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
This commit is contained in:
Ali-RS 2019-04-27 14:56:45 +04:30 committed by GitHub
parent 40be1b42b8
commit 36ddb5b0ce
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
3 changed files with 23 additions and 9 deletions

View File

@ -48,8 +48,10 @@ public final class SinglePassAndImageBasedLightingLogic extends DefaultTechnique
private static final String DEFINE_SINGLE_PASS_LIGHTING = "SINGLE_PASS_LIGHTING"; private static final String DEFINE_SINGLE_PASS_LIGHTING = "SINGLE_PASS_LIGHTING";
private static final String DEFINE_NB_LIGHTS = "NB_LIGHTS"; private static final String DEFINE_NB_LIGHTS = "NB_LIGHTS";
private static final String DEFINE_NB_PROBES = "NB_PROBES"; private static final String DEFINE_NB_PROBES = "NB_PROBES";
private static final String DEFINE_USE_AMBIENT_LIGHT = "USE_AMBIENT_LIGHT";
private static final RenderState ADDITIVE_LIGHT = new RenderState(); private static final RenderState ADDITIVE_LIGHT = new RenderState();
private boolean useAmbientLight;
private final ColorRGBA ambientLightColor = new ColorRGBA(0, 0, 0, 1); private final ColorRGBA ambientLightColor = new ColorRGBA(0, 0, 0, 1);
private List<LightProbe> lightProbes = new ArrayList<>(3); private List<LightProbe> lightProbes = new ArrayList<>(3);
@ -61,12 +63,14 @@ public final class SinglePassAndImageBasedLightingLogic extends DefaultTechnique
private final int singlePassLightingDefineId; private final int singlePassLightingDefineId;
private final int nbLightsDefineId; private final int nbLightsDefineId;
private final int nbProbesDefineId; private final int nbProbesDefineId;
private final int useAmbientLightDefineId;
public SinglePassAndImageBasedLightingLogic(TechniqueDef techniqueDef) { public SinglePassAndImageBasedLightingLogic(TechniqueDef techniqueDef) {
super(techniqueDef); super(techniqueDef);
singlePassLightingDefineId = techniqueDef.addShaderUnmappedDefine(DEFINE_SINGLE_PASS_LIGHTING, VarType.Boolean); singlePassLightingDefineId = techniqueDef.addShaderUnmappedDefine(DEFINE_SINGLE_PASS_LIGHTING, VarType.Boolean);
nbLightsDefineId = techniqueDef.addShaderUnmappedDefine(DEFINE_NB_LIGHTS, VarType.Int); nbLightsDefineId = techniqueDef.addShaderUnmappedDefine(DEFINE_NB_LIGHTS, VarType.Int);
nbProbesDefineId = techniqueDef.addShaderUnmappedDefine(DEFINE_NB_PROBES, VarType.Int); nbProbesDefineId = techniqueDef.addShaderUnmappedDefine(DEFINE_NB_PROBES, VarType.Int);
useAmbientLightDefineId = techniqueDef.addShaderUnmappedDefine(DEFINE_USE_AMBIENT_LIGHT, VarType.Boolean);
} }
@Override @Override
@ -83,6 +87,7 @@ public final class SinglePassAndImageBasedLightingLogic extends DefaultTechnique
lightProbes.clear(); lightProbes.clear();
extractIndirectLights(lights, false); extractIndirectLights(lights, false);
defines.set(nbProbesDefineId, lightProbes.size()); defines.set(nbProbesDefineId, lightProbes.size());
defines.set(useAmbientLightDefineId, useAmbientLight);
} }
return super.makeCurrent(assetManager, renderManager, rendererCaps, lights, defines); return super.makeCurrent(assetManager, renderManager, rendererCaps, lights, defines);
@ -260,9 +265,11 @@ public final class SinglePassAndImageBasedLightingLogic extends DefaultTechnique
protected void extractIndirectLights(LightList lightList, boolean removeLights) { protected void extractIndirectLights(LightList lightList, boolean removeLights) {
ambientLightColor.set(0, 0, 0, 1); ambientLightColor.set(0, 0, 0, 1);
useAmbientLight = false;
for (int j = 0; j < lightList.size(); j++) { for (int j = 0; j < lightList.size(); j++) {
Light l = lightList.get(j); Light l = lightList.get(j);
if (l instanceof AmbientLight) { if (l instanceof AmbientLight) {
useAmbientLight = true;
ambientLightColor.addLocal(l.getColor()); ambientLightColor.addLocal(l.getColor());
if(removeLights){ if(removeLights){
lightList.remove(l); lightList.remove(l);

View File

@ -12,6 +12,7 @@ varying vec4 Color;
uniform vec4 g_LightData[NB_LIGHTS]; uniform vec4 g_LightData[NB_LIGHTS];
uniform vec3 g_CameraPosition; uniform vec3 g_CameraPosition;
uniform vec4 g_AmbientLightColor;
uniform float m_Roughness; uniform float m_Roughness;
uniform float m_Metallic; uniform float m_Metallic;
@ -294,6 +295,12 @@ void main(){
weight2 /= weightSum; weight2 /= weightSum;
weight3 /= weightSum; weight3 /= weightSum;
#endif #endif
#if USE_AMBIENT_LIGHT
color1.rgb *= g_AmbientLightColor.rgb;
color2.rgb *= g_AmbientLightColor.rgb;
color3.rgb *= g_AmbientLightColor.rgb;
#endif
gl_FragColor.rgb += color1 * clamp(weight1,0.0,1.0) + color2 * clamp(weight2,0.0,1.0) + color3 * clamp(weight3,0.0,1.0); gl_FragColor.rgb += color1 * clamp(weight1,0.0,1.0) + color2 * clamp(weight2,0.0,1.0) + color3 * clamp(weight3,0.0,1.0);
#endif #endif

View File

@ -53,7 +53,7 @@ MaterialDef PBR Lighting {
// Parallax/height map // Parallax/height map
Texture2D ParallaxMap -LINEAR Texture2D ParallaxMap -LINEAR
//Set to true is parallax map is stored in the alpha channel of the normal map //Set to true if parallax map is stored in the alpha channel of the normal map
Boolean PackedNormalParallax Boolean PackedNormalParallax
//Sets the relief height for parallax mapping //Sets the relief height for parallax mapping