allow omnilights and spotlights to use negative in GLES2

This commit is contained in:
clayjohn 2019-07-30 23:16:51 -07:00
parent 5dae2ea777
commit 96c3004855
2 changed files with 9 additions and 4 deletions

View file

@ -1910,14 +1910,14 @@ void RasterizerSceneGLES2::_setup_light_type(LightInstance *p_light, ShadowAtlas
}
}
void RasterizerSceneGLES2::_setup_light(LightInstance *light, ShadowAtlas *shadow_atlas, const Transform &p_view_transform) {
void RasterizerSceneGLES2::_setup_light(LightInstance *light, ShadowAtlas *shadow_atlas, const Transform &p_view_transform, bool accum_pass) {
RasterizerStorageGLES2::Light *light_ptr = light->light_ptr;
//common parameters
float energy = light_ptr->param[VS::LIGHT_PARAM_ENERGY];
float specular = light_ptr->param[VS::LIGHT_PARAM_SPECULAR];
float sign = light_ptr->negative ? -1 : 1;
float sign = (light_ptr->negative && !accum_pass) ? -1 : 1; //inverse color for base pass lights only
state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_SPECULAR, specular);
Color color = light_ptr->color * sign * energy * Math_PI;
@ -2310,6 +2310,11 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
if (accum_pass) { //accum pass force pass
blend_mode = RasterizerStorageGLES2::Shader::Spatial::BLEND_MODE_ADD;
if (rebind_light && light && light->light_ptr->negative) {
glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
blend_mode = RasterizerStorageGLES2::Shader::Spatial::BLEND_MODE_SUB;
}
}
if (prev_blend_mode != blend_mode) {
@ -2553,7 +2558,7 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
}
if (rebind_light && light) {
_setup_light(light, shadow_atlas, p_view_transform);
_setup_light(light, shadow_atlas, p_view_transform, accum_pass);
}
if (rebind_reflection && (refprobe_1 || refprobe_2)) {

View file

@ -694,7 +694,7 @@ public:
_FORCE_INLINE_ bool _setup_material(RasterizerStorageGLES2::Material *p_material, bool p_alpha_pass, Size2i p_skeleton_tex_size = Size2i(0, 0));
_FORCE_INLINE_ void _setup_geometry(RenderList::Element *p_element, RasterizerStorageGLES2::Skeleton *p_skeleton);
_FORCE_INLINE_ void _setup_light_type(LightInstance *p_light, ShadowAtlas *shadow_atlas);
_FORCE_INLINE_ void _setup_light(LightInstance *p_light, ShadowAtlas *shadow_atlas, const Transform &p_view_transform);
_FORCE_INLINE_ void _setup_light(LightInstance *p_light, ShadowAtlas *shadow_atlas, const Transform &p_view_transform, bool accum_pass);
_FORCE_INLINE_ void _setup_refprobes(ReflectionProbeInstance *p_refprobe1, ReflectionProbeInstance *p_refprobe2, const Transform &p_view_transform, Environment *p_env);
_FORCE_INLINE_ void _render_geometry(RenderList::Element *p_element);