Merge pull request #1580 from Azaezel/alpha41/ParticleGlow

Alpha41/particle glow
This commit is contained in:
Brian Roberts 2025-10-20 19:57:28 -05:00 committed by GitHub
commit 486cb63528
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GPG key ID: B5690EEEBB952194
5 changed files with 21 additions and 4 deletions

View file

@ -1122,15 +1122,19 @@ void GFXGLShader::setConstantsFromBuffer(U8* buffer)
// Set sampler number on our program.
glUniform1i(handle->mDesc.bindPoint, handle->mDesc.samplerReg);
break;
case GFXSCT_Bool:
case GFXSCT_Int:
glUniform1iv(handle->mDesc.bindPoint, handle->mDesc.arraySize, (GLint*)(mGlobalConstBuffer + handle->mDesc.offset));
break;
case GFXSCT_Bool2:
case GFXSCT_Int2:
glUniform2iv(handle->mDesc.bindPoint, handle->mDesc.arraySize, (GLint*)(mGlobalConstBuffer + handle->mDesc.offset));
break;
case GFXSCT_Bool3:
case GFXSCT_Int3:
glUniform3iv(handle->mDesc.bindPoint, handle->mDesc.arraySize, (GLint*)(mGlobalConstBuffer + handle->mDesc.offset));
break;
case GFXSCT_Bool4:
case GFXSCT_Int4:
glUniform4iv(handle->mDesc.bindPoint, handle->mDesc.arraySize, (GLint*)(mGlobalConstBuffer + handle->mDesc.offset));
break;

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@ -495,7 +495,8 @@ void RenderParticleMgr::renderParticle(ParticleRenderInst* ri, SceneRenderState*
mParticleShaderConsts.mShaderConsts->setSafe( mParticleShaderConsts.mAlphaFactorSC, alphaFactor );
mParticleShaderConsts.mShaderConsts->setSafe( mParticleShaderConsts.mAlphaScaleSC, alphaScale );
mParticleShaderConsts.mShaderConsts->setSafe(mParticleShaderConsts.mGlowSC, ri->glow);
mParticleShaderConsts.mShaderConsts->setSafe( mParticleShaderConsts.mFSModelViewProjSC, *ri->modelViewProj );
mParticleShaderConsts.mShaderConsts->setSafe( mParticleShaderConsts.mOneOverFarSC, 1.0f / state->getFarPlane() );
@ -556,6 +557,7 @@ bool RenderParticleMgr::_initShader()
mParticleShaderConsts.mOneOverSoftnessSC = mParticleShader->getShaderConstHandle( "$oneOverSoftness" );
mParticleShaderConsts.mAlphaFactorSC = mParticleShader->getShaderConstHandle( "$alphaFactor" );
mParticleShaderConsts.mAlphaScaleSC = mParticleShader->getShaderConstHandle( "$alphaScale" );
mParticleShaderConsts.mGlowSC = mParticleShader->getShaderConstHandle("$glow");
mParticleShaderConsts.mFSModelViewProjSC = mParticleShader->getShaderConstHandle( "$fsModelViewProj" );
mParticleShaderConsts.mDeferredTargetParamsSC = mParticleShader->getShaderConstHandle( "$deferredTargetParams" );

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@ -112,6 +112,7 @@ protected:
GFXShaderConstHandle *mDeferredTargetParamsSC;
GFXShaderConstHandle *mAlphaFactorSC;
GFXShaderConstHandle *mAlphaScaleSC;
GFXShaderConstHandle* mGlowSC;
GFXShaderConstHandle *mSamplerDiffuse;
GFXShaderConstHandle *mSamplerDeferredTex;
GFXShaderConstHandle *mSamplerParaboloidLightMap;

View file

@ -19,7 +19,6 @@
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "torque.glsl"
#include "hlslCompat.glsl"
@ -77,6 +76,7 @@ vec4 lmSample( vec3 nrm )
uniform float alphaFactor;
uniform float alphaScale;
uniform bool glow;
out vec4 OUT_col;
@ -106,7 +106,12 @@ void main()
// Scale output color by the alpha factor (turn LerpAlpha into pre-multiplied alpha)
vec3 colorScale = ( alphaFactor < 0.0 ? IN_color.rgb * diffuse.rgb : vec3( alphaFactor > 0.0 ? IN_color.a * diffuse.a * alphaFactor * softBlend : softBlend ) );
if (glow)
{
vec3 glowCol = (IN_color * diffuse).rgb*10;//pow((IN_color * diffuse).rgb*10,3.54406804435);
glowCol*=glowCol*glowCol*0.54406804435;
colorScale *= glowCol.rgb;
}
OUT_col = hdrEncode( vec4( IN_color.rgb * diffuse.rgb * colorScale,
IN_color.a * diffuse.a * softBlend * alphaScale ) );
}

View file

@ -75,6 +75,7 @@ float4 lmSample( float3 nrm )
uniform float alphaFactor;
uniform float alphaScale;
uniform bool glow;
float4 main( Conn IN ) : TORQUE_TARGET0
{
@ -102,7 +103,11 @@ float4 main( Conn IN ) : TORQUE_TARGET0
// Scale output color by the alpha factor (turn LerpAlpha into pre-multiplied alpha)
float3 colorScale = ( alphaFactor < 0.0 ? IN.color.rgb * diffuse.rgb : ( alphaFactor > 0.0 ? IN.color.a * diffuse.a * alphaFactor * softBlend : softBlend ) );
if (glow)
{
float4 glowCol = float4(pow(max((IN.color * diffuse).rgb*10,0.0),3.54406804435),(IN.color * diffuse).a);
colorScale *= glowCol.rgb;
}
return hdrEncode( float4( IN.color.rgb * diffuse.rgb * colorScale,
IN.color.a * diffuse.a * softBlend * alphaScale ) );
}