Merge pull request #2872 from wwylele/sw-geo-factor
SwRasterizer/Lighting: implement geometric factor
This commit is contained in:
commit
46d1ca768d
@ -55,6 +55,9 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
|
|||||||
|
|
||||||
light_vector.Normalize();
|
light_vector.Normalize();
|
||||||
|
|
||||||
|
Math::Vec3<float> norm_view = view.Normalized();
|
||||||
|
Math::Vec3<float> half_vector = norm_view + light_vector;
|
||||||
|
|
||||||
float dist_atten = 1.0f;
|
float dist_atten = 1.0f;
|
||||||
if (!lighting.IsDistAttenDisabled(num)) {
|
if (!lighting.IsDistAttenDisabled(num)) {
|
||||||
auto distance = (-view - position).Length();
|
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,
|
auto GetLutValue = [&](LightingRegs::LightingLutInput input, bool abs,
|
||||||
LightingRegs::LightingScale scale_enum,
|
LightingRegs::LightingScale scale_enum,
|
||||||
LightingRegs::LightingSampler sampler) {
|
LightingRegs::LightingSampler sampler) {
|
||||||
Math::Vec3<float> norm_view = view.Normalized();
|
|
||||||
Math::Vec3<float> half_angle = (norm_view + light_vector).Normalized();
|
|
||||||
float result = 0.0f;
|
float result = 0.0f;
|
||||||
|
|
||||||
switch (input) {
|
switch (input) {
|
||||||
case LightingRegs::LightingLutInput::NH:
|
case LightingRegs::LightingLutInput::NH:
|
||||||
result = Math::Dot(normal, half_angle);
|
result = Math::Dot(normal, half_vector.Normalized());
|
||||||
break;
|
break;
|
||||||
|
|
||||||
case LightingRegs::LightingLutInput::VH:
|
case LightingRegs::LightingLutInput::VH:
|
||||||
result = Math::Dot(norm_view, half_angle);
|
result = Math::Dot(norm_view, half_vector.Normalized());
|
||||||
break;
|
break;
|
||||||
|
|
||||||
case LightingRegs::LightingLutInput::NV:
|
case LightingRegs::LightingLutInput::NV:
|
||||||
@ -240,6 +241,17 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
|
|||||||
else
|
else
|
||||||
dot_product = std::max(dot_product, 0.0f);
|
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 =
|
auto diffuse =
|
||||||
light_config.diffuse.ToVec3f() * dot_product + light_config.ambient.ToVec3f();
|
light_config.diffuse.ToVec3f() * dot_product + light_config.ambient.ToVec3f();
|
||||||
diffuse_sum += Math::MakeVec(diffuse * dist_atten * spot_atten, 0.0f);
|
diffuse_sum += Math::MakeVec(diffuse * dist_atten * spot_atten, 0.0f);
|
||||||
|
Loading…
Reference in New Issue
Block a user