mirror of
https://git.suyu.dev/suyu/suyu.git
synced 2024-11-27 01:02:48 +01:00
SwRasterizer/Lighting: Move the clamp highlight calculation to the end of the per-light loop body.
This commit is contained in:
parent
7526af5e52
commit
9906feefbd
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);
|
||||
|
|
Loading…
Reference in a new issue