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:
parent
40be1b42b8
commit
36ddb5b0ce
@ -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);
|
||||||
|
@ -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
|
||||||
|
@ -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
|
||||||
|
Loading…
x
Reference in New Issue
Block a user