SwRasterizer/Lighting: implement spot light
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@ -95,6 +95,12 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
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result = Math::Dot(light_vector, normal);
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result = Math::Dot(light_vector, normal);
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break;
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break;
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case LightingRegs::LightingLutInput::SP: {
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Math::Vec3<s32> spot_dir{light_config.spot_x.Value(), light_config.spot_y.Value(),
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light_config.spot_z.Value()};
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result = Math::Dot(light_vector, spot_dir.Cast<float>() / 2047.0f);
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break;
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}
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default:
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default:
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LOG_CRITICAL(HW_GPU, "Unknown lighting LUT input %u\n", static_cast<u32>(input));
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LOG_CRITICAL(HW_GPU, "Unknown lighting LUT input %u\n", static_cast<u32>(input));
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UNIMPLEMENTED();
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UNIMPLEMENTED();
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@ -125,6 +131,16 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
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LookupLightingLut(lighting_state, static_cast<size_t>(sampler), index, delta);
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LookupLightingLut(lighting_state, static_cast<size_t>(sampler), index, delta);
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};
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};
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// If enabled, compute spot light attenuation value
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float spot_atten = 1.0f;
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if (!lighting.IsSpotAttenDisabled(num) &&
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LightingRegs::IsLightingSamplerSupported(
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lighting.config0.config, LightingRegs::LightingSampler::SpotlightAttenuation)) {
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auto lut = LightingRegs::SpotlightAttenuationSampler(num);
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spot_atten = GetLutValue(lighting.lut_input.sp, lighting.abs_lut_input.disable_sp == 0,
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lighting.lut_scale.sp, lut);
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}
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// Specular 0 component
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// Specular 0 component
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float d0_lut_value = 1.0f;
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float d0_lut_value = 1.0f;
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if (lighting.config1.disable_lut_d0 == 0 &&
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if (lighting.config1.disable_lut_d0 == 0 &&
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@ -226,10 +242,10 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
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auto diffuse =
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auto diffuse =
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light_config.diffuse.ToVec3f() * dot_product + light_config.ambient.ToVec3f();
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light_config.diffuse.ToVec3f() * dot_product + light_config.ambient.ToVec3f();
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diffuse_sum += Math::MakeVec(diffuse * dist_atten, 0.0f);
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diffuse_sum += Math::MakeVec(diffuse * dist_atten * spot_atten, 0.0f);
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specular_sum +=
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specular_sum += Math::MakeVec(
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Math::MakeVec((specular_0 + specular_1) * clamp_highlights * dist_atten, 0.0f);
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(specular_0 + specular_1) * clamp_highlights * dist_atten * spot_atten, 0.0f);
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}
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}
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diffuse_sum += Math::MakeVec(lighting.global_ambient.ToVec3f(), 0.0f);
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diffuse_sum += Math::MakeVec(lighting.global_ambient.ToVec3f(), 0.0f);
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