From 2ce1118faa453d622383c4bbb2bf797477317ad7 Mon Sep 17 00:00:00 2001 From: Alex Roman Date: Tue, 17 Jul 2018 21:30:43 +0200 Subject: [PATCH] Add disable ambient light flag to shaders and materials --- drivers/gles3/shader_compiler_gles3.cpp | 1 + drivers/gles3/shaders/scene.glsl | 60 ++++++++++++------------- scene/resources/material.cpp | 5 +++ scene/resources/material.h | 3 +- servers/visual/shader_types.cpp | 1 + 5 files changed, 37 insertions(+), 33 deletions(-) diff --git a/drivers/gles3/shader_compiler_gles3.cpp b/drivers/gles3/shader_compiler_gles3.cpp index 9ad16ac2a21..3f6fe3ec61c 100644 --- a/drivers/gles3/shader_compiler_gles3.cpp +++ b/drivers/gles3/shader_compiler_gles3.cpp @@ -913,6 +913,7 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() { actions[VS::SHADER_SPATIAL].render_mode_defines["specular_toon"] = "#define SPECULAR_TOON\n"; actions[VS::SHADER_SPATIAL].render_mode_defines["specular_disabled"] = "#define SPECULAR_DISABLED\n"; actions[VS::SHADER_SPATIAL].render_mode_defines["shadows_disabled"] = "#define SHADOWS_DISABLED\n"; + actions[VS::SHADER_SPATIAL].render_mode_defines["ambient_light_disabled"] = "#define AMBIENT_LIGHT_DISABLED\n"; /* PARTICLES SHADER */ diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index ed8df043779..abb236138fb 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -571,11 +571,6 @@ in vec3 normal_interp; /* PBR CHANNELS */ -//used on forward mainly -uniform bool no_ambient_light; - - - #ifdef USE_RADIANCE_MAP @@ -1752,42 +1747,43 @@ FRAGMENT_SHADER_CODE #ifdef USE_RADIANCE_MAP - if (no_ambient_light) { - ambient_light=vec3(0.0,0.0,0.0); - } else { - { +#ifdef AMBIENT_LIGHT_DISABLED + ambient_light=vec3(0.0,0.0,0.0); +#else + { - { //read radiance from dual paraboloid + { //read radiance from dual paraboloid - vec3 ref_vec = reflect(-eye_vec,normal); //2.0 * ndotv * normal - view; // reflect(v, n); - ref_vec=normalize((radiance_inverse_xform * vec4(ref_vec,0.0)).xyz); - vec3 radiance = textureDualParaboloid(radiance_map,ref_vec,roughness) * bg_energy; - env_reflection_light = radiance; - - } - //no longer a cubemap - //vec3 radiance = textureLod(radiance_cube, r, lod).xyz * ( brdf.x + brdf.y); + vec3 ref_vec = reflect(-eye_vec,normal); //2.0 * ndotv * normal - view; // reflect(v, n); + ref_vec=normalize((radiance_inverse_xform * vec4(ref_vec,0.0)).xyz); + vec3 radiance = textureDualParaboloid(radiance_map,ref_vec,roughness) * bg_energy; + env_reflection_light = radiance; } -#ifndef USE_LIGHTMAP - { + //no longer a cubemap + //vec3 radiance = textureLod(radiance_cube, r, lod).xyz * ( brdf.x + brdf.y); - vec3 ambient_dir=normalize((radiance_inverse_xform * vec4(normal,0.0)).xyz); - vec3 env_ambient=textureDualParaboloid(radiance_map,ambient_dir,1.0) * bg_energy; - - ambient_light=mix(ambient_light_color.rgb,env_ambient,radiance_ambient_contribution); - //ambient_light=vec3(0.0,0.0,0.0); - } -#endif } +#ifndef USE_LIGHTMAP + { + + vec3 ambient_dir=normalize((radiance_inverse_xform * vec4(normal,0.0)).xyz); + vec3 env_ambient=textureDualParaboloid(radiance_map,ambient_dir,1.0) * bg_energy; + + ambient_light=mix(ambient_light_color.rgb,env_ambient,radiance_ambient_contribution); + //ambient_light=vec3(0.0,0.0,0.0); + } +#endif +#endif //AMBIENT_LIGHT_DISABLED #else - if (no_ambient_light){ - ambient_light=vec3(0.0,0.0,0.0); - } else { - ambient_light=ambient_light_color.rgb; - } +#ifdef AMBIENT_LIGHT_DISABLED + ambient_light=vec3(0.0,0.0,0.0); +#else + ambient_light=ambient_light_color.rgb; +#endif //AMBIENT_LIGHT_DISABLED + #endif ambient_light*=ambient_energy; diff --git a/scene/resources/material.cpp b/scene/resources/material.cpp index 90e103c96be..56b3ee70bb8 100644 --- a/scene/resources/material.cpp +++ b/scene/resources/material.cpp @@ -404,6 +404,9 @@ void SpatialMaterial::_update_shader() { if (flags[FLAG_DONT_RECEIVE_SHADOWS]) { code += ",shadows_disabled"; } + if (flags[FLAG_DISABLE_AMBIENT_LIGHT]) { + code += ",ambient_light_disabled"; + } if (flags[FLAG_ENSURE_CORRECT_NORMALS]) { code += ",ensure_correct_normals"; } @@ -1866,6 +1869,7 @@ void SpatialMaterial::_bind_methods() { ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_fixed_size"), "set_flag", "get_flag", FLAG_FIXED_SIZE); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_albedo_tex_force_srgb"), "set_flag", "get_flag", FLAG_ALBEDO_TEXTURE_FORCE_SRGB); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_do_not_receive_shadows"), "set_flag", "get_flag", FLAG_DONT_RECEIVE_SHADOWS); + ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_disable_ambient_light"), "set_flag", "get_flag", FLAG_DISABLE_AMBIENT_LIGHT); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_ensure_correct_normals"), "set_flag", "get_flag", FLAG_ENSURE_CORRECT_NORMALS); ADD_GROUP("Vertex Color", "vertex_color"); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "vertex_color_use_as_albedo"), "set_flag", "get_flag", FLAG_ALBEDO_FROM_VERTEX_COLOR); @@ -2057,6 +2061,7 @@ void SpatialMaterial::_bind_methods() { BIND_ENUM_CONSTANT(FLAG_TRIPLANAR_USE_WORLD); BIND_ENUM_CONSTANT(FLAG_ALBEDO_TEXTURE_FORCE_SRGB); BIND_ENUM_CONSTANT(FLAG_DONT_RECEIVE_SHADOWS); + BIND_ENUM_CONSTANT(FLAG_DISABLE_AMBIENT_LIGHT); BIND_ENUM_CONSTANT(FLAG_ENSURE_CORRECT_NORMALS); BIND_ENUM_CONSTANT(FLAG_MAX); diff --git a/scene/resources/material.h b/scene/resources/material.h index 3b9d1be2603..84f1005b03d 100644 --- a/scene/resources/material.h +++ b/scene/resources/material.h @@ -192,6 +192,7 @@ public: FLAG_ALBEDO_TEXTURE_FORCE_SRGB, FLAG_DONT_RECEIVE_SHADOWS, FLAG_ENSURE_CORRECT_NORMALS, + FLAG_DISABLE_AMBIENT_LIGHT, FLAG_MAX }; @@ -240,7 +241,7 @@ private: uint64_t blend_mode : 2; uint64_t depth_draw_mode : 2; uint64_t cull_mode : 2; - uint64_t flags : 16; + uint64_t flags : 17; uint64_t detail_blend_mode : 2; uint64_t diffuse_mode : 3; uint64_t specular_mode : 2; diff --git a/servers/visual/shader_types.cpp b/servers/visual/shader_types.cpp index 92786ea7400..0de8676f32e 100644 --- a/servers/visual/shader_types.cpp +++ b/servers/visual/shader_types.cpp @@ -176,6 +176,7 @@ ShaderTypes::ShaderTypes() { shader_modes[VS::SHADER_SPATIAL].modes.push_back("ensure_correct_normals"); shader_modes[VS::SHADER_SPATIAL].modes.push_back("shadows_disabled"); + shader_modes[VS::SHADER_SPATIAL].modes.push_back("ambient_light_disabled"); shader_modes[VS::SHADER_SPATIAL].modes.push_back("vertex_lighting");