Commit patch by nikolm to support AmbientLight shader inputs in GLSL

This commit is contained in:
rdb 2015-02-16 21:33:38 +01:00
parent d447ec3bc6
commit 0fda35d88c

View File

@ -1407,22 +1407,29 @@ fetch_specified_part(Shader::ShaderMatInput part, InternalName *name,
static const CPT_InternalName IN_quadraticAttenuation("quadraticAttenuation");
if (attrib == IN_ambient) {
#ifndef NDEBUG
Light *light = np.node()->as_light();
nassertr(light != (Light *)NULL, &LMatrix4::ident_mat());
#endif
// Lights don't currently have an ambient color in Panda3D.
// We still have to support the attribute.
t.set_row(3, LColor(0.0f, 0.0f, 0.0f, 1.0f));
if (np.node()->is_of_type(AmbientLight::get_class_type())) {
LColor c = light->get_color();
c.componentwise_mult(_light_color_scale);
t.set_row(3, c);
} else {
// Non-ambient lights don't currently have an ambient color in Panda3D.
t.set_row(3, LColor(0.0f, 0.0f, 0.0f, 1.0f));
}
return &t;
} else if (attrib == IN_diffuse) {
Light *light = np.node()->as_light();
nassertr(light != (Light *)NULL, &LMatrix4::ones_mat());
LColor c = light->get_color();
c.componentwise_mult(_light_color_scale);
t.set_row(3, c);
if (np.node()->is_of_type(AmbientLight::get_class_type())) {
// Ambient light has no diffuse color.
t.set_row(3, LColor(0.0f, 0.0f, 0.0f, 1.0f));
} else {
LColor c = light->get_color();
c.componentwise_mult(_light_color_scale);
t.set_row(3, c);
}
return &t;
} else if (attrib == IN_specular) {
@ -1432,7 +1439,11 @@ fetch_specified_part(Shader::ShaderMatInput part, InternalName *name,
return &t;
} else if (attrib == IN_position) {
if (np.node()->is_of_type(DirectionalLight::get_class_type())) {
if (np.node()->is_of_type(AmbientLight::get_class_type())) {
// Ambient light has no position.
t = LMatrix4(0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0);
return &t;
} else if (np.node()->is_of_type(DirectionalLight::get_class_type())) {
DirectionalLight *light;
DCAST_INTO_R(light, np.node(), &LMatrix4::ident_mat());
@ -1458,7 +1469,11 @@ fetch_specified_part(Shader::ShaderMatInput part, InternalName *name,
}
} else if (attrib == IN_halfVector) {
if (np.node()->is_of_type(DirectionalLight::get_class_type())) {
if (np.node()->is_of_type(AmbientLight::get_class_type())) {
// Ambient light has no half-vector.
t = LMatrix4(0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0);
return &t;
} else if (np.node()->is_of_type(DirectionalLight::get_class_type())) {
DirectionalLight *light;
DCAST_INTO_R(light, np.node(), &LMatrix4::ident_mat());
@ -1490,19 +1505,25 @@ fetch_specified_part(Shader::ShaderMatInput part, InternalName *name,
}
} else if (attrib == IN_spotDirection) {
LightLensNode *light;
DCAST_INTO_R(light, np.node(), &LMatrix4::ident_mat());
Lens *lens = light->get_lens();
nassertr(lens != (Lens *)NULL, &LMatrix4::ident_mat());
if (np.node()->is_of_type(AmbientLight::get_class_type())) {
// Ambient light has no spot direction.
t.set_row(3, LVector3(0.0f, 0.0f, 0.0f));
return &t;
} else {
LightLensNode *light;
DCAST_INTO_R(light, np.node(), &LMatrix4::ident_mat());
Lens *lens = light->get_lens();
nassertr(lens != (Lens *)NULL, &LMatrix4::ident_mat());
CPT(TransformState) transform =
get_scene()->get_cs_world_transform()->compose(
np.get_transform(_scene_setup->get_scene_root().get_parent()));
CPT(TransformState) transform =
get_scene()->get_cs_world_transform()->compose(
np.get_transform(_scene_setup->get_scene_root().get_parent()));
const LMatrix4 &light_mat = transform->get_mat();
LVector3 dir = lens->get_view_vector() * light_mat;
t.set_row(3, dir);
return &t;
const LMatrix4 &light_mat = transform->get_mat();
LVector3 dir = lens->get_view_vector() * light_mat;
t.set_row(3, dir);
return &t;
}
} else if (attrib == IN_spotCutoff) {
if (np.node()->is_of_type(Spotlight::get_class_type())) {