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https://github.com/TorqueGameEngines/Torque3D.git
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provide a new levelinfo. fallbackAmbient value for scenes with no global light source
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parent
34f2234399
commit
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3 changed files with 22 additions and 7 deletions
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@ -68,7 +68,7 @@ extern ColorI gCanvasClearColor;
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/// @see DecalManager
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extern F32 gDecalBias;
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extern LinearColorF gFallbackAmbient;
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/// @see AccumulationVolume
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extern GFXTexHandle gLevelAccuMap;
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@ -86,6 +86,7 @@ LevelInfo::LevelInfo()
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mDecalBias( 0.0015f ),
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mCanvasClearColor( 255, 0, 255, 255 ),
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mAmbientLightBlendPhase( 1.f ),
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mFallbackAmbient(LinearColorF(0.1f, 0.1f, 0.1f, 1.0f)),
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mSoundAmbience( NULL ),
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mSoundDistanceModel( SFXDistanceModelLinear ),
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mSoundscape( NULL )
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@ -163,6 +164,8 @@ void LevelInfo::initPersistFields()
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addField( "ambientLightBlendCurve", TypeEaseF, Offset( mAmbientLightBlendCurve, LevelInfo ),
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"Interpolation curve to use for blending from one ambient light color to a different one." );
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addField("fallbackAmbient", TypeColorF, Offset(mFallbackAmbient, LevelInfo),
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"Ambient Color to use if no global light source exists.");
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//addField( "advancedLightmapSupport", TypeBool, Offset( mAdvancedLightmapSupport, LevelInfo ),
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// "Enable expanded support for mixing static and dynamic lighting (more costly)" );
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@ -211,6 +214,7 @@ U32 LevelInfo::packUpdate(NetConnection *conn, U32 mask, BitStream *stream)
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stream->writeFlag( mAdvancedLightmapSupport );
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stream->write( mAmbientLightBlendPhase );
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mathWrite( *stream, mAmbientLightBlendCurve );
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stream->write(mFallbackAmbient);
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sfxWrite( stream, mSoundAmbience );
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stream->writeInt( mSoundDistanceModel, 1 );
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@ -241,6 +245,7 @@ void LevelInfo::unpackUpdate(NetConnection *conn, BitStream *stream)
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mAdvancedLightmapSupport = stream->readFlag();
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stream->read( &mAmbientLightBlendPhase );
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mathRead( *stream, &mAmbientLightBlendCurve );
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stream->read(&mFallbackAmbient);
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String errorStr;
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if( !sfxReadAndResolve( stream, &mSoundAmbience, errorStr ) )
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@ -323,8 +328,8 @@ void LevelInfo::_updateSceneGraph()
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scene->setVisibleGhostDistance( mVisibleGhostDistance );
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gDecalBias = mDecalBias;
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// Set ambient lighting properties.
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gFallbackAmbient = mFallbackAmbient;
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scene->setAmbientLightTransitionTime( mAmbientLightBlendPhase * 1000.f );
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scene->setAmbientLightTransitionCurve( mAmbientLightBlendCurve );
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