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
Tony Wasserka
c5544eb293
softgpu: Fix some lighting bugs. Ambient and diffuse light should be working perfectly now.
2013-08-16 23:48:59 +02:00
Tony Wasserka
41e2005ad0
softgpu: Fix various bugs.
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Using model transformed normals for light calculations now.
Disabling textures if texture mapping isn't enabled now.
Forced target alpha to be written as 0xFF to workaround broken buffer management.
2013-08-16 23:48:59 +02:00
Tony Wasserka
6c1b4ba32b
softgpu: Implement specular lighting.
2013-08-16 23:48:59 +02:00
Tony Wasserka
704a416baa
softgpu: Implement powered diffuse lighting.
2013-08-16 23:48:59 +02:00
Tony Wasserka
0bf4956dfc
softgpu: Implement per-light ambient lighting.
2013-08-16 23:48:59 +02:00
Tony Wasserka
48d75dafcb
softgpu: Implement attenuation and spot factors.
2013-08-16 23:48:58 +02:00
Tony Wasserka
b42b30e795
softgpu: Store color values as integers instead of as floating points.
2013-08-16 23:48:58 +02:00
Tony Wasserka
7fdce30199
softgpu: Implement diffuse lighting.
2013-08-16 23:48:58 +02:00
Tony Wasserka
bfd9266b51
softgpu: Add support for ambient lighting.
2013-08-16 23:48:58 +02:00