Unknown W. Brackets
537e357741
softgpu: Correct NAN spotlight exponent/direction.
2022-01-06 21:19:48 -08:00
Unknown W. Brackets
b86bdc9456
softgpu: Correct handling of NAN attenuation.
2022-01-06 21:19:47 -08:00
Unknown W. Brackets
fa80c448ee
softgpu: More closely match PSP light rounding.
2022-01-06 21:19:47 -08:00
Unknown W. Brackets
cba2374abd
softgpu: Separate calculation of S/T.
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We could probably reuse, but we're not right now and it complicates the
logic.
2022-01-06 21:19:47 -08:00
Unknown W. Brackets
d98e5bfc97
softgpu: Improve usage of SSE for lighting.
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Gives about a 2% improvement in many places.
2022-01-03 06:45:10 -08:00
Unknown W. Brackets
2f63f9999d
GPU: Normalize 0 to 1 always in software lighting.
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See #14167 . This seems to be consistent.
2021-02-27 23:51:45 -08:00
Unknown W. Brackets
4a0109d273
GPU: Treat negative light exp same as 0.
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Based on #12507 and some tests, seems like negative exponents are also
fixed to a 1.0f result.
2020-03-22 22:28:05 -07:00
Unknown W. Brackets
1c19bce514
GPU: Correct specular exponent zero.
2018-11-22 08:53:25 -08:00
Unknown W. Brackets
4816bfc1a6
GPU: Skip specular on negative diffuse factor.
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This is correct per hardware tests, see #8403 . Note that the PS3 emulator
running PSP HD remasters does not correctly handle this, and applies
specular for negative diffuse factor.
2018-11-22 08:53:25 -08:00
Unknown W. Brackets
6e46d6c0f9
GPU: Correct powered diffuse with exp=0.
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Just to ensure negative factors are handled too, as they are on hardware.
2018-11-22 08:53:25 -08:00
Unknown W. Brackets
1cec9f5ea1
GPU: Handle spot light with 0 exp or length.
2018-11-22 08:53:25 -08:00
Unknown W. Brackets
b2d60cb807
SoftGPU: Cleanup lighting code a bit.
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Avoid using Length() when Length2() is enough, simplify some things.
2018-11-18 07:28:03 -08:00
Unknown W. Brackets
986371c633
SoftGPU: Normalize 0,0,0 as 0,0,1 for shade map.
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Takes care of #4155 for software rendering.
2018-11-17 18:16:54 -08:00
Unknown W. Brackets
b2d3058386
SoftGPU: Correct fog for rectangles.
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Gods Eater Burst uses fog in its bloom, with rectangles.
2017-05-13 17:27:34 -07:00
Unknown W. Brackets
1a56466865
SoftGPU: Match GLES lighting better, use floats.
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Using floats simplifies things and also makes it faster.
2017-05-13 12:54:18 -07:00
chinhodado
9bd07d4c9c
remove a redundant assignment
2014-02-22 23:08:26 -05:00
Unknown W. Brackets
25bc394284
Ignore the material update flag w/o vertex color.
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Instead of using materialambient for all of them.
Fixes #3918 , and seems to match tests with 3dstudio.
2013-12-29 12:57:30 -08:00
Unknown W. Brackets
eae6e87620
Simplify lighting clamping in softgpu.
2013-10-05 13:05:32 -07:00
Unknown W. Brackets
c3839a53e5
Fix some minor warnings.
2013-09-07 22:40:08 -07:00
Henrik Rydgard
9f3848b49c
swrast warning fixes
2013-08-17 12:37:47 +02:00
Tony Wasserka
9bc3e8bf07
softgpu: Generate texture coordinates for environment mapping even if lighting is disabled altogether.
2013-08-16 23:49:13 +02:00
Tony Wasserka
f4cb929073
softgpu: Fix a lighting bug.
2013-08-16 23:49:13 +02:00
Tony Wasserka
1450157e09
softgpu: Implement environment mapping.
2013-08-16 23:49:12 +02:00
Tony Wasserka
b1a4762251
softgpu: Fix specular lighting (or rather, the dumb code that always threw away the result).
2013-08-16 23:49:00 +02:00
Tony Wasserka
fd65b7c9b8
softgpu: New try at specular lighting, still doesn't seem to work...
2013-08-16 23:49:00 +02:00