video_core: Fix distance vector used when calculating lighting distance attenuation. (#6366)

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Steveice10 2023-03-30 05:12:09 -07:00 committed by GitHub
parent ffc95eb59b
commit 506644b9d6
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2 changed files with 8 additions and 6 deletions

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@ -626,6 +626,7 @@ static void WriteLighting(std::string& out, const PicaFSConfig& config) {
out += "vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);\n"
"vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);\n"
"vec3 light_vector = vec3(0.0);\n"
"float light_distance = 0.0;\n"
"vec3 refl_value = vec3(0.0);\n"
"vec3 spot_dir = vec3(0.0);\n"
"vec3 half_vector = vec3(0.0);\n"
@ -752,10 +753,12 @@ static void WriteLighting(std::string& out, const PicaFSConfig& config) {
// Compute light vector (directional or positional)
if (light_config.directional) {
out += fmt::format("light_vector = normalize({}.position);\n", light_src);
out += fmt::format("light_vector = {}.position;\n", light_src);
} else {
out += fmt::format("light_vector = normalize({}.position + view);\n", light_src);
out += fmt::format("light_vector = {}.position + view;\n", light_src);
}
out += fmt::format("light_distance = length(light_vector);\n", light_src);
out += fmt::format("light_vector = normalize(light_vector);\n", light_src);
out += fmt::format("spot_dir = {}.spot_direction;\n", light_src);
out += "half_vector = normalize(view) + light_vector;\n";
@ -785,8 +788,8 @@ static void WriteLighting(std::string& out, const PicaFSConfig& config) {
// If enabled, compute distance attenuation value
std::string dist_atten = "1.0";
if (light_config.dist_atten_enable) {
const std::string index = fmt::format("clamp({}.dist_atten_scale * length(-view - "
"{}.position) + {}.dist_atten_bias, 0.0, 1.0)",
const std::string index = fmt::format("clamp({}.dist_atten_scale * light_distance "
"+ {}.dist_atten_bias, 0.0, 1.0)",
light_src, light_src, light_src);
const auto sampler = LightingRegs::DistanceAttenuationSampler(light_config.num);
dist_atten = fmt::format("LookupLightingLUTUnsigned({}, {})", sampler, index);

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@ -90,13 +90,12 @@ std::tuple<Common::Vec4<u8>, Common::Vec4<u8>> ComputeFragmentsColors(
float dist_atten = 1.0f;
if (!lighting.IsDistAttenDisabled(num)) {
auto distance = (-view - position).Length();
float scale = Pica::float20::FromRaw(light_config.dist_atten_scale).ToFloat32();
float bias = Pica::float20::FromRaw(light_config.dist_atten_bias).ToFloat32();
std::size_t lut =
static_cast<std::size_t>(LightingRegs::LightingSampler::DistanceAttenuation) + num;
float sample_loc = std::clamp(scale * distance + bias, 0.0f, 1.0f);
float sample_loc = std::clamp(scale * length + bias, 0.0f, 1.0f);
u8 lutindex =
static_cast<u8>(std::clamp(std::floor(sample_loc * 256.0f), 0.0f, 255.0f));