v0.view.z, v1.view.z, v2.view.z).ToFloat32()}; | ||||
| 
 | ||||
|             Math::Vec2<float24> uv[3]; | ||||
|             uv[0].u() = GetInterpolatedAttribute(v0.tc0.u(), v1.tc0.u(), v2.tc0.u()); | ||||
|             uv[0].v() = GetInterpolatedAttribute(v0.tc0.v(), v1.tc0.v(), v2.tc0.v()); | ||||
|  | @ -729,8 +717,20 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve | |||
|             Math::Vec4<u8> secondary_fragment_color = {0, 0, 0, 0}; | ||||
| 
 | ||||
|             if (!g_state.regs.lighting.disable) { | ||||
|                 std::tie(primary_fragment_color, secondary_fragment_color) = ComputeFragmentsColors( | ||||
|                     g_state.regs.lighting, g_state.lighting, normquat, fragment_position); | ||||
|                 Math::Quaternion<float> normquat{ | ||||
|                     {GetInterpolatedAttribute(v0.quat.x, v1.quat.x, v2.quat.x).ToFloat32(), | ||||
|                      GetInterpolatedAttribute(v0.quat.y, v1.quat.y, v2.quat.y).ToFloat32(), | ||||
|                      GetInterpolatedAttribute(v0.quat.z, v1.quat.z, v2.quat.z).ToFloat32()}, | ||||
|                     GetInterpolatedAttribute(v0.quat.w, v1.quat.w, v2.quat.w).ToFloat32(), | ||||
|                 }; | ||||
| 
 | ||||
|                 Math::Vec3<float> view{ | ||||
|                     GetInterpolatedAttribute(v0.view.x, v1.view.x, v2.view.x).ToFloat32(), | ||||
|                     GetInterpolatedAttribute(v0.view.y, v1.view.y, v2.view.y).ToFloat32(), | ||||
|                     GetInterpolatedAttribute(v0.view.z, v1.view.z, v2.view.z).ToFloat32(), | ||||
|                 }; | ||||
|                 std::tie(primary_fragment_color, secondary_fragment_color) = | ||||
|                     ComputeFragmentsColors(g_state.regs.lighting, g_state.lighting, normquat, view); | ||||
|             } | ||||
| 
 | ||||
|             for (unsigned tev_stage_index = 0; tev_stage_index < tev_stages.size(); | ||||
|  |  | |||
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