Merge pull request #3528 from SaracenOne/baked_light_realtime_colourize

Ability to colourize baked lighting in real time.
This commit is contained in:
Rémi Verschelde 2016-03-15 10:22:09 +01:00
commit aec4f57f95
9 changed files with 165 additions and 1 deletions

View file

@ -6561,8 +6561,19 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans
material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_LIGHTMAP,false);
material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_DP_SAMPLER,false);
material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_COLOR, false);
if (material->flags[VS::MATERIAL_FLAG_UNSHADED] == false && current_debug != VS::SCENARIO_DEBUG_SHADELESS) {
if (baked_light != NULL) {
if (baked_light->realtime_color_enabled) {
float realtime_energy = baked_light->realtime_energy;
material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_COLOR, true);
material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_COLOR, Vector3(baked_light->realtime_color.r*realtime_energy, baked_light->realtime_color.g*realtime_energy, baked_light->realtime_color.b*realtime_energy));
}
}
if (e->instance->sampled_light.is_valid()) {
SampledLight *sl = sampled_light_owner.get(e->instance->sampled_light);

View file

@ -618,6 +618,12 @@ uniform float ambient_dp_sampler_multiplier;
#endif
#ifdef ENABLE_AMBIENT_COLOR
uniform vec3 ambient_color;
#endif
FRAGMENT_SHADER_GLOBALS
@ -1262,7 +1268,9 @@ LIGHT_SHADER_CODE
#if defined(ENABLE_AMBIENT_OCTREE) || defined(ENABLE_AMBIENT_LIGHTMAP) || defined(ENABLE_AMBIENT_DP_SAMPLER)
#if defined(ENABLE_AMBIENT_COLOR)
ambientmap_color*=ambient_color;
#endif
diffuse.rgb+=ambientmap_color;
#endif