SwRasterizer/Lighting: implement geometric factor

This commit is contained in:
wwylele 2017-08-11 01:13:55 +03:00
parent aaf5161344
commit 14ee32c46a

View file

@ -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);