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Merge branch 'TorqueGameEngines:development' into development_gld

GoldenThumbs 3 years ago
parent
commit
6832086ecb

+ 2 - 7
Engine/source/T3D/levelInfo.cpp

@@ -68,7 +68,7 @@ extern ColorI gCanvasClearColor;
 
 /// @see DecalManager
 extern F32 gDecalBias;
-extern LinearColorF gFallbackAmbient;
+
 /// @see AccumulationVolume
 extern GFXTexHandle gLevelAccuMap;
 
@@ -86,7 +86,6 @@ LevelInfo::LevelInfo()
       mDecalBias( 0.0015f ),
       mCanvasClearColor( 255, 0, 255, 255 ),
       mAmbientLightBlendPhase( 1.f ),
-      mFallbackAmbient(LinearColorF(0.1f, 0.1f, 0.1f, 1.0f)),
       mSoundAmbience( NULL ),
       mSoundDistanceModel( SFXDistanceModelLinear ),
       mSoundscape( NULL )
@@ -164,8 +163,6 @@ void LevelInfo::initPersistFields()
       addField( "ambientLightBlendCurve", TypeEaseF, Offset( mAmbientLightBlendCurve, LevelInfo ),
          "Interpolation curve to use for blending from one ambient light color to a different one." );
 
-      addField("fallbackAmbient", TypeColorF, Offset(mFallbackAmbient, LevelInfo),
-         "Ambient Color to use if no global light source exists.");
       //addField( "advancedLightmapSupport", TypeBool, Offset( mAdvancedLightmapSupport, LevelInfo ),
       //   "Enable expanded support for mixing static and dynamic lighting (more costly)" );
 
@@ -214,7 +211,6 @@ U32 LevelInfo::packUpdate(NetConnection *conn, U32 mask, BitStream *stream)
    stream->writeFlag( mAdvancedLightmapSupport );
    stream->write( mAmbientLightBlendPhase );
    mathWrite( *stream, mAmbientLightBlendCurve );
-   stream->write(mFallbackAmbient);
 
    sfxWrite( stream, mSoundAmbience );
    stream->writeInt( mSoundDistanceModel, 1 );
@@ -245,7 +241,6 @@ void LevelInfo::unpackUpdate(NetConnection *conn, BitStream *stream)
    mAdvancedLightmapSupport = stream->readFlag();
    stream->read( &mAmbientLightBlendPhase );
    mathRead( *stream, &mAmbientLightBlendCurve );
-   stream->read(&mFallbackAmbient);
 
    String errorStr;
    if( !sfxReadAndResolve( stream, &mSoundAmbience, errorStr ) )
@@ -328,8 +323,8 @@ void LevelInfo::_updateSceneGraph()
    scene->setVisibleGhostDistance( mVisibleGhostDistance );
 
    gDecalBias = mDecalBias;
+
    // Set ambient lighting properties.
-   gFallbackAmbient = mFallbackAmbient;
 
    scene->setAmbientLightTransitionTime( mAmbientLightBlendPhase * 1000.f );
    scene->setAmbientLightTransitionCurve( mAmbientLightBlendCurve );

+ 1 - 1
Engine/source/T3D/levelInfo.h

@@ -78,7 +78,7 @@ class LevelInfo : public NetObject
       /// Interpolation for going from one global ambient color
       /// to a different one.
       EaseF mAmbientLightBlendCurve;
-      LinearColorF mFallbackAmbient;
+
       /// @}
       
       /// @name Sound Properties

+ 1 - 1
Engine/source/T3D/lighting/reflectionProbe.cpp

@@ -817,7 +817,7 @@ void ReflectionProbe::createEditorResources()
 
 void ReflectionProbe::prepRenderImage(SceneRenderState *state)
 {
-   if (!mEnabled || (!RenderProbeMgr::smRenderReflectionProbes && Con::getVariable("$Probes::Capturing", "0") == "0"))
+   if (!mEnabled || (!RenderProbeMgr::smRenderReflectionProbes && dStrcmp(Con::getVariable("$Probes::Capturing", "0"),"1")))
       return;
 
    Point3F distVec = getRenderPosition() - state->getCameraPosition();

+ 4 - 14
Engine/source/lighting/lightManager.cpp

@@ -42,7 +42,6 @@
 Signal<void(const char*,bool)> LightManager::smActivateSignal;
 LightManager *LightManager::smActiveLM = NULL;
 
-LinearColorF gFallbackAmbient;
 
 LightManager::LightManager( const char *name, const char *id )
    :  mName( name ),
@@ -163,28 +162,19 @@ LightInfo* LightManager::getDefaultLight()
 {
    // The sun is always our default light when
    // when its registered.
-   if (mSpecialLights[LightManager::slSunLightType])
-   {
-      mSpecialLights[LightManager::slSunLightType]->setAmbient(gFallbackAmbient);
-      return mSpecialLights[LightManager::slSunLightType];
-   }
+   if ( mSpecialLights[ LightManager::slSunLightType ] )
+      return mSpecialLights[ LightManager::slSunLightType ];
 
    // Else return a dummy special light.
-   if (!mDefaultLight)
-   {
+   if ( !mDefaultLight )
       mDefaultLight = createLightInfo();
-   }
-   mDefaultLight->setAmbient(gFallbackAmbient);
    return mDefaultLight;
 }
 
 LightInfo* LightManager::getSpecialLight( LightManager::SpecialLightTypesEnum type, bool useDefault )
 {
-   if (mSpecialLights[type])
-   {
-      mSpecialLights[LightManager::slSunLightType]->setAmbient(gFallbackAmbient);
+   if ( mSpecialLights[type] )
       return mSpecialLights[type];
-   }
 
    if ( useDefault )
       return getDefaultLight();

+ 1 - 1
Engine/source/renderInstance/renderProbeMgr.cpp

@@ -798,7 +798,7 @@ void RenderProbeMgr::render( SceneRenderState *state )
    _setupPerFrameParameters(state);
 
    // Early out if nothing to draw.
-   if ((!RenderProbeMgr::smRenderReflectionProbes && Con::getVariable("$Probes::Capturing", "0") == "0") || (!mHasSkylight && mProbeData.effectiveProbeCount == 0))
+   if ((!RenderProbeMgr::smRenderReflectionProbes && dStrcmp(Con::getVariable("$Probes::Capturing", "0"), "1")) || (!mHasSkylight && mProbeData.effectiveProbeCount == 0))
    {
       getProbeArrayEffect()->setSkip(true);
       mActiveProbes.clear();

+ 1 - 1
Templates/BaseGame/game/core/rendering/shaders/gl/lighting.glsl

@@ -500,7 +500,7 @@ vec4 computeForwardProbes(Surface surface,
    float horizon = saturate( 1 + horizonOcclusion * dot(surface.R, surface.N));
    horizon *= horizon;
 #if CAPTURING == 1
-    return vec4(mix(surface.baseColor.rgb,(irradiance + specular* horizon) ,surface.metalness/2),0);
+    return vec4(mix((irradiance + specular* horizon),surface.baseColor.rgb,surface.metalness),0);
 #else
    return vec4((irradiance + specular* horizon) , 0);//alpha writes disabled
 #endif

+ 1 - 1
Templates/BaseGame/game/core/rendering/shaders/lighting.hlsl

@@ -506,7 +506,7 @@ float4 computeForwardProbes(Surface surface,
    float horizon = saturate( 1 + horizonOcclusion * dot(surface.R, surface.N));
    horizon *= horizon;
 #if CAPTURING == 1
-    return float4(lerp(surface.baseColor.rgb,(irradiance + specular* horizon) ,surface.metalness/2),0);
+    return float4(lerp((irradiance + specular* horizon),surface.baseColor.rgb,surface.metalness),0);
 #else
    return float4((irradiance + specular* horizon) , 0);//alpha writes disabled
 #endif

+ 1 - 1
Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/reflectionProbeArrayP.glsl

@@ -205,7 +205,7 @@ void main()
    float horizon = saturate( 1 + horizonOcclusion * dot(surface.R, surface.N));
    horizon *= horizon;
 #if CAPTURING == 1
-   OUT_col = vec4(mix(surface.baseColor.rgb,(irradiance + specular* horizon) ,surface.metalness/2),0);
+   OUT_col = vec4(mix((irradiance + specular* horizon),surface.baseColor.rgb, surface.metalness),0);
 #else
    OUT_col = vec4((irradiance + specular* horizon)*ambientColor, 0);//alpha writes disabled
 #endif

+ 1 - 1
Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/reflectionProbeArrayP.hlsl

@@ -191,7 +191,7 @@ float4 main(PFXVertToPix IN) : SV_TARGET
    float horizon = saturate( 1 + horizonOcclusion * dot(surface.R, surface.N));
    horizon *= horizon;
 #if CAPTURING == 1
-    return float4(lerp(surface.baseColor.rgb,(irradiance + specular* horizon) ,surface.metalness/2),0);
+    return float4(lerp((irradiance + specular* horizon), surface.baseColor.rgb,surface.metalness),0);
 #else
    return float4((irradiance + specular* horizon)*ambientColor, 0);//alpha writes disabled   
 #endif