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authorJuan Linietsky <reduzio@gmail.com>2019-09-15 01:01:52 -0300
committerJuan Linietsky <reduzio@gmail.com>2020-02-11 12:01:24 +0100
commitdd3682e5feb433117fbf62c363c7ba6ff214f8fa (patch)
treeebe83f2fb472140c4ae267fd5f4a7db7525acbc1 /scene/3d/voxel_light_baker.cpp
parent6deffa62fbd1e91873afa663630b788b9ffabee3 (diff)
Modernized default 3D material, fixes material bugs.
Diffstat (limited to 'scene/3d/voxel_light_baker.cpp')
-rw-r--r--scene/3d/voxel_light_baker.cpp16
1 files changed, 8 insertions, 8 deletions
diff --git a/scene/3d/voxel_light_baker.cpp b/scene/3d/voxel_light_baker.cpp
index db8d7f0851..412c53e36b 100644
--- a/scene/3d/voxel_light_baker.cpp
+++ b/scene/3d/voxel_light_baker.cpp
@@ -515,7 +515,7 @@ Vector<Color> VoxelLightBaker::_get_bake_texture(Ref<Image> p_image, const Color
VoxelLightBaker::MaterialCache VoxelLightBaker::_get_material_cache(Ref<Material> p_material) {
//this way of obtaining materials is inaccurate and also does not support some compressed formats very well
- Ref<SpatialMaterial> mat = p_material;
+ Ref<StandardMaterial3D> mat = p_material;
Ref<Material> material = mat; //hack for now
@@ -527,7 +527,7 @@ VoxelLightBaker::MaterialCache VoxelLightBaker::_get_material_cache(Ref<Material
if (mat.is_valid()) {
- Ref<Texture2D> albedo_tex = mat->get_texture(SpatialMaterial::TEXTURE_ALBEDO);
+ Ref<Texture2D> albedo_tex = mat->get_texture(StandardMaterial3D::TEXTURE_ALBEDO);
Ref<Image> img_albedo;
if (albedo_tex.is_valid()) {
@@ -538,7 +538,7 @@ VoxelLightBaker::MaterialCache VoxelLightBaker::_get_material_cache(Ref<Material
mc.albedo = _get_bake_texture(img_albedo, Color(1, 1, 1), mat->get_albedo()); // no albedo texture, color is additive
}
- Ref<Texture2D> emission_tex = mat->get_texture(SpatialMaterial::TEXTURE_EMISSION);
+ Ref<Texture2D> emission_tex = mat->get_texture(StandardMaterial3D::TEXTURE_EMISSION);
Color emission_col = mat->get_emission();
float emission_energy = mat->get_emission_energy();
@@ -550,7 +550,7 @@ VoxelLightBaker::MaterialCache VoxelLightBaker::_get_material_cache(Ref<Material
img_emission = emission_tex->get_data();
}
- if (mat->get_emission_operator() == SpatialMaterial::EMISSION_OP_ADD) {
+ if (mat->get_emission_operator() == StandardMaterial3D::EMISSION_OP_ADD) {
mc.emission = _get_bake_texture(img_emission, Color(1, 1, 1) * emission_energy, emission_col * emission_energy);
} else {
mc.emission = _get_bake_texture(img_emission, emission_col * emission_energy, Color(0, 0, 0));
@@ -2392,11 +2392,11 @@ Ref<MultiMesh> VoxelLightBaker::create_debug_multimesh(DebugMode p_mode) {
}
{
- Ref<SpatialMaterial> fsm;
+ Ref<StandardMaterial3D> fsm;
fsm.instance();
- fsm->set_flag(SpatialMaterial::FLAG_SRGB_VERTEX_COLOR, true);
- fsm->set_flag(SpatialMaterial::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
- fsm->set_flag(SpatialMaterial::FLAG_UNSHADED, true);
+ fsm->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
+ fsm->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
+ fsm->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
fsm->set_albedo(Color(1, 1, 1, 1));
mesh->surface_set_material(0, fsm);