Merge pull request #861 from Azaezel/alpha401/badFallbackIsBad

Revert "provide a new levelinfo. fallbackAmbient value for scenes wit…
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Brian Roberts 2022-08-27 15:17:14 -05:00 committed by GitHub
commit 00638eeb3d
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3 changed files with 7 additions and 22 deletions

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@ -68,7 +68,7 @@ extern ColorI gCanvasClearColor;
/// @see DecalManager /// @see DecalManager
extern F32 gDecalBias; extern F32 gDecalBias;
extern LinearColorF gFallbackAmbient;
/// @see AccumulationVolume /// @see AccumulationVolume
extern GFXTexHandle gLevelAccuMap; extern GFXTexHandle gLevelAccuMap;
@ -86,7 +86,6 @@ LevelInfo::LevelInfo()
mDecalBias( 0.0015f ), mDecalBias( 0.0015f ),
mCanvasClearColor( 255, 0, 255, 255 ), mCanvasClearColor( 255, 0, 255, 255 ),
mAmbientLightBlendPhase( 1.f ), mAmbientLightBlendPhase( 1.f ),
mFallbackAmbient(LinearColorF(0.1f, 0.1f, 0.1f, 1.0f)),
mSoundAmbience( NULL ), mSoundAmbience( NULL ),
mSoundDistanceModel( SFXDistanceModelLinear ), mSoundDistanceModel( SFXDistanceModelLinear ),
mSoundscape( NULL ) mSoundscape( NULL )
@ -164,8 +163,6 @@ void LevelInfo::initPersistFields()
addField( "ambientLightBlendCurve", TypeEaseF, Offset( mAmbientLightBlendCurve, LevelInfo ), addField( "ambientLightBlendCurve", TypeEaseF, Offset( mAmbientLightBlendCurve, LevelInfo ),
"Interpolation curve to use for blending from one ambient light color to a different one." ); "Interpolation curve to use for blending from one ambient light color to a different one." );
addField("fallbackAmbient", TypeColorF, Offset(mFallbackAmbient, LevelInfo),
"Ambient Color to use if no global light source exists.");
//addField( "advancedLightmapSupport", TypeBool, Offset( mAdvancedLightmapSupport, LevelInfo ), //addField( "advancedLightmapSupport", TypeBool, Offset( mAdvancedLightmapSupport, LevelInfo ),
// "Enable expanded support for mixing static and dynamic lighting (more costly)" ); // "Enable expanded support for mixing static and dynamic lighting (more costly)" );
@ -214,7 +211,6 @@ U32 LevelInfo::packUpdate(NetConnection *conn, U32 mask, BitStream *stream)
stream->writeFlag( mAdvancedLightmapSupport ); stream->writeFlag( mAdvancedLightmapSupport );
stream->write( mAmbientLightBlendPhase ); stream->write( mAmbientLightBlendPhase );
mathWrite( *stream, mAmbientLightBlendCurve ); mathWrite( *stream, mAmbientLightBlendCurve );
stream->write(mFallbackAmbient);
sfxWrite( stream, mSoundAmbience ); sfxWrite( stream, mSoundAmbience );
stream->writeInt( mSoundDistanceModel, 1 ); stream->writeInt( mSoundDistanceModel, 1 );
@ -245,7 +241,6 @@ void LevelInfo::unpackUpdate(NetConnection *conn, BitStream *stream)
mAdvancedLightmapSupport = stream->readFlag(); mAdvancedLightmapSupport = stream->readFlag();
stream->read( &mAmbientLightBlendPhase ); stream->read( &mAmbientLightBlendPhase );
mathRead( *stream, &mAmbientLightBlendCurve ); mathRead( *stream, &mAmbientLightBlendCurve );
stream->read(&mFallbackAmbient);
String errorStr; String errorStr;
if( !sfxReadAndResolve( stream, &mSoundAmbience, errorStr ) ) if( !sfxReadAndResolve( stream, &mSoundAmbience, errorStr ) )
@ -328,8 +323,8 @@ void LevelInfo::_updateSceneGraph()
scene->setVisibleGhostDistance( mVisibleGhostDistance ); scene->setVisibleGhostDistance( mVisibleGhostDistance );
gDecalBias = mDecalBias; gDecalBias = mDecalBias;
// Set ambient lighting properties. // Set ambient lighting properties.
gFallbackAmbient = mFallbackAmbient;
scene->setAmbientLightTransitionTime( mAmbientLightBlendPhase * 1000.f ); scene->setAmbientLightTransitionTime( mAmbientLightBlendPhase * 1000.f );
scene->setAmbientLightTransitionCurve( mAmbientLightBlendCurve ); scene->setAmbientLightTransitionCurve( mAmbientLightBlendCurve );

View file

@ -78,7 +78,7 @@ class LevelInfo : public NetObject
/// Interpolation for going from one global ambient color /// Interpolation for going from one global ambient color
/// to a different one. /// to a different one.
EaseF mAmbientLightBlendCurve; EaseF mAmbientLightBlendCurve;
LinearColorF mFallbackAmbient;
/// @} /// @}
/// @name Sound Properties /// @name Sound Properties

View file

@ -42,7 +42,6 @@
Signal<void(const char*,bool)> LightManager::smActivateSignal; Signal<void(const char*,bool)> LightManager::smActivateSignal;
LightManager *LightManager::smActiveLM = NULL; LightManager *LightManager::smActiveLM = NULL;
LinearColorF gFallbackAmbient;
LightManager::LightManager( const char *name, const char *id ) LightManager::LightManager( const char *name, const char *id )
: mName( name ), : mName( name ),
@ -163,28 +162,19 @@ LightInfo* LightManager::getDefaultLight()
{ {
// The sun is always our default light when // The sun is always our default light when
// when its registered. // when its registered.
if (mSpecialLights[LightManager::slSunLightType]) if ( mSpecialLights[ LightManager::slSunLightType ] )
{ return mSpecialLights[ LightManager::slSunLightType ];
mSpecialLights[LightManager::slSunLightType]->setAmbient(gFallbackAmbient);
return mSpecialLights[LightManager::slSunLightType];
}
// Else return a dummy special light. // Else return a dummy special light.
if (!mDefaultLight) if ( !mDefaultLight )
{
mDefaultLight = createLightInfo(); mDefaultLight = createLightInfo();
}
mDefaultLight->setAmbient(gFallbackAmbient);
return mDefaultLight; return mDefaultLight;
} }
LightInfo* LightManager::getSpecialLight( LightManager::SpecialLightTypesEnum type, bool useDefault ) LightInfo* LightManager::getSpecialLight( LightManager::SpecialLightTypesEnum type, bool useDefault )
{ {
if (mSpecialLights[type]) if ( mSpecialLights[type] )
{
mSpecialLights[LightManager::slSunLightType]->setAmbient(gFallbackAmbient);
return mSpecialLights[type]; return mSpecialLights[type];
}
if ( useDefault ) if ( useDefault )
return getDefaultLight(); return getDefaultLight();