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-rw-r--r--src/video_core/swrasterizer/rasterizer.cpp29
1 files changed, 25 insertions, 4 deletions
diff --git a/src/video_core/swrasterizer/rasterizer.cpp b/src/video_core/swrasterizer/rasterizer.cpp
index 512e81c08..fdc1df199 100644
--- a/src/video_core/swrasterizer/rasterizer.cpp
+++ b/src/video_core/swrasterizer/rasterizer.cpp
@@ -13,6 +13,7 @@
#include "common/logging/log.h"
#include "common/math_util.h"
#include "common/microprofile.h"
+#include "common/quaternion.h"
#include "common/vector_math.h"
#include "core/hw/gpu.h"
#include "core/memory.h"
@@ -24,6 +25,7 @@
#include "video_core/regs_texturing.h"
#include "video_core/shader/shader.h"
#include "video_core/swrasterizer/framebuffer.h"
+#include "video_core/swrasterizer/lighting.h"
#include "video_core/swrasterizer/proctex.h"
#include "video_core/swrasterizer/rasterizer.h"
#include "video_core/swrasterizer/texturing.h"
@@ -419,6 +421,26 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve
regs.texturing.tev_combiner_buffer_color.a,
};
+ Math::Vec4<u8> primary_fragment_color = {0, 0, 0, 0};
+ Math::Vec4<u8> secondary_fragment_color = {0, 0, 0, 0};
+
+ if (!g_state.regs.lighting.disable) {
+ Math::Quaternion<float> normquat = Math::Quaternion<float>{
+ {GetInterpolatedAttribute(v0.quat.x, v1.quat.x, v2.quat.x).ToFloat32(),
+ GetInterpolatedAttribute(v0.quat.y, v1.quat.y, v2.quat.y).ToFloat32(),
+ GetInterpolatedAttribute(v0.quat.z, v1.quat.z, v2.quat.z).ToFloat32()},
+ GetInterpolatedAttribute(v0.quat.w, v1.quat.w, v2.quat.w).ToFloat32(),
+ }.Normalized();
+
+ Math::Vec3<float> view{
+ GetInterpolatedAttribute(v0.view.x, v1.view.x, v2.view.x).ToFloat32(),
+ GetInterpolatedAttribute(v0.view.y, v1.view.y, v2.view.y).ToFloat32(),
+ GetInterpolatedAttribute(v0.view.z, v1.view.z, v2.view.z).ToFloat32(),
+ };
+ std::tie(primary_fragment_color, secondary_fragment_color) =
+ ComputeFragmentsColors(g_state.regs.lighting, g_state.lighting, normquat, view);
+ }
+
for (unsigned tev_stage_index = 0; tev_stage_index < tev_stages.size();
++tev_stage_index) {
const auto& tev_stage = tev_stages[tev_stage_index];
@@ -427,14 +449,13 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve
auto GetSource = [&](Source source) -> Math::Vec4<u8> {
switch (source) {
case Source::PrimaryColor:
+ return primary_color;
- // HACK: Until we implement fragment lighting, use primary_color
case Source::PrimaryFragmentColor:
- return primary_color;
+ return primary_fragment_color;
- // HACK: Until we implement fragment lighting, use zero
case Source::SecondaryFragmentColor:
- return {0, 0, 0, 0};
+ return secondary_fragment_color;
case Source::Texture0:
return texture_color[0];