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SwRasterizer/Lighting: move quaternion normalization to the caller
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@ -141,7 +141,7 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
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}
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}
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// Use the normalized the quaternion when performing the rotation
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// Use the normalized the quaternion when performing the rotation
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auto normal = Math::QuaternionRotate(normquat.Normalized(), surface_normal);
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auto normal = Math::QuaternionRotate(normquat, surface_normal);
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Math::Vec4<float> diffuse_sum = {0.0f, 0.0f, 0.0f, 1.0f};
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Math::Vec4<float> diffuse_sum = {0.0f, 0.0f, 0.0f, 1.0f};
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Math::Vec4<float> specular_sum = {0.0f, 0.0f, 0.0f, 1.0f};
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Math::Vec4<float> specular_sum = {0.0f, 0.0f, 0.0f, 1.0f};
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@ -664,12 +664,12 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve
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Math::Vec4<u8> secondary_fragment_color = {0, 0, 0, 0};
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Math::Vec4<u8> secondary_fragment_color = {0, 0, 0, 0};
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if (!g_state.regs.lighting.disable) {
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if (!g_state.regs.lighting.disable) {
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Math::Quaternion<float> normquat{
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Math::Quaternion<float> normquat = Math::Quaternion<float>{
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{GetInterpolatedAttribute(v0.quat.x, v1.quat.x, v2.quat.x).ToFloat32(),
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{GetInterpolatedAttribute(v0.quat.x, v1.quat.x, v2.quat.x).ToFloat32(),
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GetInterpolatedAttribute(v0.quat.y, v1.quat.y, v2.quat.y).ToFloat32(),
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GetInterpolatedAttribute(v0.quat.y, v1.quat.y, v2.quat.y).ToFloat32(),
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GetInterpolatedAttribute(v0.quat.z, v1.quat.z, v2.quat.z).ToFloat32()},
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GetInterpolatedAttribute(v0.quat.z, v1.quat.z, v2.quat.z).ToFloat32()},
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GetInterpolatedAttribute(v0.quat.w, v1.quat.w, v2.quat.w).ToFloat32(),
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GetInterpolatedAttribute(v0.quat.w, v1.quat.w, v2.quat.w).ToFloat32(),
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};
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}.Normalized();
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Math::Vec3<float> view{
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Math::Vec3<float> view{
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GetInterpolatedAttribute(v0.view.x, v1.view.x, v2.view.x).ToFloat32(),
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GetInterpolatedAttribute(v0.view.x, v1.view.x, v2.view.x).ToFloat32(),
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