diff options
| -rw-r--r-- | src/video_core/swrasterizer/lighting.cpp | 20 | 
1 files changed, 16 insertions, 4 deletions
diff --git a/src/video_core/swrasterizer/lighting.cpp b/src/video_core/swrasterizer/lighting.cpp index d61e6d572..91683afa4 100644 --- a/src/video_core/swrasterizer/lighting.cpp +++ b/src/video_core/swrasterizer/lighting.cpp @@ -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);  | 
