Use non-1.0 alpha component for default lighting
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6e3b23ec50
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55c4a5818e
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@ -463,12 +463,6 @@ bool CShaderGenerator::CreatePixelShader(const CMaterial& rkMat)
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if (pPass->Texture())
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ShaderCode << " Tex = texture(Texture" << iPass << ", TevCoord)";
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// A couple pass types require special swizzles to access different texture color channels as alpha
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if ((PassType == "TRAN") || (PassType == "INCA") || (PassType == "BLOI"))
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ShaderCode << ".rgbr";
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else if (PassType == "BLOL")
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ShaderCode << ".rgbg";
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// Apply lightmap multiplier
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bool UseLightmapMultiplier = (PassType == "DIFF") ||
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(PassType == "CUST" && (rkMat.Options() & EMaterialOption::Lightmap) && iPass == 0);
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@ -22,13 +22,13 @@ 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, 1.f);
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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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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, 1.f)),
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CLight::BuildDirectional(CVector3f(0), CVector3f(-0.75f, 0.433013f, -0.5f), CColor(0.3f, 0.3f, 0.3f, 1.f)),
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CLight::BuildDirectional(CVector3f(0), CVector3f( 0.75f, 0.433013f, -0.5f), CColor(0.3f, 0.3f, 0.3f, 1.f))
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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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CLight::BuildDirectional(CVector3f(0), CVector3f(-0.75f, 0.433013f, -0.5f), CColor(0.3f, 0.3f, 0.3f, 0.3f)),
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CLight::BuildDirectional(CVector3f(0), CVector3f( 0.75f, 0.433013f, -0.5f), CColor(0.3f, 0.3f, 0.3f, 0.3f))
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};
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// ************ FUNCTIONS ************
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@ -167,9 +167,11 @@ void CGraphics::SetDefaultLighting()
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sDefaultDirectionalLights[0].Load();
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sDefaultDirectionalLights[1].Load();
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sDefaultDirectionalLights[2].Load();
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sNumLights = 0;
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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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UpdateVertexBlock();
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}
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@ -8,7 +8,8 @@
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#include <Common/FileIO.h>
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#include <assimp/scene.h>
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enum class EMP3RenderConfig {
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enum class EMP3RenderConfig
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{
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NoBloomTransparent,
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NoBloomAdditiveIncandecence,
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FullRenderOpaque,
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@ -30,7 +31,8 @@ enum class EMP3RenderConfig {
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XRayOpaque
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};
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enum class EPASS {
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enum class EPASS
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{
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DIFF,
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RIML,
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BLOL,
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@ -47,7 +49,8 @@ enum class EPASS {
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TOON
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};
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enum class EINT {
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enum class EINT
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{
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OPAC,
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BLOD,
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BLOI,
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@ -55,7 +58,8 @@ enum class EINT {
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XRBR
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};
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enum class ECLR {
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enum class ECLR
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{
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CLR,
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DIFB
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};
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@ -75,7 +75,7 @@ void CModelNode::Draw(FRenderOptions Options, int ComponentIndex, ERenderCommand
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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 = CColor::skBlack;
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CGraphics::sVertexBlock.COLOR0_Amb = CColor::skTransparentBlack;
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CGraphics::sPixelBlock.LightmapMultiplier = 1.f;
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CGraphics::UpdateLightBlock();
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}
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@ -180,7 +180,7 @@ void CScriptNode::Draw(FRenderOptions Options, int /*ComponentIndex*/, ERenderCo
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if (CGraphics::sLightMode == CGraphics::ELightingMode::World && LightingOptions == eDisableWorldLighting)
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{
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CGraphics::sNumLights = 0;
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CGraphics::sVertexBlock.COLOR0_Amb = CColor::skBlack;
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CGraphics::sVertexBlock.COLOR0_Amb = CColor::skTransparentBlack;
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CGraphics::sPixelBlock.LightmapMultiplier = 1.f;
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CGraphics::UpdateLightBlock();
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}
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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::skBlack;
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CGraphics::sVertexBlock.COLOR0_Amb = UseWhiteAmbient ? CColor::skWhite : 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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