SwRasterizer/Lighting: move quaternion normalization to the caller
This commit is contained in:
parent
4feff63ffa
commit
c59ed47608
|
@ -141,7 +141,7 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
|
||||||
}
|
}
|
||||||
|
|
||||||
// Use the normalized the quaternion when performing the rotation
|
// Use the normalized the quaternion when performing the rotation
|
||||||
auto normal = Math::QuaternionRotate(normquat.Normalized(), surface_normal);
|
auto normal = Math::QuaternionRotate(normquat, surface_normal);
|
||||||
|
|
||||||
Math::Vec4<float> diffuse_sum = {0.0f, 0.0f, 0.0f, 1.0f};
|
Math::Vec4<float> diffuse_sum = {0.0f, 0.0f, 0.0f, 1.0f};
|
||||||
Math::Vec4<float> specular_sum = {0.0f, 0.0f, 0.0f, 1.0f};
|
Math::Vec4<float> specular_sum = {0.0f, 0.0f, 0.0f, 1.0f};
|
||||||
|
@ -664,12 +664,12 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve
|
||||||
Math::Vec4<u8> secondary_fragment_color = {0, 0, 0, 0};
|
Math::Vec4<u8> secondary_fragment_color = {0, 0, 0, 0};
|
||||||
|
|
||||||
if (!g_state.regs.lighting.disable) {
|
if (!g_state.regs.lighting.disable) {
|
||||||
Math::Quaternion<float> normquat{
|
Math::Quaternion<float> normquat = Math::Quaternion<float>{
|
||||||
{GetInterpolatedAttribute(v0.quat.x, v1.quat.x, v2.quat.x).ToFloat32(),
|
{GetInterpolatedAttribute(v0.quat.x, v1.quat.x, v2.quat.x).ToFloat32(),
|
||||||
GetInterpolatedAttribute(v0.quat.y, v1.quat.y, v2.quat.y).ToFloat32(),
|
GetInterpolatedAttribute(v0.quat.y, v1.quat.y, v2.quat.y).ToFloat32(),
|
||||||
GetInterpolatedAttribute(v0.quat.z, v1.quat.z, v2.quat.z).ToFloat32()},
|
GetInterpolatedAttribute(v0.quat.z, v1.quat.z, v2.quat.z).ToFloat32()},
|
||||||
GetInterpolatedAttribute(v0.quat.w, v1.quat.w, v2.quat.w).ToFloat32(),
|
GetInterpolatedAttribute(v0.quat.w, v1.quat.w, v2.quat.w).ToFloat32(),
|
||||||
};
|
}.Normalized();
|
||||||
|
|
||||||
Math::Vec3<float> view{
|
Math::Vec3<float> view{
|
||||||
GetInterpolatedAttribute(v0.view.x, v1.view.x, v2.view.x).ToFloat32(),
|
GetInterpolatedAttribute(v0.view.x, v1.view.x, v2.view.x).ToFloat32(),
|
||||||
|
|
Loading…
Reference in New Issue