Add C3D_LightEnvBumpNormalZ()
Used to configure whether the Z component of the normal map is used or if the Z component is reconstructed based on the XY components of the normal map.
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@ -77,6 +77,14 @@ enum
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void C3D_LightEnvFresnel(C3D_LightEnv* env, GPU_FRESNELSEL selector);
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void C3D_LightEnvBumpMode(C3D_LightEnv* env, GPU_BUMPMODE mode);
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void C3D_LightEnvBumpSel(C3D_LightEnv* env, int texUnit);
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/**
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* @brief Configures whether to use the z component of the normal map.
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* @param[out] env Pointer to light environment structure.
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* @param[in] enable false if the z component is reconstructed from the xy components
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* of the normal map, true if the z component is taken from the normal map.
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*/
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void C3D_LightEnvBumpNormalZ(C3D_LightEnv *env, bool enable);
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void C3D_LightEnvShadowMode(C3D_LightEnv* env, u32 mode);
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void C3D_LightEnvShadowSel(C3D_LightEnv* env, int texUnit);
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void C3D_LightEnvClampHighlights(C3D_LightEnv* env, bool clamp);
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@ -250,6 +250,14 @@ void C3D_LightEnvBumpSel(C3D_LightEnv* env, int texUnit)
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env->flags |= C3DF_LightEnv_Dirty;
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}
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void C3D_LightEnvBumpNormalZ(C3D_LightEnv *env, bool usez) {
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if (usez)
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env->conf.config[0] |= BIT(30);
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else
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env->conf.config[0] &= ~BIT(30);
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env->flags |= C3DF_LightEnv_Dirty;
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}
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void C3D_LightEnvShadowMode(C3D_LightEnv* env, u32 mode)
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{
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mode &= 0xF<<16;
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