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@ -735,6 +735,40 @@ void RasterizerOpenGL::NotifyPicaRegisterChanged(u32 id) { |
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SyncLightPosition(7); |
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break; |
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// Fragment spot lighting direction
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case PICA_REG_INDEX_WORKAROUND(lighting.light[0].spot_x, 0x146 + 0 * 0x10): |
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case PICA_REG_INDEX_WORKAROUND(lighting.light[0].spot_z, 0x147 + 0 * 0x10): |
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SyncLightSpotDirection(0); |
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break; |
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case PICA_REG_INDEX_WORKAROUND(lighting.light[1].spot_x, 0x146 + 1 * 0x10): |
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case PICA_REG_INDEX_WORKAROUND(lighting.light[1].spot_z, 0x147 + 1 * 0x10): |
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SyncLightSpotDirection(1); |
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break; |
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case PICA_REG_INDEX_WORKAROUND(lighting.light[2].spot_x, 0x146 + 2 * 0x10): |
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case PICA_REG_INDEX_WORKAROUND(lighting.light[2].spot_z, 0x147 + 2 * 0x10): |
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SyncLightSpotDirection(2); |
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break; |
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case PICA_REG_INDEX_WORKAROUND(lighting.light[3].spot_x, 0x146 + 3 * 0x10): |
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case PICA_REG_INDEX_WORKAROUND(lighting.light[3].spot_z, 0x147 + 3 * 0x10): |
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SyncLightSpotDirection(3); |
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break; |
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case PICA_REG_INDEX_WORKAROUND(lighting.light[4].spot_x, 0x146 + 4 * 0x10): |
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case PICA_REG_INDEX_WORKAROUND(lighting.light[4].spot_z, 0x147 + 4 * 0x10): |
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SyncLightSpotDirection(4); |
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break; |
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case PICA_REG_INDEX_WORKAROUND(lighting.light[5].spot_x, 0x146 + 5 * 0x10): |
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case PICA_REG_INDEX_WORKAROUND(lighting.light[5].spot_z, 0x147 + 5 * 0x10): |
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SyncLightSpotDirection(5); |
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break; |
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case PICA_REG_INDEX_WORKAROUND(lighting.light[6].spot_x, 0x146 + 6 * 0x10): |
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case PICA_REG_INDEX_WORKAROUND(lighting.light[6].spot_z, 0x147 + 6 * 0x10): |
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SyncLightSpotDirection(6); |
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break; |
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case PICA_REG_INDEX_WORKAROUND(lighting.light[7].spot_x, 0x146 + 7 * 0x10): |
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case PICA_REG_INDEX_WORKAROUND(lighting.light[7].spot_z, 0x147 + 7 * 0x10): |
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SyncLightSpotDirection(7); |
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break; |
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// Fragment lighting light source config
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case PICA_REG_INDEX_WORKAROUND(lighting.light[0].config, 0x149 + 0 * 0x10): |
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case PICA_REG_INDEX_WORKAROUND(lighting.light[1].config, 0x149 + 1 * 0x10): |
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@ -1595,6 +1629,17 @@ void RasterizerOpenGL::SyncLightPosition(int light_index) { |
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} |
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} |
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void RasterizerOpenGL::SyncLightSpotDirection(int light_index) { |
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const auto& light = Pica::g_state.regs.lighting.light[light_index]; |
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GLvec3 spot_direction = {light.spot_x / 2047.0f, light.spot_y / 2047.0f, |
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light.spot_z / 2047.0f}; |
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if (spot_direction != uniform_block_data.data.light_src[light_index].spot_direction) { |
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uniform_block_data.data.light_src[light_index].spot_direction = spot_direction; |
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uniform_block_data.dirty = true; |
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} |
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} |
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void RasterizerOpenGL::SyncLightDistanceAttenuationBias(int light_index) { |
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GLfloat dist_atten_bias = |
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Pica::float20::FromRaw(Pica::g_state.regs.lighting.light[light_index].dist_atten_bias) |
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