softgpu: Fix a lighting bug.

This commit is contained in:
Tony Wasserka 2013-07-24 17:57:41 +02:00 committed by neobrain
parent ad8449c382
commit f4cb929073

View File

@ -29,8 +29,8 @@ void Process(VertexData& vertex)
Vec3<int> mec = Vec3<int>(gstate.getMaterialEmissiveR(), gstate.getMaterialEmissiveG(), gstate.getMaterialEmissiveB());
Vec3<int> mac = (gstate.materialupdate&1)
? Vec3<int>(gstate.getMaterialAmbientR(), gstate.getMaterialAmbientG(), gstate.getMaterialAmbientB())
: vertex.color0.rgb();
? vertex.color0.rgb()
: Vec3<int>(gstate.getMaterialAmbientR(), gstate.getMaterialAmbientG(), gstate.getMaterialAmbientB());
Vec3<int> final_color = mec + mac * Vec3<int>(gstate.getAmbientR(), gstate.getAmbientG(), gstate.getAmbientB()) / 255;
Vec3<int> specular_color(0, 0, 0);
@ -91,8 +91,8 @@ void Process(VertexData& vertex)
// diffuse lighting
Vec3<int> ldc = Vec3<int>(gstate.getDiffuseColorR(light), gstate.getDiffuseColorG(light), gstate.getDiffuseColorB(light));
Vec3<int> mdc = (gstate.materialupdate&2)
? Vec3<int>(gstate.getMaterialDiffuseR(), gstate.getMaterialDiffuseG(), gstate.getMaterialDiffuseB())
: vertex.color0.rgb();
? vertex.color0.rgb()
: Vec3<int>(gstate.getMaterialDiffuseR(), gstate.getMaterialDiffuseG(), gstate.getMaterialDiffuseB());
float diffuse_factor = Dot(L,vertex.worldnormal) / d / vertex.worldnormal.Length();
if (gstate.isUsingPoweredDiffuseLight(light)) {
@ -114,8 +114,8 @@ void Process(VertexData& vertex)
Vec3<int> lsc = Vec3<int>(gstate.getSpecularColorR(light), gstate.getSpecularColorG(light), gstate.getSpecularColorB(light));
Vec3<int> msc = (gstate.materialupdate&4)
? Vec3<int>(gstate.getMaterialSpecularR(), gstate.getMaterialSpecularG(), gstate.getMaterialSpecularB())
: vertex.color0.rgb();
? vertex.color0.rgb()
: Vec3<int>(gstate.getMaterialSpecularR(), gstate.getMaterialSpecularG(), gstate.getMaterialSpecularB());
float specular_factor = Dot(H,vertex.worldnormal) / H.Length() / vertex.worldnormal.Length();
float k = getFloat24(gstate.materialspecularcoef&0xFFFFFF);
@ -143,7 +143,7 @@ void Process(VertexData& vertex)
vertex.color1 = Vec3<int>(0, 0, 0);
}
int maa = (gstate.materialupdate&1) ? gstate.getMaterialAmbientA() : vertex.color0.a();
int maa = (gstate.materialupdate&1) ? vertex.color0.a() : gstate.getMaterialAmbientA();
vertex.color0.a() = gstate.getAmbientA() * maa / 255;
if (vertex.color0.r() > 255) vertex.color0.r() = 255;