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Fixed bug with textures in synthesize_shader (case TextureStage::M_modulate): separate textures formatted as alpha were wiping the color info off the resulting rgb
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@ -1,6 +1,9 @@
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// Filename: shaderGenerator.cxx
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// Created by: jyelon (15Dec07)
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// Updated by: weifengh, PandaSE(15Apr10)
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// Updated by: agartner, PandaSE(16Apr10) - bug fix to synthesize_shader;
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// TextureStage::M_modulate (before this, separate textures formatted as
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// alpha wiped color off resulting rgb)
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//
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////////////////////////////////////////////////////////////////////
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//
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@ -1215,9 +1218,36 @@ synthesize_shader(const RenderState *rs) {
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TextureStage *stage = texture->get_on_stage(i);
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switch (stage->get_mode()) {
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case TextureStage::M_modulate:
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//if the format of the texture is RGB, we simply multiply results
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//RGB by the texture's RGB
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if (texture->get_on_texture(texture->get_on_stage(i))->get_format() == Texture::F_rgb){
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text << "\t result.rgb *= tex" << i << ";\n";
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}
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//if it's an RGBA texture...multiply by the whole set of values (R,G,B,A) together
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//NOTE: if you want an RGBA map as an additional transparency map then this
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//will not work correctly. You must store the transparency information either in the alpha channel
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//of the color map, or use a separate alpha may with no color info at all (thus it gets treated as
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//as F_alpha, not F_RGBA). Also, you can store the alpha map file inside a standard RGB map by
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//using the same prefix for both textures. This is equivalent to RGBA.
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else if (texture->get_on_texture(texture->get_on_stage(i))->get_format() == Texture::F_rgba){
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text << "\t result.rgba *= tex" << i << ";\n";
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}
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//if it's an alpha formatted texture (ie. an alpha or mask in a separate texture Ref) then
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//multiply the alpha channels only. That way color of the result is preserved
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else if (texture->get_on_texture(texture->get_on_stage(i))->get_format() == Texture::F_alpha){
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text << "\t result.a *= tex" << i << ".a;\n";
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}
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break;
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case TextureStage::M_modulate_glow:
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case TextureStage::M_modulate_gloss:
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text << "\t result *= tex" << i << ";\n";
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//in the case of glow or spec we currently see the specularity evenly across the surface
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//even if transparency or masking is present
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//not sure if this is desired behavior or not.
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//*MOST* would construct a spec map based off of
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//what is/isn't seen based on the mask/transparency
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//this may have to be left alone for now
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//agartner
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text << "\t result.rgb *= tex" << i << ";\n";
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break;
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case TextureStage::M_decal:
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text << "\t result.rgb = lerp(result, tex" << i << ", tex" << i << ".a).rgb;\n";
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