SwRasterizer/Lighting: Move the lighting enable check outside the ComputeFragmentsColors function.
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		| @@ -132,9 +132,6 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors( | ||||
|     const Pica::LightingRegs& lighting, const Math::Quaternion<float>& normquat, | ||||
|     const Math::Vec3<float>& view) { | ||||
|  | ||||
|     if (lighting.disable) | ||||
|         return {Math::MakeVec<u8>(0, 0, 0, 0), Math::MakeVec<u8>(0, 0, 0, 0)}; | ||||
|  | ||||
|     // TODO(Subv): Bump mapping | ||||
|     Math::Vec3<float> surface_normal = {0.0f, 0.0f, 1.0f}; | ||||
|  | ||||
| @@ -728,11 +725,13 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve | ||||
|                 regs.texturing.tev_combiner_buffer_color.a, | ||||
|             }; | ||||
|  | ||||
|             Math::Vec4<u8> primary_fragment_color; | ||||
|             Math::Vec4<u8> secondary_fragment_color; | ||||
|             Math::Vec4<u8> primary_fragment_color = {0, 0, 0, 0}; | ||||
|             Math::Vec4<u8> secondary_fragment_color = {0, 0, 0, 0}; | ||||
|  | ||||
|             std::tie(primary_fragment_color, secondary_fragment_color) = | ||||
|                 ComputeFragmentsColors(g_state.regs.lighting, normquat, fragment_position); | ||||
|             if (!g_state.regs.lighting.disable) { | ||||
|                 std::tie(primary_fragment_color, secondary_fragment_color) = | ||||
|                     ComputeFragmentsColors(g_state.regs.lighting, normquat, fragment_position); | ||||
|             } | ||||
|  | ||||
|             for (unsigned tev_stage_index = 0; tev_stage_index < tev_stages.size(); | ||||
|                  ++tev_stage_index) { | ||||
|   | ||||
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