stateblock changes for lighting

This commit is contained in:
Tim Barnes 2018-10-24 19:25:20 +10:00
parent ad4c115e00
commit c3fb049f89

View file

@ -26,13 +26,20 @@ new GFXStateBlockData( AL_VectorLightState )
{
blendDefined = true;
blendEnable = true;
blendSrc = GFXBlendSrcAlpha;
blendSrc = GFXBlendOne;
blendDest = GFXBlendOne;
blendOp = GFXBlendOpAdd;
colorWriteDefined = true;
colorWriteRed = true;
colorWriteBlue = true;
colorWriteGreen = true;
colorWriteAlpha = false; //disable alpha write
zDefined = true;
zEnable = false;
zWriteEnable = false;
zWriteEnable = true;
zFunc = GFXCmpGreater;
samplersDefined = true;
samplerStates[0] = SamplerClampPoint; // G-buffer
@ -49,12 +56,7 @@ new GFXStateBlockData( AL_VectorLightState )
cullMode = GFXCullNone;
stencilDefined = true;
stencilEnable = true;
stencilFailOp = GFXStencilOpKeep;
stencilZFailOp = GFXStencilOpKeep;
stencilPassOp = GFXStencilOpKeep;
stencilFunc = GFXCmpLess;
stencilRef = 0;
stencilEnable = false;
};
// Vector Light Material
@ -102,14 +104,20 @@ new GFXStateBlockData( AL_ConvexLightState )
{
blendDefined = true;
blendEnable = true;
blendSrc = GFXBlendSrcAlpha;
blendSrc = GFXBlendOne;
blendDest = GFXBlendOne;
blendOp = GFXBlendOpAdd;
colorWriteDefined = true;
colorWriteRed = true;
colorWriteBlue = true;
colorWriteGreen = true;
colorWriteAlpha = false; //disable alpha write
zDefined = true;
zEnable = true;
zWriteEnable = false;
zFunc = GFXCmpGreaterEqual;
zFunc = GFXCmpGreater;
samplersDefined = true;
samplerStates[0] = SamplerClampPoint; // G-buffer
@ -125,12 +133,7 @@ new GFXStateBlockData( AL_ConvexLightState )
cullMode = GFXCullCW;
stencilDefined = true;
stencilEnable = true;
stencilFailOp = GFXStencilOpKeep;
stencilZFailOp = GFXStencilOpKeep;
stencilPassOp = GFXStencilOpKeep;
stencilFunc = GFXCmpLess;
stencilRef = 0;
stencilEnable = false;
};
// Point Light Material
@ -297,10 +300,16 @@ new GFXStateBlockData( AL_ProbeState )
{
blendDefined = true;
blendEnable = true;
blendSrc = GFXBlendSrcAlpha;
blendSrc = GFXBlendSrcAlpha; //TODO change this to GFXBlendOne once probes are done in one pass!
blendDest = GFXBlendOne;
blendOp = GFXBlendOpAdd;
colorWriteDefined = true;
colorWriteRed = true;
colorWriteBlue = true;
colorWriteGreen = true;
colorWriteAlpha = true;
zDefined = true;
zEnable = true;
zWriteEnable = false;