adds wetness

cliffsnotes:
   $Core::WetnessTexture = "core/rendering/images/wetMap.png"; //for the influence degree map
probes/skylight have a new canDamp boolean, set to off for probes, on for skylight by default.
:levelinfo has a dampness multiplier (0-1)
kicked up numTextures from 8 to 16 for shaderdata and postfx since that hit the 8 texture-in prior limit, and we've already adopted apis that can handle the higher count
This commit is contained in:
AzaezelX 2022-11-21 21:12:23 -06:00
parent e16351605b
commit d23ee397e6
31 changed files with 352 additions and 100 deletions

View file

@ -492,6 +492,7 @@ PostEffect::PostEffect()
mLightDirectionSC( NULL ),
mCameraForwardSC( NULL ),
mAccumTimeSC( NULL ),
mDampnessSC(NULL),
mDeltaTimeSC( NULL ),
mInvCameraMatSC( NULL ),
mMatCameraToWorldSC( NULL),
@ -785,6 +786,8 @@ void PostEffect::_setupConstants( const SceneRenderState *state )
mCameraForwardSC = mShader->getShaderConstHandle( "$camForward" );
mAccumTimeSC = mShader->getShaderConstHandle( "$accumTime" );
mDampnessSC = mShader->getShaderConstHandle("$dampness");
mDeltaTimeSC = mShader->getShaderConstHandle( "$deltaTime" );
mInvCameraMatSC = mShader->getShaderConstHandle( "$invCameraMat" );
@ -965,7 +968,8 @@ void PostEffect::_setupConstants( const SceneRenderState *state )
}
mShaderConsts->setSafe( mAccumTimeSC, MATMGR->getTotalTime() );
mShaderConsts->setSafe( mDeltaTimeSC, MATMGR->getDeltaTime() );
mShaderConsts->setSafe(mDampnessSC, MATMGR->getDampnessClamped());
// Now set all the constants that are dependent on the scene state.
if ( state )
{