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SwRasterizer/Lighting: pass lighting state as parameter
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@ -116,7 +116,7 @@ static std::tuple<float24, float24, PAddr> ConvertCubeCoord(float24 u, float24 v
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}
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static float LookupLightingLut(const Pica::State::Lighting& lighting, size_t lut_index, u8 index,
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float delta) {
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float delta) {
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ASSERT_MSG(lut_index < lighting.luts.size(), "Out of range lut");
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ASSERT_MSG(index < lighting.luts[0].size(), "Out of range index");
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@ -129,8 +129,8 @@ static float LookupLightingLut(const Pica::State::Lighting& lighting, size_t lut
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}
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std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
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const Pica::LightingRegs& lighting, const Math::Quaternion<float>& normquat,
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const Math::Vec3<float>& view) {
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const Pica::LightingRegs& lighting, const Pica::State::Lighting& lighting_state,
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const Math::Quaternion<float>& normquat, const Math::Vec3<float>& view) {
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// TODO(Subv): Bump mapping
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Math::Vec3<float> surface_normal = {0.0f, 0.0f, 1.0f};
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@ -148,7 +148,7 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
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for (unsigned light_index = 0; light_index <= lighting.max_light_index; ++light_index) {
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unsigned num = lighting.light_enable.GetNum(light_index);
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const auto& light_config = g_state.regs.lighting.light[num];
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const auto& light_config = lighting.light[num];
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Math::Vec3<float> refl_value = {};
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Math::Vec3<float> position = {float16::FromRaw(light_config.x).ToFloat32(),
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@ -176,7 +176,7 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
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u8 lutindex =
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static_cast<u8>(MathUtil::Clamp(std::floor(sample_loc * 256.f), 0.0f, 255.0f));
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float delta = sample_loc * 256 - lutindex;
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dist_atten = LookupLightingLut(g_state.lighting, lut, lutindex, delta);
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dist_atten = LookupLightingLut(lighting_state, lut, lutindex, delta);
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}
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auto GetLutIndex = [&](unsigned num, LightingRegs::LightingLutInput input,
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@ -243,7 +243,7 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
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d0_lut_value =
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scale *
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LookupLightingLut(g_state.lighting,
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LookupLightingLut(lighting_state,
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static_cast<size_t>(LightingRegs::LightingSampler::Distribution0),
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index, delta);
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}
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@ -264,7 +264,7 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
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refl_value.x =
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scale *
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LookupLightingLut(g_state.lighting,
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LookupLightingLut(lighting_state,
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static_cast<size_t>(LightingRegs::LightingSampler::ReflectRed),
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index, delta);
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} else {
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@ -285,7 +285,7 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
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refl_value.y =
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scale *
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LookupLightingLut(g_state.lighting,
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LookupLightingLut(lighting_state,
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static_cast<size_t>(LightingRegs::LightingSampler::ReflectGreen),
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index, delta);
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} else {
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@ -306,7 +306,7 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
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refl_value.z =
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scale *
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LookupLightingLut(g_state.lighting,
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LookupLightingLut(lighting_state,
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static_cast<size_t>(LightingRegs::LightingSampler::ReflectBlue),
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index, delta);
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} else {
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@ -328,7 +328,7 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
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d1_lut_value =
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scale *
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LookupLightingLut(g_state.lighting,
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LookupLightingLut(lighting_state,
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static_cast<size_t>(LightingRegs::LightingSampler::Distribution1),
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index, delta);
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}
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@ -350,7 +350,7 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
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float lut_value =
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scale *
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LookupLightingLut(g_state.lighting,
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LookupLightingLut(lighting_state,
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static_cast<size_t>(LightingRegs::LightingSampler::Fresnel),
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index, delta);
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@ -729,8 +729,8 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve
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Math::Vec4<u8> secondary_fragment_color = {0, 0, 0, 0};
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if (!g_state.regs.lighting.disable) {
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std::tie(primary_fragment_color, secondary_fragment_color) =
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ComputeFragmentsColors(g_state.regs.lighting, normquat, fragment_position);
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std::tie(primary_fragment_color, secondary_fragment_color) = ComputeFragmentsColors(
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g_state.regs.lighting, g_state.lighting, normquat, fragment_position);
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}
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for (unsigned tev_stage_index = 0; tev_stage_index < tev_stages.size();
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