Default zero mat/amb alpha so bloom does not get overpowered
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6e2bf5be83
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37c462725c
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@ -22,8 +22,8 @@ CGraphics::SLightBlock CGraphics::sLightBlock;
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CGraphics::ELightingMode CGraphics::sLightMode;
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uint32 CGraphics::sNumLights;
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const CColor CGraphics::skDefaultAmbientColor = CColor(0.5f, 0.5f, 0.5f, 0.5f);
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CColor CGraphics::sAreaAmbientColor = CColor::skBlack;
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const CColor CGraphics::skDefaultAmbientColor = CColor(0.5f, 0.5f, 0.5f, 0.0f);
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CColor CGraphics::sAreaAmbientColor = CColor::skTransparentBlack;
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float CGraphics::sWorldLightMultiplier;
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CLight CGraphics::sDefaultDirectionalLights[3] = {
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CLight::BuildDirectional(CVector3f(0), CVector3f (0.f, -0.866025f, -0.5f), CColor(0.3f, 0.3f, 0.3f, 0.3f)),
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@ -171,7 +171,7 @@ void CGraphics::SetDefaultLighting()
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UpdateLightBlock();
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sVertexBlock.COLOR0_Amb = CColor::skGray;
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sVertexBlock.COLOR0_Amb.A = 0.5f;
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sVertexBlock.COLOR0_Mat = CColor::skWhite;
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UpdateVertexBlock();
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}
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@ -182,7 +182,7 @@ void CGraphics::SetupAmbientColor()
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else if (sLightMode == ELightingMode::Basic)
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sVertexBlock.COLOR0_Amb = skDefaultAmbientColor;
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else
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sVertexBlock.COLOR0_Amb = CColor::skWhite;
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sVertexBlock.COLOR0_Amb = CColor::skTransparentWhite;
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}
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void CGraphics::SetIdentityMVP()
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@ -269,7 +269,8 @@ void CRenderer::RenderSky(CModel *pSkyboxModel, const SViewInfo& rkViewInfo)
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glEnable(GL_CULL_FACE);
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CGraphics::sMVPBlock.ModelMatrix = CMatrix4f::skIdentity;
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CGraphics::sVertexBlock.COLOR0_Amb = CColor::skWhite;
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CGraphics::sVertexBlock.COLOR0_Amb = CColor::skTransparentWhite;
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CGraphics::sVertexBlock.COLOR0_Mat = CColor::skTransparentWhite;
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CGraphics::sPixelBlock.SetAllTevColors(CColor::skWhite);
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CGraphics::sPixelBlock.TintColor = CColor::skWhite;
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CGraphics::sNumLights = 0;
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@ -190,8 +190,7 @@ bool CMaterial::SetCurrent(FRenderOptions Options)
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CGraphics::sPixelBlock.TevColor[iTev] = mTevColors[iTev];
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// Set color channels
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// COLOR0_Amb is initialized by the node instead of by the material
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CGraphics::sVertexBlock.COLOR0_Mat = CColor::skWhite;
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// COLOR0_Amb,Mat is initialized by the node instead of by the material
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// Set depth write - force on if alpha is disabled (lots of weird depth issues otherwise)
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if ((mOptions & EMaterialOption::DepthWrite) || (Options & ERenderOption::NoAlpha)) glDepthMask(GL_TRUE);
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@ -996,6 +996,7 @@ bool CMaterialLoader::SetupIncandecenceStage(STevTracker& Tracker, CMaterial* pM
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auto pPass = std::make_unique<CMaterialPass>(pMat);
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SetMP3IntermediateIntoMaterialPass(pPass.get(), *IntermediateInca);
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/* KColor is set as the INCA mod color in game */
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pPass->SetKColorSel(kKonstOne);
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pPass->SetColorInputs(kZeroRGB, kKonstRGB, kTextureRGB, kPrevRGB);
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pPass->SetColorOutput(kPrevReg);
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@ -1036,6 +1037,7 @@ bool CMaterialLoader::SetupIncandecenceStageNoBloom(STevTracker& Tracker, CMater
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auto pPass = std::make_unique<CMaterialPass>(pMat);
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SetMP3IntermediateIntoMaterialPass(pPass.get(), *IntermediateInca);
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/* KColor is set as the INCA mod color in game */
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pPass->SetKColorSel(kKonstOne);
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pPass->SetColorInputs(kZeroRGB, kKonstRGB, kTextureRGB, kPrevRGB);
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pPass->SetAlphaInputs(kZeroAlpha, kZeroAlpha, kZeroAlpha, kPrevAlpha);
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@ -1073,6 +1075,7 @@ bool CMaterialLoader::SetupStartingIncandecenceStage(STevTracker& Tracker, CMate
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auto pPass = std::make_unique<CMaterialPass>(pMat);
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SetMP3IntermediateIntoMaterialPass(pPass.get(), *IntermediateInca);
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/* KColor is set as the INCA mod color in game */
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pPass->SetKColorSel(kKonstOne);
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pPass->SetColorInputs(kZeroRGB, kTextureRGB, kKonstRGB, kZeroRGB);
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if (IntermediateInca->mSettings & EPassSettings::BloomContribution)
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@ -62,6 +62,7 @@ void CCharacterNode::Draw(FRenderOptions Options, int ComponentIndex, ERenderCom
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CGraphics::SetDefaultLighting();
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CGraphics::UpdateLightBlock();
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CGraphics::sVertexBlock.COLOR0_Amb = CGraphics::skDefaultAmbientColor;
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CGraphics::sVertexBlock.COLOR0_Mat = CColor::skTransparentWhite;
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CGraphics::sPixelBlock.LightmapMultiplier = 1.f;
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CGraphics::sPixelBlock.SetAllTevColors(CColor::skWhite);
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CGraphics::sPixelBlock.TintColor = TintColor(rkViewInfo);
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@ -65,6 +65,7 @@ void CModelNode::Draw(FRenderOptions Options, int ComponentIndex, ERenderCommand
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CGraphics::SetDefaultLighting();
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CGraphics::UpdateLightBlock();
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CGraphics::sVertexBlock.COLOR0_Amb = CGraphics::skDefaultAmbientColor;
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CGraphics::sVertexBlock.COLOR0_Mat = CColor::skTransparentWhite;
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CGraphics::sPixelBlock.LightmapMultiplier = 1.f;
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CGraphics::sPixelBlock.SetAllTevColors(CColor::skWhite);
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}
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@ -84,9 +85,11 @@ void CModelNode::Draw(FRenderOptions Options, int ComponentIndex, ERenderCommand
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{
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LoadLights(rkViewInfo);
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if (CGraphics::sLightMode == CGraphics::ELightingMode::None)
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CGraphics::sVertexBlock.COLOR0_Amb = CColor::skWhite;
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CGraphics::sVertexBlock.COLOR0_Amb = CColor::skTransparentWhite;
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}
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CGraphics::sVertexBlock.COLOR0_Mat = CColor::skTransparentWhite;
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float Mul = CGraphics::sWorldLightMultiplier;
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CGraphics::sPixelBlock.SetAllTevColors(CColor(Mul,Mul,Mul));
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}
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@ -228,7 +228,7 @@ void CScene::SetActiveArea(CWorld *pWorld, CGameArea *pArea)
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}
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uint32 NumLightLayers = mpArea->NumLightLayers();
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CGraphics::sAreaAmbientColor = CColor::skBlack;
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CGraphics::sAreaAmbientColor = CColor::skTransparentBlack;
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for (uint32 iLyr = 0; iLyr < NumLightLayers; iLyr++)
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{
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@ -132,7 +132,7 @@ void CSceneNode::LoadModelMatrix()
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void CSceneNode::BuildLightList(CGameArea *pArea)
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{
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mLightCount = 0;
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mAmbientColor = CColor::skBlack;
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mAmbientColor = CColor::skTransparentBlack;
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uint32 Index = mLightLayerIndex;
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if ((pArea->NumLightLayers() <= Index) || (pArea->NumLights(Index) == 0)) Index = 0;
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@ -152,7 +152,7 @@ void CSceneNode::BuildLightList(CGameArea *pArea)
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// Default ambient color to white if there are no lights on the selected layer
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uint32 NumLights = pArea->NumLights(Index);
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if (NumLights == 0) mAmbientColor = CColor::skWhite;
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if (NumLights == 0) mAmbientColor = CColor::skTransparentWhite;
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for (uint32 iLight = 0; iLight < NumLights; iLight++)
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{
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@ -192,7 +192,7 @@ void CSceneNode::LoadLights(const SViewInfo& rkViewInfo)
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{
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case CGraphics::ELightingMode::None:
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// No lighting: full white ambient, no dynamic lights
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CGraphics::sVertexBlock.COLOR0_Amb = CColor::skWhite;
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CGraphics::sVertexBlock.COLOR0_Amb = CColor::skTransparentWhite;
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break;
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case CGraphics::ELightingMode::Basic:
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@ -210,6 +210,8 @@ void CSceneNode::LoadLights(const SViewInfo& rkViewInfo)
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break;
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}
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CGraphics::sVertexBlock.COLOR0_Mat = CColor::skTransparentWhite;
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CGraphics::sPixelBlock.LightmapMultiplier = (Mode == CGraphics::ELightingMode::World ? 1.f : 0.f);
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CGraphics::UpdateLightBlock();
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}
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@ -181,6 +181,7 @@ void CScriptNode::Draw(FRenderOptions Options, int /*ComponentIndex*/, ERenderCo
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{
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CGraphics::sNumLights = 0;
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CGraphics::sVertexBlock.COLOR0_Amb = CColor::skTransparentBlack;
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CGraphics::sVertexBlock.COLOR0_Mat = CColor::skTransparentWhite;
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CGraphics::sPixelBlock.LightmapMultiplier = 1.f;
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CGraphics::UpdateLightBlock();
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}
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@ -192,6 +193,7 @@ void CScriptNode::Draw(FRenderOptions Options, int /*ComponentIndex*/, ERenderCo
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{
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CGraphics::SetDefaultLighting();
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CGraphics::sVertexBlock.COLOR0_Amb = CGraphics::skDefaultAmbientColor;
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CGraphics::sVertexBlock.COLOR0_Mat = CColor::skTransparentWhite;
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}
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else
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@ -62,7 +62,7 @@ void CStaticNode::Draw(FRenderOptions Options, int ComponentIndex, ERenderComman
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if (IsLightingEnabled)
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{
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CGraphics::sNumLights = 0;
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CGraphics::sVertexBlock.COLOR0_Amb = UseWhiteAmbient ? CColor::skWhite : CColor::skTransparentBlack;
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CGraphics::sVertexBlock.COLOR0_Amb = UseWhiteAmbient ? CColor::skTransparentWhite : CColor::skTransparentBlack;
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CGraphics::sPixelBlock.LightmapMultiplier = 1.0f;
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CGraphics::UpdateLightBlock();
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}
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@ -71,9 +71,11 @@ void CStaticNode::Draw(FRenderOptions Options, int ComponentIndex, ERenderComman
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{
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LoadLights(rkViewInfo);
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if (CGraphics::sLightMode == CGraphics::ELightingMode::None || UseWhiteAmbient)
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CGraphics::sVertexBlock.COLOR0_Amb = CColor::skWhite;
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CGraphics::sVertexBlock.COLOR0_Amb = CColor::skTransparentWhite;
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}
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CGraphics::sVertexBlock.COLOR0_Mat = CColor::skBlack;
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float Mul = CGraphics::sWorldLightMultiplier;
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CGraphics::sPixelBlock.SetAllTevColors(CColor(Mul,Mul,Mul));
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CGraphics::sPixelBlock.TintColor = TintColor(rkViewInfo);
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