SwRasterizer: Calculate specular_1 for fragment lighting.
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@ -148,8 +148,8 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu
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Math::Vec3<float> light_vector = {};
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Math::Vec3<float> light_vector = {};
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Math::Vec4<float> diffuse_sum = {0.f, 0.f, 0.f, 1.f};
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Math::Vec4<float> diffuse_sum = {0.f, 0.f, 0.f, 1.f};
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// TODO(Subv): Calculate specular
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Math::Vec4<float> specular_sum = {0.f, 0.f, 0.f, 1.f};
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Math::Vec4<float> specular_sum = {0.f, 0.f, 0.f, 1.f};
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Math::Vec3<float> refl_value = {};
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for (unsigned light_index = 0; light_index <= lighting.max_light_index; ++light_index) {
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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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unsigned num = lighting.light_enable.GetNum(light_index);
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@ -253,8 +253,64 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu
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Math::Vec3<float> specular_0 = d0_lut_value * light_config.specular_0.ToVec3f();
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Math::Vec3<float> specular_0 = d0_lut_value * light_config.specular_0.ToVec3f();
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// TODO(Subv): Specular 1
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// If enabled, lookup ReflectRed value, otherwise, 1.0 is used
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Math::Vec3<float> specular_1 = {};
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if (lighting.config1.disable_lut_rr == 0 &&
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LightingRegs::IsLightingSamplerSupported(lighting.config0.config,
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LightingRegs::LightingSampler::ReflectRed)) {
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float index = GetLutIndex(num, lighting.lut_input.rr, lighting.abs_lut_input.disable_rr == 0);
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float scale = lighting.lut_scale.GetScale(lighting.lut_scale.rr);
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refl_value.x = scale * LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::ReflectRed), index);
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} else {
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refl_value.x = 1.0f;
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}
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// If enabled, lookup ReflectGreen value, otherwise, ReflectRed value is used
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if (lighting.config1.disable_lut_rg == 0 &&
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LightingRegs::IsLightingSamplerSupported(lighting.config0.config,
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LightingRegs::LightingSampler::ReflectGreen)) {
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float index = GetLutIndex(num, lighting.lut_input.rg, lighting.abs_lut_input.disable_rg == 0);
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float scale = lighting.lut_scale.GetScale(lighting.lut_scale.rg);
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refl_value.y = scale * LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::ReflectGreen), index);
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} else {
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refl_value.y = refl_value.x;
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}
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// If enabled, lookup ReflectBlue value, otherwise, ReflectRed value is used
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if (lighting.config1.disable_lut_rb == 0 &&
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LightingRegs::IsLightingSamplerSupported(lighting.config0.config,
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LightingRegs::LightingSampler::ReflectBlue)) {
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float index = GetLutIndex(num, lighting.lut_input.rb, lighting.abs_lut_input.disable_rb == 0);
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float scale = lighting.lut_scale.GetScale(lighting.lut_scale.rb);
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refl_value.z = scale * LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::ReflectBlue), index);
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} else {
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refl_value.z = refl_value.x;
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}
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float d1_lut_value = 1.0f;
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if (lighting.config1.disable_lut_d1 == 0 &&
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LightingRegs::IsLightingSamplerSupported(
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lighting.config0.config, LightingRegs::LightingSampler::Distribution1)) {
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// Lookup specular "distribution 1" LUT value
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float index = GetLutIndex(num, lighting.lut_input.d1.Value(), lighting.abs_lut_input.disable_d1 == 0);
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float scale = lighting.lut_scale.GetScale(lighting.lut_scale.d1);
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d1_lut_value = scale * LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::Distribution1), index);
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}
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Math::Vec3<float> specular_1 = d1_lut_value * refl_value * light_config.specular_1.ToVec3f();
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// TODO(Subv): Fresnel
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auto diffuse = light_config.diffuse.ToVec3f() * dot_product + light_config.ambient.ToVec3f();
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auto diffuse = 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, 0.0f);
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