Merge pull request #10477 from Pokechu22/light-dir-double-normalize

Sanitize and use increased precision when normalizing light directions
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Tilka 2022-08-04 18:30:30 +01:00 committed by GitHub
commit ceae42b754
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1 changed files with 12 additions and 4 deletions

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@ -172,14 +172,22 @@ void VertexShaderManager::SetConstants(const std::vector<std::string>& textures)
dstlight.pos[1] = light.dpos[1];
dstlight.pos[2] = light.dpos[2];
// TODO: Hardware testing is needed to confirm that this normalization is correct
auto sanitize = [](float f) {
if (std::isnan(f))
return 0.0f;
else if (std::isinf(f))
return f > 0.0f ? 1.0f : -1.0f;
else
return f;
};
double norm = double(light.ddir[0]) * double(light.ddir[0]) +
double(light.ddir[1]) * double(light.ddir[1]) +
double(light.ddir[2]) * double(light.ddir[2]);
norm = 1.0 / sqrt(norm);
float norm_float = static_cast<float>(norm);
dstlight.dir[0] = light.ddir[0] * norm_float;
dstlight.dir[1] = light.ddir[1] * norm_float;
dstlight.dir[2] = light.ddir[2] * norm_float;
dstlight.dir[0] = sanitize(static_cast<float>(light.ddir[0] * norm));
dstlight.dir[1] = sanitize(static_cast<float>(light.ddir[1] * norm));
dstlight.dir[2] = sanitize(static_cast<float>(light.ddir[2] * norm));
}
dirty = true;