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-rw-r--r--drivers/gles3/rasterizer_scene_gles3.cpp28
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.h28
-rw-r--r--drivers/gles3/rasterizer_storage_gles3.cpp117
-rw-r--r--drivers/gles3/rasterizer_storage_gles3.h32
-rw-r--r--drivers/gles3/shader_compiler_gles3.cpp1
-rw-r--r--drivers/gles3/shaders/scene.glsl88
6 files changed, 264 insertions, 30 deletions
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp
index d38ec2a1f9..13fbb5c293 100644
--- a/drivers/gles3/rasterizer_scene_gles3.cpp
+++ b/drivers/gles3/rasterizer_scene_gles3.cpp
@@ -1849,6 +1849,20 @@ void RasterizerSceneGLES3::_setup_light(RenderList::Element *e, const Transform
state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE2_ENABLED, false);
}
+ } else if (!e->instance->lightmap_capture_data.empty()) {
+
+ glUniform4fv(state.scene_shader.get_uniform_location(SceneShaderGLES3::LIGHTMAP_CAPTURES), 12, (const GLfloat *)e->instance->lightmap_capture_data.ptr());
+ state.scene_shader.set_uniform(SceneShaderGLES3::LIGHTMAP_CAPTURE_SKY, false);
+
+ } else if (e->instance->lightmap.is_valid()) {
+ RasterizerStorageGLES3::Texture *lightmap = storage->texture_owner.getornull(e->instance->lightmap);
+ RasterizerStorageGLES3::LightmapCapture *capture = storage->lightmap_capture_data_owner.getornull(e->instance->lightmap_capture->base);
+
+ if (lightmap && capture) {
+ glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 9);
+ glBindTexture(GL_TEXTURE_2D, lightmap->tex_id);
+ state.scene_shader.set_uniform(SceneShaderGLES3::LIGHTMAP_ENERGY, capture->energy);
+ }
}
}
@@ -1971,6 +1985,8 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_
state.scene_shader.set_conditional(SceneShaderGLES3::SHADOW_MODE_PCF_5, false);
state.scene_shader.set_conditional(SceneShaderGLES3::SHADOW_MODE_PCF_13, false);
state.scene_shader.set_conditional(SceneShaderGLES3::USE_GI_PROBES, false);
+ state.scene_shader.set_conditional(SceneShaderGLES3::USE_LIGHTMAP_CAPTURE, false);
+ state.scene_shader.set_conditional(SceneShaderGLES3::USE_LIGHTMAP, false);
state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_MAP, false);
state.scene_shader.set_conditional(SceneShaderGLES3::USE_CONTACT_SHADOWS, false);
@@ -1978,6 +1994,8 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_
} else {
state.scene_shader.set_conditional(SceneShaderGLES3::USE_GI_PROBES, e->instance->gi_probe_instances.size() > 0);
+ state.scene_shader.set_conditional(SceneShaderGLES3::USE_LIGHTMAP, e->instance->lightmap.is_valid() && e->instance->gi_probe_instances.size() == 0);
+ state.scene_shader.set_conditional(SceneShaderGLES3::USE_LIGHTMAP_CAPTURE, !e->instance->lightmap_capture_data.empty() && !e->instance->lightmap.is_valid() && e->instance->gi_probe_instances.size() == 0);
state.scene_shader.set_conditional(SceneShaderGLES3::SHADELESS, false);
@@ -2148,6 +2166,8 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_
state.scene_shader.set_conditional(SceneShaderGLES3::SHADOW_MODE_PCF_5, false);
state.scene_shader.set_conditional(SceneShaderGLES3::SHADOW_MODE_PCF_13, false);
state.scene_shader.set_conditional(SceneShaderGLES3::USE_GI_PROBES, false);
+ state.scene_shader.set_conditional(SceneShaderGLES3::USE_LIGHTMAP, false);
+ state.scene_shader.set_conditional(SceneShaderGLES3::USE_LIGHTMAP_CAPTURE, false);
state.scene_shader.set_conditional(SceneShaderGLES3::USE_CONTACT_SHADOWS, false);
state.scene_shader.set_conditional(SceneShaderGLES3::USE_VERTEX_LIGHTING, false);
state.scene_shader.set_conditional(SceneShaderGLES3::USE_OPAQUE_PREPASS, false);
@@ -2274,6 +2294,14 @@ void RasterizerSceneGLES3::_add_geometry_with_material(RasterizerStorageGLES3::G
e->sort_key |= SORT_KEY_GI_PROBES_FLAG;
}
+ if (e->instance->lightmap.is_valid()) {
+ e->sort_key |= SORT_KEY_LIGHTMAP_FLAG;
+ }
+
+ if (!e->instance->lightmap_capture_data.empty()) {
+ e->sort_key |= SORT_KEY_LIGHTMAP_CAPTURE_FLAG;
+ }
+
e->sort_key |= uint64_t(p_material->render_priority + 128) << RenderList::SORT_KEY_PRIORITY_SHIFT;
} else {
e->sort_key |= uint64_t(e->instance->depth_layer) << RenderList::SORT_KEY_OPAQUE_DEPTH_LAYER_SHIFT;
diff --git a/drivers/gles3/rasterizer_scene_gles3.h b/drivers/gles3/rasterizer_scene_gles3.h
index ffbe10fb60..6df223c961 100644
--- a/drivers/gles3/rasterizer_scene_gles3.h
+++ b/drivers/gles3/rasterizer_scene_gles3.h
@@ -662,19 +662,21 @@ public:
SORT_KEY_OPAQUE_DEPTH_LAYER_SHIFT = 52,
SORT_KEY_OPAQUE_DEPTH_LAYER_MASK = 0xF,
//64 bits unsupported in MSVC
-#define SORT_KEY_UNSHADED_FLAG (uint64_t(1) << 51)
-#define SORT_KEY_NO_DIRECTIONAL_FLAG (uint64_t(1) << 50)
-#define SORT_KEY_GI_PROBES_FLAG (uint64_t(1) << 49)
-#define SORT_KEY_VERTEX_LIT_FLAG (uint64_t(1) << 48)
- SORT_KEY_SHADING_SHIFT = 48,
- SORT_KEY_SHADING_MASK = 15,
- //48-32 material index
- SORT_KEY_MATERIAL_INDEX_SHIFT = 32,
- //32-12 geometry index
- SORT_KEY_GEOMETRY_INDEX_SHIFT = 12,
- //bits 12-8 geometry type
- SORT_KEY_GEOMETRY_TYPE_SHIFT = 8,
- //bits 0-7 for flags
+#define SORT_KEY_UNSHADED_FLAG (uint64_t(1) << 49)
+#define SORT_KEY_NO_DIRECTIONAL_FLAG (uint64_t(1) << 48)
+#define SORT_KEY_LIGHTMAP_CAPTURE_FLAG (uint64_t(1) << 47)
+#define SORT_KEY_LIGHTMAP_FLAG (uint64_t(1) << 46)
+#define SORT_KEY_GI_PROBES_FLAG (uint64_t(1) << 45)
+#define SORT_KEY_VERTEX_LIT_FLAG (uint64_t(1) << 44)
+ SORT_KEY_SHADING_SHIFT = 44,
+ SORT_KEY_SHADING_MASK = 63,
+ //44-28 material index
+ SORT_KEY_MATERIAL_INDEX_SHIFT = 28,
+ //28-8 geometry index
+ SORT_KEY_GEOMETRY_INDEX_SHIFT = 8,
+ //bits 5-7 geometry type
+ SORT_KEY_GEOMETRY_TYPE_SHIFT = 5,
+ //bits 0-5 for flags
SORT_KEY_OPAQUE_PRE_PASS = 8,
SORT_KEY_CULL_DISABLED_FLAG = 4,
SORT_KEY_SKELETON_FLAG = 2,
diff --git a/drivers/gles3/rasterizer_storage_gles3.cpp b/drivers/gles3/rasterizer_storage_gles3.cpp
index cba9f08537..ee6c738a05 100644
--- a/drivers/gles3/rasterizer_storage_gles3.cpp
+++ b/drivers/gles3/rasterizer_storage_gles3.cpp
@@ -5216,6 +5216,104 @@ void RasterizerStorageGLES3::gi_probe_dynamic_data_update(RID p_gi_probe_data, i
//glTexImage3D(GL_TEXTURE_3D,p_mipmap,GL_RGBA8,gipd->width>>p_mipmap,gipd->height>>p_mipmap,gipd->depth>>p_mipmap,0,GL_RGBA,GL_UNSIGNED_BYTE,p_data);
//glTexImage3D(GL_TEXTURE_3D,p_mipmap,GL_RGBA8,gipd->width>>p_mipmap,gipd->height>>p_mipmap,gipd->depth>>p_mipmap,0,GL_RGBA,GL_UNSIGNED_BYTE,data.ptr());
}
+/////////////////////////////
+
+RID RasterizerStorageGLES3::lightmap_capture_create() {
+
+ LightmapCapture *capture = memnew(LightmapCapture);
+ return lightmap_capture_data_owner.make_rid(capture);
+}
+
+void RasterizerStorageGLES3::lightmap_capture_set_bounds(RID p_capture, const AABB &p_bounds) {
+
+ LightmapCapture *capture = lightmap_capture_data_owner.getornull(p_capture);
+ ERR_FAIL_COND(!capture);
+ capture->bounds = p_bounds;
+ capture->instance_change_notify();
+}
+AABB RasterizerStorageGLES3::lightmap_capture_get_bounds(RID p_capture) const {
+
+ const LightmapCapture *capture = lightmap_capture_data_owner.getornull(p_capture);
+ ERR_FAIL_COND_V(!capture, AABB());
+ return capture->bounds;
+}
+void RasterizerStorageGLES3::lightmap_capture_set_octree(RID p_capture, const PoolVector<uint8_t> &p_octree) {
+
+ LightmapCapture *capture = lightmap_capture_data_owner.getornull(p_capture);
+ ERR_FAIL_COND(!capture);
+
+ ERR_FAIL_COND(p_octree.size() == 0 || (p_octree.size() % sizeof(LightmapCaptureOctree)) != 0);
+
+ capture->octree.resize(p_octree.size() / sizeof(LightmapCaptureOctree));
+ if (p_octree.size()) {
+ PoolVector<LightmapCaptureOctree>::Write w = capture->octree.write();
+ PoolVector<uint8_t>::Read r = p_octree.read();
+ copymem(w.ptr(), r.ptr(), p_octree.size());
+ }
+ capture->instance_change_notify();
+}
+PoolVector<uint8_t> RasterizerStorageGLES3::lightmap_capture_get_octree(RID p_capture) const {
+
+ const LightmapCapture *capture = lightmap_capture_data_owner.getornull(p_capture);
+ ERR_FAIL_COND_V(!capture, PoolVector<uint8_t>());
+
+ if (capture->octree.size() == 0)
+ return PoolVector<uint8_t>();
+
+ PoolVector<uint8_t> ret;
+ ret.resize(capture->octree.size() * sizeof(LightmapCaptureOctree));
+ {
+ PoolVector<LightmapCaptureOctree>::Read r = capture->octree.read();
+ PoolVector<uint8_t>::Write w = ret.write();
+ copymem(w.ptr(), r.ptr(), ret.size());
+ }
+
+ return ret;
+}
+
+void RasterizerStorageGLES3::lightmap_capture_set_octree_cell_transform(RID p_capture, const Transform &p_xform) {
+ LightmapCapture *capture = lightmap_capture_data_owner.getornull(p_capture);
+ ERR_FAIL_COND(!capture);
+ capture->cell_xform = p_xform;
+}
+
+Transform RasterizerStorageGLES3::lightmap_capture_get_octree_cell_transform(RID p_capture) const {
+ const LightmapCapture *capture = lightmap_capture_data_owner.getornull(p_capture);
+ ERR_FAIL_COND_V(!capture, Transform());
+ return capture->cell_xform;
+}
+
+void RasterizerStorageGLES3::lightmap_capture_set_octree_cell_subdiv(RID p_capture, int p_subdiv) {
+ LightmapCapture *capture = lightmap_capture_data_owner.getornull(p_capture);
+ ERR_FAIL_COND(!capture);
+ capture->cell_subdiv = p_subdiv;
+}
+
+int RasterizerStorageGLES3::lightmap_capture_get_octree_cell_subdiv(RID p_capture) const {
+ const LightmapCapture *capture = lightmap_capture_data_owner.getornull(p_capture);
+ ERR_FAIL_COND_V(!capture, 0);
+ return capture->cell_subdiv;
+}
+
+void RasterizerStorageGLES3::lightmap_capture_set_energy(RID p_capture, float p_energy) {
+
+ LightmapCapture *capture = lightmap_capture_data_owner.getornull(p_capture);
+ ERR_FAIL_COND(!capture);
+ capture->energy = p_energy;
+}
+
+float RasterizerStorageGLES3::lightmap_capture_get_energy(RID p_capture) const {
+
+ const LightmapCapture *capture = lightmap_capture_data_owner.getornull(p_capture);
+ ERR_FAIL_COND_V(!capture, 0);
+ return capture->energy;
+}
+
+const PoolVector<RasterizerStorage::LightmapCaptureOctree> *RasterizerStorageGLES3::lightmap_capture_get_octree_ptr(RID p_capture) const {
+ const LightmapCapture *capture = lightmap_capture_data_owner.getornull(p_capture);
+ ERR_FAIL_COND_V(!capture, NULL);
+ return &capture->octree;
+}
///////
@@ -5817,6 +5915,10 @@ void RasterizerStorageGLES3::instance_add_dependency(RID p_base, RasterizerScene
inst = gi_probe_owner.getornull(p_base);
ERR_FAIL_COND(!inst);
} break;
+ case VS::INSTANCE_LIGHTMAP_CAPTURE: {
+ inst = lightmap_capture_data_owner.getornull(p_base);
+ ERR_FAIL_COND(!inst);
+ } break;
default: {
if (!inst) {
ERR_FAIL();
@@ -5860,6 +5962,10 @@ void RasterizerStorageGLES3::instance_remove_dependency(RID p_base, RasterizerSc
inst = gi_probe_owner.getornull(p_base);
ERR_FAIL_COND(!inst);
} break;
+ case VS::INSTANCE_LIGHTMAP_CAPTURE: {
+ inst = lightmap_capture_data_owner.getornull(p_base);
+ ERR_FAIL_COND(!inst);
+ } break;
default: {
if (!inst) {
@@ -6609,6 +6715,10 @@ VS::InstanceType RasterizerStorageGLES3::get_base_type(RID p_rid) const {
return VS::INSTANCE_GI_PROBE;
}
+ if (lightmap_capture_data_owner.owns(p_rid)) {
+ return VS::INSTANCE_LIGHTMAP_CAPTURE;
+ }
+
return VS::INSTANCE_NONE;
}
@@ -6795,6 +6905,13 @@ bool RasterizerStorageGLES3::free(RID p_rid) {
glDeleteTextures(1, &gi_probe_data->tex_id);
gi_probe_owner.free(p_rid);
memdelete(gi_probe_data);
+ } else if (lightmap_capture_data_owner.owns(p_rid)) {
+
+ // delete the texture
+ LightmapCapture *lightmap_capture = lightmap_capture_data_owner.get(p_rid);
+
+ gi_probe_owner.free(p_rid);
+ memdelete(lightmap_capture);
} else if (canvas_occluder_owner.owns(p_rid)) {
diff --git a/drivers/gles3/rasterizer_storage_gles3.h b/drivers/gles3/rasterizer_storage_gles3.h
index 25327af0a5..6647372688 100644
--- a/drivers/gles3/rasterizer_storage_gles3.h
+++ b/drivers/gles3/rasterizer_storage_gles3.h
@@ -1069,6 +1069,38 @@ public:
virtual RID gi_probe_dynamic_data_create(int p_width, int p_height, int p_depth, GIProbeCompression p_compression);
virtual void gi_probe_dynamic_data_update(RID p_gi_probe_data, int p_depth_slice, int p_slice_count, int p_mipmap, const void *p_data);
+ /* LIGHTMAP CAPTURE */
+
+ virtual RID lightmap_capture_create();
+ virtual void lightmap_capture_set_bounds(RID p_capture, const AABB &p_bounds);
+ virtual AABB lightmap_capture_get_bounds(RID p_capture) const;
+ virtual void lightmap_capture_set_octree(RID p_capture, const PoolVector<uint8_t> &p_octree);
+ virtual PoolVector<uint8_t> lightmap_capture_get_octree(RID p_capture) const;
+ virtual void lightmap_capture_set_octree_cell_transform(RID p_capture, const Transform &p_xform);
+ virtual Transform lightmap_capture_get_octree_cell_transform(RID p_capture) const;
+ virtual void lightmap_capture_set_octree_cell_subdiv(RID p_capture, int p_subdiv);
+ virtual int lightmap_capture_get_octree_cell_subdiv(RID p_capture) const;
+
+ virtual void lightmap_capture_set_energy(RID p_capture, float p_energy);
+ virtual float lightmap_capture_get_energy(RID p_capture) const;
+
+ virtual const PoolVector<LightmapCaptureOctree> *lightmap_capture_get_octree_ptr(RID p_capture) const;
+
+ struct LightmapCapture : public Instantiable {
+
+ PoolVector<LightmapCaptureOctree> octree;
+ AABB bounds;
+ Transform cell_xform;
+ int cell_subdiv;
+ float energy;
+ LightmapCapture() {
+ energy = 1.0;
+ cell_subdiv = 1;
+ }
+ };
+
+ mutable RID_Owner<LightmapCapture> lightmap_capture_data_owner;
+
/* PARTICLES */
struct Particles : public GeometryOwner {
diff --git a/drivers/gles3/shader_compiler_gles3.cpp b/drivers/gles3/shader_compiler_gles3.cpp
index 21102e8c25..101978548d 100644
--- a/drivers/gles3/shader_compiler_gles3.cpp
+++ b/drivers/gles3/shader_compiler_gles3.cpp
@@ -812,6 +812,7 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
//for light
actions[VS::SHADER_SPATIAL].renames["VIEW"] = "view";
actions[VS::SHADER_SPATIAL].renames["LIGHT_COLOR"] = "light_color";
+ actions[VS::SHADER_SPATIAL].renames["LIGHT"] = "light";
actions[VS::SHADER_SPATIAL].renames["ATTENUATION"] = "attenuation";
actions[VS::SHADER_SPATIAL].renames["DIFFUSE_LIGHT"] = "diffuse_light";
actions[VS::SHADER_SPATIAL].renames["SPECULAR_LIGHT"] = "specular_light";
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
index 9b817c7a4e..9bc2bc079d 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -35,14 +35,14 @@ layout(location=3) in vec4 color_attrib;
layout(location=4) in vec2 uv_attrib;
#endif
-#if defined(ENABLE_UV2_INTERP)
+#if defined(ENABLE_UV2_INTERP) || defined(USE_LIGHTMAP)
layout(location=5) in vec2 uv2_attrib;
#endif
uniform float normal_mult;
#ifdef USE_SKELETON
-layout(location=6) in ivec4 bone_indices; // attrib:6
+layout(location=6) in uvec4 bone_indices; // attrib:6
layout(location=7) in vec4 bone_weights; // attrib:7
#endif
@@ -223,7 +223,7 @@ out vec4 color_interp;
out vec2 uv_interp;
#endif
-#if defined(ENABLE_UV2_INTERP)
+#if defined(ENABLE_UV2_INTERP) || defined (USE_LIGHTMAP)
out vec2 uv2_interp;
#endif
@@ -234,9 +234,6 @@ out vec3 binormal_interp;
#endif
-
-
-
#if defined(USE_MATERIAL)
layout(std140) uniform UniformData { //ubo:1
@@ -302,14 +299,16 @@ void main() {
#ifdef USE_SKELETON
{
//skeleton transform
- ivec2 tex_ofs = ivec2( bone_indices.x%256, (bone_indices.x/256)*3 );
+ ivec4 bone_indicesi = ivec4(bone_indices); // cast to signed int
+
+ ivec2 tex_ofs = ivec2( bone_indicesi.x%256, (bone_indicesi.x/256)*3 );
highp mat3x4 m = mat3x4(
texelFetch(skeleton_texture,tex_ofs,0),
texelFetch(skeleton_texture,tex_ofs+ivec2(0,1),0),
texelFetch(skeleton_texture,tex_ofs+ivec2(0,2),0)
) * bone_weights.x;
- tex_ofs = ivec2( bone_indices.y%256, (bone_indices.y/256)*3 );
+ tex_ofs = ivec2( bone_indicesi.y%256, (bone_indicesi.y/256)*3 );
m+= mat3x4(
texelFetch(skeleton_texture,tex_ofs,0),
@@ -317,7 +316,7 @@ void main() {
texelFetch(skeleton_texture,tex_ofs+ivec2(0,2),0)
) * bone_weights.y;
- tex_ofs = ivec2( bone_indices.z%256, (bone_indices.z/256)*3 );
+ tex_ofs = ivec2( bone_indicesi.z%256, (bone_indicesi.z/256)*3 );
m+= mat3x4(
texelFetch(skeleton_texture,tex_ofs,0),
@@ -326,7 +325,7 @@ void main() {
) * bone_weights.z;
- tex_ofs = ivec2( bone_indices.w%256, (bone_indices.w/256)*3 );
+ tex_ofs = ivec2( bone_indicesi.w%256, (bone_indicesi.w/256)*3 );
m+= mat3x4(
texelFetch(skeleton_texture,tex_ofs,0),
@@ -354,7 +353,7 @@ void main() {
uv_interp = uv_attrib;
#endif
-#if defined(ENABLE_UV2_INTERP)
+#if defined(ENABLE_UV2_INTERP) || defined(USE_LIGHTMAP)
uv2_interp = uv2_attrib;
#endif
@@ -547,7 +546,7 @@ in vec4 color_interp;
in vec2 uv_interp;
#endif
-#if defined(ENABLE_UV2_INTERP)
+#if defined(ENABLE_UV2_INTERP) || defined(USE_LIGHTMAP)
in vec2 uv2_interp;
#endif
@@ -1355,7 +1354,7 @@ void reflection_process(int idx, vec3 vertex, vec3 normal,vec3 binormal, vec3 ta
reflection_accum+=reflection;
}
-
+#ifndef USE_LIGHTMAP
if (reflections[idx].ambient.a>0.0) { //compute ambient using skybox
@@ -1401,8 +1400,20 @@ void reflection_process(int idx, vec3 vertex, vec3 normal,vec3 binormal, vec3 ta
ambient_accum+=ambient_out;
}
+#endif
}
+#ifdef USE_LIGHTMAP
+uniform mediump sampler2D lightmap; //texunit:-9
+uniform mediump float lightmap_energy;
+#endif
+
+#ifdef USE_LIGHTMAP_CAPTURE
+uniform mediump vec4[12] lightmap_captures;
+uniform bool lightmap_capture_sky;
+
+#endif
+
#ifdef USE_GI_PROBES
uniform mediump sampler3D gi_probe1; //texunit:-9
@@ -1630,7 +1641,7 @@ void main() {
vec2 uv = uv_interp;
#endif
-#if defined(ENABLE_UV2_INTERP)
+#if defined(ENABLE_UV2_INTERP) || defined (USE_LIGHTMAP)
vec2 uv2 = uv2_interp;
#endif
@@ -1743,7 +1754,7 @@ FRAGMENT_SHADER_CODE
//vec3 radiance = textureLod(radiance_cube, r, lod).xyz * ( brdf.x + brdf.y);
}
-
+#ifndef USE_LIGHTMAP
{
vec3 ambient_dir=normalize((radiance_inverse_xform * vec4(normal,0.0)).xyz);
@@ -1752,6 +1763,7 @@ FRAGMENT_SHADER_CODE
ambient_light=mix(ambient_light_color.rgb,env_ambient,radiance_ambient_contribution);
//ambient_light=vec3(0.0,0.0,0.0);
}
+#endif
}
#else
@@ -1936,6 +1948,48 @@ FRAGMENT_SHADER_CODE
#endif
+#ifdef USE_LIGHTMAP
+ ambient_light = texture(lightmap,uv2).rgb * lightmap_energy;
+#endif
+
+#ifdef USE_LIGHTMAP_CAPTURE
+ {
+ vec3 cone_dirs[12] = vec3[] (
+ vec3(0, 0, 1),
+ vec3(0.866025, 0, 0.5),
+ vec3(0.267617, 0.823639, 0.5),
+ vec3(-0.700629, 0.509037, 0.5),
+ vec3(-0.700629, -0.509037, 0.5),
+ vec3(0.267617, -0.823639, 0.5),
+ vec3(0, 0, -1),
+ vec3(0.866025, 0, -0.5),
+ vec3(0.267617, 0.823639, -0.5),
+ vec3(-0.700629, 0.509037, -0.5),
+ vec3(-0.700629, -0.509037, -0.5),
+ vec3(0.267617, -0.823639, -0.5)
+ );
+
+
+ vec3 local_normal = normalize(camera_matrix * vec4(normal,0.0)).xyz;
+ vec4 captured = vec4(0.0);
+ float sum = 0.0;
+ for(int i=0;i<12;i++) {
+ float amount = max(0.0,dot(local_normal,cone_dirs[i])); //not correct, but creates a nice wrap around effect
+ captured += lightmap_captures[i]*amount;
+ sum+=amount;
+ }
+
+ captured/=sum;
+
+ if (lightmap_capture_sky) {
+ ambient_light = mix( ambient_light, captured.rgb, captured.a);
+ } else {
+ ambient_light = captured.rgb;
+ }
+
+ }
+#endif
+
#ifdef USE_FORWARD_LIGHTING
@@ -1950,11 +2004,11 @@ FRAGMENT_SHADER_CODE
} else {
specular_light+=env_reflection_light;
}
-
+#ifndef USE_LIGHTMAP
if (ambient_accum.a>0.0) {
ambient_light+=ambient_accum.rgb/ambient_accum.a;
}
-
+#endif
#ifdef USE_VERTEX_LIGHTING