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@ -599,18 +599,6 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve
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255),
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};
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Math::Quaternion<float> normquat{
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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.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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};
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Math::Vec3<float> fragment_position{
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GetInterpolatedAttribute(v0.view.x, v1.view.x, v2.view.x).ToFloat32(),
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GetInterpolatedAttribute(v0.view.y, v1.view.y, v2.view.y).ToFloat32(),
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GetInterpolatedAttribute(v0.view.z, v1.view.z, v2.view.z).ToFloat32()};
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Math::Vec2<float24> uv[3];
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uv[0].u() = GetInterpolatedAttribute(v0.tc0.u(), v1.tc0.u(), v2.tc0.u());
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uv[0].v() = GetInterpolatedAttribute(v0.tc0.v(), v1.tc0.v(), v2.tc0.v());
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@ -729,8 +717,20 @@ 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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if (!g_state.regs.lighting.disable) {
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std::tie(primary_fragment_color, secondary_fragment_color) = ComputeFragmentsColors(
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g_state.regs.lighting, g_state.lighting, normquat, fragment_position);
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Math::Quaternion<float> normquat{
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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.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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};
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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.y, v1.view.y, v2.view.y).ToFloat32(),
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GetInterpolatedAttribute(v0.view.z, v1.view.z, v2.view.z).ToFloat32(),
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};
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std::tie(primary_fragment_color, secondary_fragment_color) =
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ComputeFragmentsColors(g_state.regs.lighting, g_state.lighting, normquat, view);
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}
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for (unsigned tev_stage_index = 0; tev_stage_index < tev_stages.size();
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