SwRasterizer/Lighting: implement bump mapping

This commit is contained in:
wwylele 2017-08-18 15:04:56 +03:00
parent 46d1ca768d
commit 3e478ca131
3 changed files with 27 additions and 8 deletions

View file

@ -437,8 +437,8 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve
GetInterpolatedAttribute(v0.view.y, v1.view.y, v2.view.y).ToFloat32(),
GetInterpolatedAttribute(v0.view.z, v1.view.z, v2.view.z).ToFloat32(),
};
std::tie(primary_fragment_color, secondary_fragment_color) =
ComputeFragmentsColors(g_state.regs.lighting, g_state.lighting, normquat, view);
std::tie(primary_fragment_color, secondary_fragment_color) = ComputeFragmentsColors(
g_state.regs.lighting, g_state.lighting, normquat, view, texture_color);
}
for (unsigned tev_stage_index = 0; tev_stage_index < tev_stages.size();