mirror of
https://github.com/overte-org/overte.git
synced 2025-04-12 18:42:12 +02:00
cleaning up macos warnings, separating Metallic maps from the default, gamma corrected gray textures
This commit is contained in:
commit
96fb9c4466
22 changed files with 118 additions and 104 deletions
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@ -31,8 +31,7 @@ Column {
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"Albedo",
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"Normal",
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"Roughness",
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"Metallic",
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"Fresnel",
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"Metallic",
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"Emissive",
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"Occlusion",
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"Lightmap",
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@ -3818,18 +3818,10 @@ void Application::displaySide(RenderArgs* renderArgs, Camera& theCamera, bool se
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});
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}
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// Setup the current Zone Entity lighting and skybox
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// Setup the current Zone Entity lighting
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{
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// FIXME: Use a zone setting to determine the ambient light mode
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DependencyManager::get<DeferredLightingEffect>()->setAmbientLightMode(-1);
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auto skyStage = DependencyManager::get<SceneScriptingInterface>()->getSkyStage();
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DependencyManager::get<DeferredLightingEffect>()->setGlobalLight(skyStage->getSunLight()->getDirection(), skyStage->getSunLight()->getColor(), skyStage->getSunLight()->getIntensity(), skyStage->getSunLight()->getAmbientIntensity());
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auto skybox = model::SkyboxPointer();
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if (skyStage->getBackgroundMode() == model::SunSkyStage::SKY_BOX) {
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skybox = skyStage->getSkybox();
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}
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DependencyManager::get<DeferredLightingEffect>()->setGlobalSkybox(skybox);
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auto stage = DependencyManager::get<SceneScriptingInterface>()->getSkyStage();
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DependencyManager::get<DeferredLightingEffect>()->setGlobalLight(stage->getSunLight(), stage->getSkybox()->getCubemap());
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}
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{
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@ -140,7 +140,8 @@ void EntityTreeRenderer::update() {
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// even if we haven't changed positions, if we previously attempted to set the skybox, but
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// have a pending download of the skybox texture, then we should attempt to reapply to
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// get the correct texture.
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if (_pendingSkyboxTexture && _skyboxTexture && _skyboxTexture->isLoaded()) {
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if ((_pendingSkyboxTexture && _skyboxTexture && _skyboxTexture->isLoaded()) ||
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(_pendingAmbientTexture && _ambientTexture && _ambientTexture->isLoaded())) {
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applyZonePropertiesToScene(_bestZone);
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}
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@ -253,6 +254,7 @@ void EntityTreeRenderer::forceRecheckEntities() {
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void EntityTreeRenderer::applyZonePropertiesToScene(std::shared_ptr<ZoneEntityItem> zone) {
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auto textureCache = DependencyManager::get<TextureCache>();
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auto scene = DependencyManager::get<SceneScriptingInterface>();
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auto sceneStage = scene->getStage();
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auto skyStage = scene->getSkyStage();
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@ -264,7 +266,11 @@ void EntityTreeRenderer::applyZonePropertiesToScene(std::shared_ptr<ZoneEntityIt
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_pendingSkyboxTexture = false;
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_skyboxTexture.clear();
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_pendingAmbientTexture = false;
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_ambientTexture.clear();
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if (_hasPreviousZone) {
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sceneKeyLight->resetAmbientSphere();
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sceneKeyLight->setColor(_previousKeyLightColor);
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sceneKeyLight->setIntensity(_previousKeyLightIntensity);
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sceneKeyLight->setAmbientIntensity(_previousKeyLightAmbientIntensity);
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@ -274,6 +280,7 @@ void EntityTreeRenderer::applyZonePropertiesToScene(std::shared_ptr<ZoneEntityIt
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_previousStageAltitude);
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sceneTime->setHour(_previousStageHour);
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sceneTime->setDay(_previousStageDay);
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_hasPreviousZone = false;
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}
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@ -306,6 +313,23 @@ void EntityTreeRenderer::applyZonePropertiesToScene(std::shared_ptr<ZoneEntityIt
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sceneTime->setHour(zone->getStageProperties().calculateHour());
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sceneTime->setDay(zone->getStageProperties().calculateDay());
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bool isAmbientTextureSet = false;
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if (zone->getKeyLightProperties().getAmbientURL().isEmpty()) {
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_pendingAmbientTexture = false;
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_ambientTexture.clear();
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} else {
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_ambientTexture = textureCache->getTexture(zone->getKeyLightProperties().getAmbientURL(), CUBE_TEXTURE);
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if (_ambientTexture->getGPUTexture()) {
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_pendingAmbientTexture = false;
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if (_ambientTexture->getGPUTexture()->getIrradiance()) {
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sceneKeyLight->setAmbientSphere(_ambientTexture->getGPUTexture()->getIrradiance());
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isAmbientTextureSet = true;
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}
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} else {
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_pendingAmbientTexture = true;
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}
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}
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switch (zone->getBackgroundMode()) {
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case BACKGROUND_MODE_SKYBOX: {
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auto skybox = std::dynamic_pointer_cast<ProceduralSkybox>(skyStage->getSkybox());
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@ -326,12 +350,16 @@ void EntityTreeRenderer::applyZonePropertiesToScene(std::shared_ptr<ZoneEntityIt
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_skyboxTexture.clear();
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} else {
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// Update the Texture of the Skybox with the one pointed by this zone
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auto textureCache = DependencyManager::get<TextureCache>();
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_skyboxTexture = textureCache->getTexture(zone->getSkyboxProperties().getURL(), CUBE_TEXTURE);
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if (_skyboxTexture->getGPUTexture()) {
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skybox->setCubemap(_skyboxTexture->getGPUTexture());
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auto texture = _skyboxTexture->getGPUTexture();
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skybox->setCubemap(texture);
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_pendingSkyboxTexture = false;
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if (!isAmbientTextureSet && texture->getIrradiance()) {
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sceneKeyLight->setAmbientSphere(texture->getIrradiance());
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isAmbientTextureSet = true;
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}
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} else {
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_pendingSkyboxTexture = true;
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}
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@ -348,6 +376,10 @@ void EntityTreeRenderer::applyZonePropertiesToScene(std::shared_ptr<ZoneEntityIt
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_skyboxTexture.clear();
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break;
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}
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if (!isAmbientTextureSet) {
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sceneKeyLight->resetAmbientSphere();
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}
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}
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const FBXGeometry* EntityTreeRenderer::getGeometryForEntity(EntityItemPointer entityItem) {
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@ -146,6 +146,9 @@ private:
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bool _pendingSkyboxTexture { false };
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NetworkTexturePointer _skyboxTexture;
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bool _pendingAmbientTexture { false };
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NetworkTexturePointer _ambientTexture;
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bool _wantScripts;
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ScriptEngine* _entitiesScriptEngine;
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@ -30,7 +30,7 @@ void KeyLightPropertyGroup::copyToScriptValue(const EntityPropertyFlags& desired
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COPY_GROUP_PROPERTY_TO_QSCRIPTVALUE(PROP_KEYLIGHT_INTENSITY, KeyLight, keyLight, Intensity, intensity);
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COPY_GROUP_PROPERTY_TO_QSCRIPTVALUE(PROP_KEYLIGHT_AMBIENT_INTENSITY, KeyLight, keyLight, AmbientIntensity, ambientIntensity);
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COPY_GROUP_PROPERTY_TO_QSCRIPTVALUE(PROP_KEYLIGHT_DIRECTION, KeyLight, keyLight, Direction, direction);
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COPY_GROUP_PROPERTY_TO_QSCRIPTVALUE(PROP_KEYLIGHT_AMBIENT_URL, KeyLight, keyLight, AmbientURL, ambientUrl);
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COPY_GROUP_PROPERTY_TO_QSCRIPTVALUE(PROP_KEYLIGHT_AMBIENT_URL, KeyLight, keyLight, AmbientURL, ambientURL);
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}
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@ -131,11 +131,10 @@ class FBXMaterial {
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public:
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FBXMaterial() {};
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FBXMaterial(const glm::vec3& diffuseColor, const glm::vec3& specularColor, const glm::vec3& emissiveColor,
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const glm::vec2& emissiveParams, float shininess, float opacity) :
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float shininess, float opacity) :
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diffuseColor(diffuseColor),
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specularColor(specularColor),
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emissiveColor(emissiveColor),
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lightmapParams(emissiveParams),
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shininess(shininess),
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opacity(opacity) {}
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@ -185,8 +185,6 @@ void FBXReader::consolidateFBXMaterials() {
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} else {
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material._material->setRoughness(model::Material::shininessToRoughness(material.shininess));
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float metallic = std::max(material.specularColor.x, std::max(material.specularColor.y, material.specularColor.z));
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// FIXME: Do not use the Specular Factor yet as some FBX models have it set to 0
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// metallic *= material.specularFactor;
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material._material->setMetallic(metallic);
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}
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@ -558,7 +558,6 @@ FBXGeometry* OBJReader::readOBJ(QByteArray& model, const QVariantHash& mapping,
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geometry.materials[materialID] = FBXMaterial(objMaterial.diffuseColor,
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objMaterial.specularColor,
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glm::vec3(0.0f),
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glm::vec2(0.0f, 1.0f),
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objMaterial.shininess,
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objMaterial.opacity);
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FBXMaterial& fbxMaterial = geometry.materials[materialID];
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@ -145,6 +145,8 @@ public:
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switch(dstFormat.getSemantic()) {
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case gpu::RGB:
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case gpu::RGBA:
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case gpu::SRGB:
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case gpu::SRGBA:
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texel.internalFormat = GL_RED;
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switch (dstFormat.getType()) {
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case gpu::UINT32: {
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@ -196,7 +198,11 @@ public:
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break;
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}
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case gpu::NUINT8: {
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texel.internalFormat = GL_R8;
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if ((dstFormat.getSemantic() == gpu::SRGB || dstFormat.getSemantic() == gpu::SRGBA)) {
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texel.internalFormat = GL_SLUMINANCE8;
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} else {
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texel.internalFormat = GL_R8;
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}
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break;
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}
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case gpu::NINT8: {
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@ -209,6 +215,7 @@ public:
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}
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break;
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case gpu::DEPTH:
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texel.format = GL_DEPTH_COMPONENT; // It's depth component to load it
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texel.internalFormat = GL_DEPTH_COMPONENT;
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@ -363,7 +363,7 @@ static NetworkMaterial* buildNetworkMaterial(NetworkGeometry* geometry, const FB
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material._material->setTextureMap(model::MaterialKey::METALLIC_MAP, metallicMap);
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}
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if (!material.roughnessTexture.filename.isEmpty()) {
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material.roughnessTexture.isGlossmap;
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// FIXME: COnvert from gloss to roughness if material.roughnessTexture.isGlossmap;
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networkMaterial->roughnessTexture = textureCache->getTexture(textureBaseUrl.resolved(QUrl(material.roughnessTexture.filename)), ROUGHNESS_TEXTURE, material.roughnessTexture.content);
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networkMaterial->roughnessTextureName = material.roughnessTexture.name;
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@ -216,12 +216,15 @@ NetworkTexture::TextureLoaderFunc NetworkTexture::getTextureLoader() const {
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return TextureLoaderFunc(model::TextureUsage::createRoughnessTextureFromImage);
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break;
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}
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case SPECULAR_TEXTURE: {
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return TextureLoaderFunc(model::TextureUsage::createMetallicTextureFromImage);
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break;
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}
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case CUSTOM_TEXTURE: {
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return _textureLoader;
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break;
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}
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case DEFAULT_TEXTURE:
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case SPECULAR_TEXTURE:
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case EMISSIVE_TEXTURE:
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default: {
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return TextureLoaderFunc(model::TextureUsage::create2DTextureFromImage);
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@ -202,14 +202,13 @@ void SunSkyStage::setSunModelEnable(bool isEnabled) {
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invalidate();
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}
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void SunSkyStage::setSunColor(const Vec3& color) {
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_sunLight->setColor(color);
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}
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void SunSkyStage::setSunIntensity(float intensity) {
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_sunLight->setIntensity(intensity);
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}
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void SunSkyStage::setSunAmbientIntensity(float intensity) {
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_sunLight->setAmbientIntensity(intensity);
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void SunSkyStage::setSunAmbientSphere(const gpu::SHPointer& sphere) {
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if (sphere) {
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_sunLight->setAmbientSphere(*sphere);
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} else {
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const gpu::SphericalHarmonics::Preset DEFAULT_AMBIENT_SPHERE = gpu::SphericalHarmonics::OLD_TOWN_SQUARE;
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_sunLight->setAmbientSpherePreset(DEFAULT_AMBIENT_SPHERE);
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}
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}
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void SunSkyStage::setSunDirection(const Vec3& direction) {
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@ -11,7 +11,7 @@
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#ifndef hifi_model_Stage_h
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#define hifi_model_Stage_h
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#include "gpu/Pipeline.h"
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#include <gpu/Pipeline.h>
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#include "Light.h"
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#include "Skybox.h"
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@ -143,12 +143,13 @@ public:
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bool isSunModelEnabled() const { return _sunModelEnable; }
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// Sun properties
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void setSunColor(const Vec3& color);
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void setSunColor(const Vec3& color) { _sunLight->setColor(color); }
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const Vec3& getSunColor() const { return getSunLight()->getColor(); }
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void setSunIntensity(float intensity);
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void setSunIntensity(float intensity) { _sunLight->setIntensity(intensity); }
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float getSunIntensity() const { return getSunLight()->getIntensity(); }
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void setSunAmbientIntensity(float intensity);
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void setSunAmbientIntensity(float intensity) { _sunLight->setAmbientIntensity(intensity); }
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float getSunAmbientIntensity() const { return getSunLight()->getAmbientIntensity(); }
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void setSunAmbientSphere(const gpu::SHPointer& sphere);
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// The sun direction is expressed in the world space
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void setSunDirection(const Vec3& direction);
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@ -264,27 +264,38 @@ gpu::Texture* TextureUsage::createRoughnessTextureFromImage(const QImage& srcIma
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image = image.convertToFormat(QImage::Format_Grayscale8);
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/* gpu::Texture* theTexture = nullptr;
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gpu::Texture* theTexture = nullptr;
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if ((image.width() > 0) && (image.height() > 0)) {
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// Actual alpha channel?
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for (int y = 0; y < image.height(); ++y) {
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QRgb* data = reinterpret_cast<QRgb*>(image.scanLine(y));
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for (int x = 0; x < image.width(); ++x) {
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data[x]auto alpha = q(data[x]);
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if (alpha != 255) {
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validAlpha = true;
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break;
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}
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gpu::Element formatGPU = gpu::Element(gpu::SCALAR, gpu::NUINT8, gpu::RGB);
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gpu::Element formatMip = gpu::Element(gpu::SCALAR, gpu::NUINT8, gpu::RGB);
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theTexture = (gpu::Texture::create2D(formatGPU, image.width(), image.height(), gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_MIP_LINEAR)));
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theTexture->assignStoredMip(0, formatMip, image.byteCount(), image.constBits());
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theTexture->autoGenerateMips(-1);
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// FIXME queue for transfer to GPU and block on completion
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}
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return theTexture;
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}
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gpu::Texture* TextureUsage::createMetallicTextureFromImage(const QImage& srcImage, const std::string& srcImageName) {
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QImage image = srcImage;
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if (!image.hasAlphaChannel()) {
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if (image.format() != QImage::Format_RGB888) {
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image = image.convertToFormat(QImage::Format_RGB888);
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}
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} else {
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if (image.format() != QImage::Format_ARGB32) {
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image = image.convertToFormat(QImage::Format_ARGB32);
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}
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}
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*/
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image = image.convertToFormat(QImage::Format_Grayscale8);
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gpu::Texture* theTexture = nullptr;
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if ((image.width() > 0) && (image.height() > 0)) {
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// bool isLinearRGB = true; //(_type == NORMAL_TEXTURE) || (_type == EMISSIVE_TEXTURE);
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bool isLinearRGB = false; //(_type == NORMAL_TEXTURE) || (_type == EMISSIVE_TEXTURE);
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gpu::Element formatGPU = gpu::Element(gpu::SCALAR, gpu::NUINT8, gpu::RGB);
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gpu::Element formatMip = gpu::Element(gpu::SCALAR, gpu::NUINT8, gpu::RGB);
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@ -35,6 +35,7 @@ public:
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static gpu::Texture* createNormalTextureFromNormalImage(const QImage& image, const std::string& srcImageName);
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static gpu::Texture* createNormalTextureFromBumpImage(const QImage& image, const std::string& srcImageName);
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static gpu::Texture* createRoughnessTextureFromImage(const QImage& image, const std::string& srcImageName);
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static gpu::Texture* createMetallicTextureFromImage(const QImage& image, const std::string& srcImageName);
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static gpu::Texture* createCubeTextureFromImage(const QImage& image, const std::string& srcImageName);
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static gpu::Texture* createLightmapTextureFromImage(const QImage& image, const std::string& srcImageName);
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|
@ -60,29 +60,23 @@ static const std::string DEFAULT_ALBEDO_SHADER {
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" }"
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};
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static const std::string DEFAULT_FRESNEL_SHADER{
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"vec4 getFragmentColor() {"
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" DeferredFragment frag = unpackDeferredFragmentNoPosition(uv);"
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" return vec4(pow(frag.specular, vec3(1.0 / 2.2)), 1.0);"
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" }"
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};
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static const std::string DEFAULT_METALLIC_SHADER {
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"vec4 getFragmentColor() {"
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" DeferredFragment frag = unpackDeferredFragmentNoPosition(uv);"
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" return vec4(vec3(frag.metallic), 1.0);"
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" return vec4(vec3(pow(frag.metallic, 1.0 / 2.2)), 1.0);"
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" }"
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};
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static const std::string DEFAULT_ROUGHNESS_SHADER {
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"vec4 getFragmentColor() {"
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" DeferredFragment frag = unpackDeferredFragmentNoPosition(uv);"
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" return vec4(vec3(frag.roughness), 1.0);"
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" return vec4(vec3(pow(frag.roughness, 1.0 / 2.2)), 1.0);"
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" }"
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};
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static const std::string DEFAULT_NORMAL_SHADER {
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"vec4 getFragmentColor() {"
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" DeferredFragment frag = unpackDeferredFragmentNoPosition(uv);"
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" return vec4(normalize(frag.normal), 1.0);"
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" return vec4(vec3(0.5) + (frag.normal * 0.5), 1.0);"
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" }"
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};
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|
@ -180,8 +174,6 @@ std::string DebugDeferredBuffer::getShaderSourceCode(Mode mode, std::string cust
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switch (mode) {
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case AlbedoMode:
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return DEFAULT_ALBEDO_SHADER;
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case FresnelMode:
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return DEFAULT_FRESNEL_SHADER;
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case MetallicMode:
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return DEFAULT_METALLIC_SHADER;
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case RoughnessMode:
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|
|
@ -52,7 +52,6 @@ protected:
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NormalMode,
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RoughnessMode,
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MetallicMode,
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FresnelMode,
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EmissiveMode,
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OcclusionMode,
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LightmapMode,
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||||
|
|
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@ -312,15 +312,13 @@ void DeferredLightingEffect::render(const render::RenderContextPointer& renderCo
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|||
|
||||
// First Global directional light and ambient pass
|
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{
|
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bool useSkyboxCubemap = (_skybox) && (_skybox->getCubemap());
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||||
|
||||
auto& program = _shadowMapEnabled ? _directionalLightShadow : _directionalLight;
|
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LightLocationsPtr locations = _shadowMapEnabled ? _directionalLightShadowLocations : _directionalLightLocations;
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|
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// Setup the global directional pass pipeline
|
||||
{
|
||||
if (_shadowMapEnabled) {
|
||||
if (useSkyboxCubemap) {
|
||||
if (_skyboxTexture) {
|
||||
program = _directionalSkyboxLightShadow;
|
||||
locations = _directionalSkyboxLightShadowLocations;
|
||||
} else if (_ambientLightMode > -1) {
|
||||
|
@ -328,7 +326,7 @@ void DeferredLightingEffect::render(const render::RenderContextPointer& renderCo
|
|||
locations = _directionalAmbientSphereLightShadowLocations;
|
||||
}
|
||||
} else {
|
||||
if (useSkyboxCubemap) {
|
||||
if (_skyboxTexture) {
|
||||
program = _directionalSkyboxLight;
|
||||
locations = _directionalSkyboxLightLocations;
|
||||
} else if (_ambientLightMode > -1) {
|
||||
|
@ -356,7 +354,7 @@ void DeferredLightingEffect::render(const render::RenderContextPointer& renderCo
|
|||
geometryCache->renderQuad(batch, topLeft, bottomRight, texCoordTopLeft, texCoordBottomRight, color);
|
||||
}
|
||||
|
||||
if (useSkyboxCubemap) {
|
||||
if (_skyboxTexture) {
|
||||
batch.setResourceTexture(SKYBOX_MAP_UNIT, nullptr);
|
||||
}
|
||||
}
|
||||
|
@ -501,9 +499,8 @@ void DeferredLightingEffect::setupKeyLightBatch(gpu::Batch& batch, int lightBuff
|
|||
batch.setUniformBuffer(lightBufferUnit, globalLight->getSchemaBuffer());
|
||||
}
|
||||
|
||||
bool useSkyboxCubemap = (_skybox) && (_skybox->getCubemap());
|
||||
if (useSkyboxCubemap && (skyboxCubemapUnit >= 0)) {
|
||||
batch.setResourceTexture(skyboxCubemapUnit, _skybox->getCubemap());
|
||||
if (_skyboxTexture && (skyboxCubemapUnit >= 0)) {
|
||||
batch.setResourceTexture(skyboxCubemapUnit, _skyboxTexture);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -562,32 +559,9 @@ static void loadLightProgram(const char* vertSource, const char* fragSource, boo
|
|||
|
||||
}
|
||||
|
||||
void DeferredLightingEffect::setAmbientLightMode(int preset) {
|
||||
if ((preset >= 0) && (preset < gpu::SphericalHarmonics::NUM_PRESET)) {
|
||||
_ambientLightMode = preset;
|
||||
auto light = _allocatedLights.front();
|
||||
light->setAmbientSpherePreset(gpu::SphericalHarmonics::Preset(preset % gpu::SphericalHarmonics::NUM_PRESET));
|
||||
} else {
|
||||
// force to preset 0
|
||||
setAmbientLightMode(0);
|
||||
}
|
||||
}
|
||||
|
||||
void DeferredLightingEffect::setGlobalLight(const glm::vec3& direction, const glm::vec3& color, float intensity, float ambientIntensity) {
|
||||
auto light = _allocatedLights.front();
|
||||
light->setDirection(direction);
|
||||
light->setColor(color);
|
||||
light->setIntensity(intensity);
|
||||
light->setAmbientIntensity(ambientIntensity);
|
||||
}
|
||||
|
||||
void DeferredLightingEffect::setGlobalSkybox(const model::SkyboxPointer& skybox) {
|
||||
_skybox = skybox;
|
||||
auto light = _allocatedLights.front();
|
||||
|
||||
if (_skybox && _skybox->getCubemap() && _skybox->getCubemap()->isDefined() && _skybox->getCubemap()->getIrradiance()) {
|
||||
light->setAmbientSphere( (*_skybox->getCubemap()->getIrradiance()) );
|
||||
}
|
||||
void DeferredLightingEffect::setGlobalLight(const model::LightPointer& light, const gpu::TexturePointer& skyboxTexture) {
|
||||
_allocatedLights.front() = light;
|
||||
_skyboxTexture = skyboxTexture;
|
||||
}
|
||||
|
||||
model::MeshPointer DeferredLightingEffect::getSpotLightMesh() {
|
||||
|
|
|
@ -18,7 +18,6 @@
|
|||
#include <NumericalConstants.h>
|
||||
|
||||
#include "model/Light.h"
|
||||
#include "model/Stage.h"
|
||||
#include "model/Geometry.h"
|
||||
|
||||
#include "render/Context.h"
|
||||
|
@ -49,9 +48,7 @@ public:
|
|||
void setupKeyLightBatch(gpu::Batch& batch, int lightBufferUnit, int skyboxCubemapUnit);
|
||||
|
||||
// update global lighting
|
||||
void setAmbientLightMode(int preset);
|
||||
void setGlobalLight(const glm::vec3& direction, const glm::vec3& color, float intensity, float ambientIntensity);
|
||||
void setGlobalSkybox(const model::SkyboxPointer& skybox);
|
||||
void setGlobalLight(const model::LightPointer& light, const gpu::TexturePointer& skyboxTexture);
|
||||
|
||||
const LightStage& getLightStage() { return _lightStage; }
|
||||
void setShadowMapEnabled(bool enable) { _shadowMapEnabled = enable; };
|
||||
|
@ -99,7 +96,7 @@ private:
|
|||
std::vector<int> _spotLights;
|
||||
|
||||
int _ambientLightMode = 0;
|
||||
model::SkyboxPointer _skybox;
|
||||
gpu::TexturePointer _skyboxTexture;
|
||||
|
||||
// Class describing the uniform buffer with all the parameters common to the deferred shaders
|
||||
class DeferredTransform {
|
||||
|
|
|
@ -23,7 +23,7 @@ vec4 fetchAlbedoMap(vec2 uv) {
|
|||
<@if withRoughness@>
|
||||
uniform sampler2D roughnessMap;
|
||||
float fetchRoughnessMap(vec2 uv) {
|
||||
return texture(roughnessMap, uv).r;
|
||||
return pow(texture(roughnessMap, uv).r, 2.2);
|
||||
}
|
||||
<@endif@>
|
||||
|
||||
|
@ -37,7 +37,7 @@ vec3 fetchNormalMap(vec2 uv) {
|
|||
<@if withMetallic@>
|
||||
uniform sampler2D specularMap;
|
||||
float fetchMetallicMap(vec2 uv) {
|
||||
return texture(specularMap, uv).r;
|
||||
return pow(texture(specularMap, uv).r, 2.2);
|
||||
}
|
||||
<@endif@>
|
||||
|
||||
|
|
|
@ -77,6 +77,10 @@ void SceneScripting::KeyLight::setAmbientIntensity(float intensity) {
|
|||
_skyStage->setSunAmbientIntensity(intensity);
|
||||
}
|
||||
|
||||
void SceneScripting::KeyLight::setAmbientSphere(const gpu::SHPointer& sphere) {
|
||||
_skyStage->setSunAmbientSphere(sphere);
|
||||
}
|
||||
|
||||
glm::vec3 SceneScripting::KeyLight::getDirection() const {
|
||||
return _skyStage->getSunDirection();
|
||||
}
|
||||
|
|
|
@ -81,6 +81,10 @@ namespace SceneScripting {
|
|||
// setDirection is only effective if stage Sun model is disabled
|
||||
void setDirection(const glm::vec3& direction);
|
||||
|
||||
// AmbientTexture is unscriptable - it must be set through the zone entity
|
||||
void setAmbientSphere(const gpu::SHPointer& sphere);
|
||||
void resetAmbientSphere() { setAmbientSphere(nullptr); }
|
||||
|
||||
protected:
|
||||
model::SunSkyStagePointer _skyStage;
|
||||
};
|
||||
|
|
Loading…
Reference in a new issue