Implementation of reflection and skylight probes.

Moves lighting math to the diffuse/specular two-channel logic.
This commit is contained in:
Areloch 2018-09-16 22:15:07 -05:00
parent 1f7cf55204
commit b19a4b22c8
102 changed files with 12346 additions and 1911 deletions

View file

@ -40,6 +40,7 @@
#include "console/propertyParsing.h"
#include "gfx/util/screenspace.h"
#include "scene/reflectionManager.h"
#include "lighting/probeManager.h"
ProcessedCustomMaterial::ProcessedCustomMaterial(Material &mat)
@ -322,6 +323,10 @@ bool ProcessedCustomMaterial::setupPass( SceneRenderState *state, const SceneDat
if (lm)
lm->setLightInfo(this, NULL, sgData, state, pass, shaderConsts);
ProbeManager* pm = state ? PROBEMGR : NULL;
if (pm)
pm->setProbeInfo(this, NULL, sgData, state, pass, shaderConsts);
shaderConsts->setSafe(rpd->shaderHandles.mAccumTimeSC, MATMGR->getTotalTime());
return true;