Added ambient light support in PBR shader (#1077)
* Added ambient light support in PBR shader * Updated to auto inject the define value if ambient light found
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@ -48,8 +48,10 @@ public final class SinglePassAndImageBasedLightingLogic extends DefaultTechnique
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private static final String DEFINE_SINGLE_PASS_LIGHTING = "SINGLE_PASS_LIGHTING";
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private static final String DEFINE_NB_LIGHTS = "NB_LIGHTS";
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private static final String DEFINE_NB_PROBES = "NB_PROBES";
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private static final String DEFINE_USE_AMBIENT_LIGHT = "USE_AMBIENT_LIGHT";
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private static final RenderState ADDITIVE_LIGHT = new RenderState();
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private boolean useAmbientLight;
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private final ColorRGBA ambientLightColor = new ColorRGBA(0, 0, 0, 1);
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private List<LightProbe> lightProbes = new ArrayList<>(3);
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@ -61,12 +63,14 @@ public final class SinglePassAndImageBasedLightingLogic extends DefaultTechnique
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private final int singlePassLightingDefineId;
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private final int nbLightsDefineId;
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private final int nbProbesDefineId;
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private final int useAmbientLightDefineId;
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public SinglePassAndImageBasedLightingLogic(TechniqueDef techniqueDef) {
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super(techniqueDef);
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singlePassLightingDefineId = techniqueDef.addShaderUnmappedDefine(DEFINE_SINGLE_PASS_LIGHTING, VarType.Boolean);
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nbLightsDefineId = techniqueDef.addShaderUnmappedDefine(DEFINE_NB_LIGHTS, VarType.Int);
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nbProbesDefineId = techniqueDef.addShaderUnmappedDefine(DEFINE_NB_PROBES, VarType.Int);
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useAmbientLightDefineId = techniqueDef.addShaderUnmappedDefine(DEFINE_USE_AMBIENT_LIGHT, VarType.Boolean);
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}
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@Override
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@ -83,6 +87,7 @@ public final class SinglePassAndImageBasedLightingLogic extends DefaultTechnique
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lightProbes.clear();
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extractIndirectLights(lights, false);
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defines.set(nbProbesDefineId, lightProbes.size());
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defines.set(useAmbientLightDefineId, useAmbientLight);
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}
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return super.makeCurrent(assetManager, renderManager, rendererCaps, lights, defines);
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@ -127,7 +132,7 @@ public final class SinglePassAndImageBasedLightingLogic extends DefaultTechnique
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// apply additive blending for 2nd and future passes
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rm.getRenderer().applyRenderState(ADDITIVE_LIGHT);
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ambientColor.setValue(VarType.Vector4, ColorRGBA.Black);
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}else{
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} else{
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extractIndirectLights(lightList,true);
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ambientColor.setValue(VarType.Vector4, ambientLightColor);
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}
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@ -260,9 +265,11 @@ public final class SinglePassAndImageBasedLightingLogic extends DefaultTechnique
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protected void extractIndirectLights(LightList lightList, boolean removeLights) {
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ambientLightColor.set(0, 0, 0, 1);
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useAmbientLight = false;
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for (int j = 0; j < lightList.size(); j++) {
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Light l = lightList.get(j);
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if (l instanceof AmbientLight) {
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useAmbientLight = true;
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ambientLightColor.addLocal(l.getColor());
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if(removeLights){
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lightList.remove(l);
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@ -12,6 +12,7 @@ varying vec4 Color;
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uniform vec4 g_LightData[NB_LIGHTS];
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uniform vec3 g_CameraPosition;
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uniform vec4 g_AmbientLightColor;
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uniform float m_Roughness;
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uniform float m_Metallic;
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@ -40,7 +41,7 @@ varying vec3 wPosition;
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#endif
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#ifdef USE_PACKED_MR
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uniform sampler2D m_MetallicRoughnessMap;
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uniform sampler2D m_MetallicRoughnessMap;
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#else
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#ifdef METALLICMAP
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uniform sampler2D m_MetallicMap;
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@ -51,10 +52,10 @@ varying vec3 wPosition;
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#endif
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#ifdef EMISSIVE
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uniform vec4 m_Emissive;
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uniform vec4 m_Emissive;
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#endif
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#ifdef EMISSIVEMAP
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uniform sampler2D m_EmissiveMap;
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uniform sampler2D m_EmissiveMap;
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#endif
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#if defined(EMISSIVE) || defined(EMISSIVEMAP)
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uniform float m_EmissivePower;
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@ -91,7 +92,7 @@ varying vec3 wPosition;
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varying vec3 wNormal;
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#ifdef DISCARD_ALPHA
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uniform float m_AlphaDiscardThreshold;
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uniform float m_AlphaDiscardThreshold;
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#endif
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void main(){
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@ -273,7 +274,7 @@ void main(){
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float ndf3 = renderProbe(viewDir, wPosition, normal, norm, Roughness, diffuseColor, specularColor, ndotv, ao, g_LightProbeData3, g_ShCoeffs3, g_PrefEnvMap3, color3);
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#endif
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#if NB_PROBES >= 2
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#if NB_PROBES >= 2
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float invNdf = max(1.0 - ndf,0.0);
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float invNdf2 = max(1.0 - ndf2,0.0);
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float sumNdf = ndf + ndf2;
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@ -294,6 +295,12 @@ void main(){
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weight2 /= weightSum;
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weight3 /= weightSum;
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#endif
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#if USE_AMBIENT_LIGHT
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color1.rgb *= g_AmbientLightColor.rgb;
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color2.rgb *= g_AmbientLightColor.rgb;
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color3.rgb *= g_AmbientLightColor.rgb;
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#endif
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gl_FragColor.rgb += color1 * clamp(weight1,0.0,1.0) + color2 * clamp(weight2,0.0,1.0) + color3 * clamp(weight3,0.0,1.0);
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#endif
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@ -53,7 +53,7 @@ MaterialDef PBR Lighting {
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// Parallax/height map
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Texture2D ParallaxMap -LINEAR
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//Set to true is parallax map is stored in the alpha channel of the normal map
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//Set to true if parallax map is stored in the alpha channel of the normal map
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Boolean PackedNormalParallax
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//Sets the relief height for parallax mapping
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@ -111,10 +111,10 @@ MaterialDef PBR Lighting {
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Int NumberOfMorphTargets
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Int NumberOfTargetsBuffers
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//For instancing
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// For instancing
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Boolean UseInstancing
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//For Vertex Color
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// For Vertex Color
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Boolean UseVertexColor
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Boolean BackfaceShadows : false
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