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

This commit is contained in:
Mike Christel 2010-04-16 18:50:32 +00:00
parent 63dc5cf077
commit 671276fa6d

View File

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