Implement OpenGL single-color specular lighting.
Change-Id: I40f9ad720bdbd93c44be8fb991dfbf055a3eceba
Reviewed-on: https://swiftshader-review.googlesource.com/3803
Reviewed-by: Nicolas Capens <capn@google.com>
Tested-by: Nicolas Capens <capn@google.com>
diff --git a/src/Renderer/Renderer.cpp b/src/Renderer/Renderer.cpp
index c2abe55..197802f 100644
--- a/src/Renderer/Renderer.cpp
+++ b/src/Renderer/Renderer.cpp
@@ -45,12 +45,13 @@
extern bool symmetricNormalizedDepth; // [-1, 1] instead of [0, 1]
extern bool booleanFaceRegister;
extern bool fullPixelPositionRegister;
+ extern bool leadingVertexFirst; // Flat shading uses first vertex, else last
+ extern bool secondaryColor; // Specular lighting is applied after texturing
extern bool forceWindowed;
extern bool complementaryDepthBuffer;
extern bool postBlendSRGB;
extern bool exactColorRounding;
- extern bool leadingVertexFirst;
extern TransparencyAntialiasing transparencyAntialiasing;
extern bool forceClearRegisters;
@@ -107,6 +108,7 @@
sw::booleanFaceRegister = conventions.booleanFaceRegister;
sw::fullPixelPositionRegister = conventions.fullPixelPositionRegister;
sw::leadingVertexFirst = conventions.leadingVertexFirst;
+ sw::secondaryColor = conventions.secondaryColor;
sw::exactColorRounding = exactColorRounding;
setRenderTarget(0, 0);