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Improve calculation of light colors (#1967)
* maintain precision until all lights are calculated fixes lugia on the soul silver title screen * small optimization * small note * small cleanup/notes shouldn't need to check that every time, since the variable shouldn't be able to overflow * hw doesn't cap difflevel at 255 Should it cap at all? Can vtx colors overflow...? * diffuse level appears to be shifted right by 9 fixes some minor inaccuracies * improve specular lighting a little * small improvement to diffuse lighting fixes a few off by ones - finding by azusa * small tweaks * handle overflows of diffuse lighting properly -credits to azusa once more * attempt at improving specular lighting calcs still far from correct, but its a start. fixes: https://github.com/melonDS-emu/melonDS/issues/1545 * meh * improve specular lighting further * add notes * theory: add half vec instead of subt 1 * implement azusa's specular lighting algorithm * fix minor edge case with spec lighting * give proper credit in comments * fix some bugs/misc tweaks * more quirky overflow/underflow handling * fix a spec lighting edgecase remove some redundant parentheses * fix an edge case with light vector calcs * spec recip uses a different calc for light dir? also remove a check that shouldn't be mathematically possible to trigger * nvm that thing i thought couldn't trigger was required also move reciprocal calc into the light vector calc function since i might as well now ig * replace a bunch of stuff with much *much* simpler algorithms * misc cleanup PARENTHESES WOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO * leave a note abt shininess table's default value being incorrect
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@ -286,6 +286,7 @@ public:
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s16 Normal[3] {};
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s16 LightDirection[4][3] {};
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s32 SpecRecip[4] {};
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u8 LightColor[4][3] {};
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u8 MatDiffuse[3] {};
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u8 MatAmbient[3] {};
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