allow omnilights and spotlights to use negative in GLES2
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5dae2ea777
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@ -1910,14 +1910,14 @@ void RasterizerSceneGLES2::_setup_light_type(LightInstance *p_light, ShadowAtlas
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}
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}
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void RasterizerSceneGLES2::_setup_light(LightInstance *light, ShadowAtlas *shadow_atlas, const Transform &p_view_transform) {
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void RasterizerSceneGLES2::_setup_light(LightInstance *light, ShadowAtlas *shadow_atlas, const Transform &p_view_transform, bool accum_pass) {
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RasterizerStorageGLES2::Light *light_ptr = light->light_ptr;
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//common parameters
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float energy = light_ptr->param[VS::LIGHT_PARAM_ENERGY];
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float specular = light_ptr->param[VS::LIGHT_PARAM_SPECULAR];
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float sign = light_ptr->negative ? -1 : 1;
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float sign = (light_ptr->negative && !accum_pass) ? -1 : 1; //inverse color for base pass lights only
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state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_SPECULAR, specular);
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Color color = light_ptr->color * sign * energy * Math_PI;
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@ -2310,6 +2310,11 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
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if (accum_pass) { //accum pass force pass
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blend_mode = RasterizerStorageGLES2::Shader::Spatial::BLEND_MODE_ADD;
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if (rebind_light && light && light->light_ptr->negative) {
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glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE);
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blend_mode = RasterizerStorageGLES2::Shader::Spatial::BLEND_MODE_SUB;
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}
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}
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if (prev_blend_mode != blend_mode) {
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@ -2553,7 +2558,7 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
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}
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if (rebind_light && light) {
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_setup_light(light, shadow_atlas, p_view_transform);
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_setup_light(light, shadow_atlas, p_view_transform, accum_pass);
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}
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if (rebind_reflection && (refprobe_1 || refprobe_2)) {
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@ -694,7 +694,7 @@ public:
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_FORCE_INLINE_ bool _setup_material(RasterizerStorageGLES2::Material *p_material, bool p_alpha_pass, Size2i p_skeleton_tex_size = Size2i(0, 0));
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_FORCE_INLINE_ void _setup_geometry(RenderList::Element *p_element, RasterizerStorageGLES2::Skeleton *p_skeleton);
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_FORCE_INLINE_ void _setup_light_type(LightInstance *p_light, ShadowAtlas *shadow_atlas);
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_FORCE_INLINE_ void _setup_light(LightInstance *p_light, ShadowAtlas *shadow_atlas, const Transform &p_view_transform);
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_FORCE_INLINE_ void _setup_light(LightInstance *p_light, ShadowAtlas *shadow_atlas, const Transform &p_view_transform, bool accum_pass);
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_FORCE_INLINE_ void _setup_refprobes(ReflectionProbeInstance *p_refprobe1, ReflectionProbeInstance *p_refprobe2, const Transform &p_view_transform, Environment *p_env);
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_FORCE_INLINE_ void _render_geometry(RenderList::Element *p_element);
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