SwRasterizer/Lighting: unify float suffix

This commit is contained in:
wwylele 2017-07-11 22:07:19 +03:00
parent e415558a4f
commit 56e5425e59

View file

@ -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);