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add an ignoreLighting entry to materials
by request:, flag to utterly ignore lighting in favor of the base texture
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f903140d22
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57037080b2
15 changed files with 78 additions and 9 deletions
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@ -162,6 +162,7 @@ Material::Material()
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mGlow[i] = false;
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mReceiveShadows[i] = true;
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mIgnoreLighting[i] = false;
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mDetailScale[i].set(2.0f, 2.0f);
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@ -347,6 +348,9 @@ void Material::initPersistFields()
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"The 0 to 1 rolloff factor used in the subsurface scattering approximation.");
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addField("receiveShadows", TypeBool, Offset(mReceiveShadows, Material), MAX_STAGES,
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"Shadows being cast onto the material.");
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addField("ignoreLighting", TypeBool, Offset(mIgnoreLighting, Material), MAX_STAGES,
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"Enables emissive lighting for the material.");
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addField("doubleSided", TypeBool, Offset(mDoubleSided, Material),
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@ -306,6 +306,7 @@ public:
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bool mGlow[MAX_STAGES]; // entire stage glows
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bool mReceiveShadows[MAX_STAGES];
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bool mIgnoreLighting[MAX_STAGES];
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Point2I mCellIndex[MAX_STAGES];
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Point2I mCellLayout[MAX_STAGES];
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@ -1200,7 +1200,9 @@ void ProcessedShaderMaterial::_setShaderConstants(SceneRenderState * state, cons
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// Deferred Shading: Determine Material Info Flags
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S32 matInfoFlags =
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(mMaterial->mReceiveShadows[stageNum] ? 1 : 0) | //ReceiveShadows
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(mMaterial->mSubSurface[stageNum] ? 1 << 2 : 0); //subsurface
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(mMaterial->mSubSurface[stageNum] ? 1 << 2 : 0)| //subsurface
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(mMaterial->mIgnoreLighting[stageNum] ? 1 << 3 : 0); //IgnoreLighting
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mMaterial->mMatInfoFlags[stageNum] = matInfoFlags / 255.0f;
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shaderConsts->setSafe(handles->mMatInfoFlagsSC, mMaterial->mMatInfoFlags[stageNum]);
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if( handles->mAccuScaleSC->isValid() )
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