Fix T40078: GLSL Lamp with OnlyShadow makes weird colors in object.

To prevent only shadow lamps from producing negative colors, shr->diff
and shr->spec should've been clamped to positive values after lamp loop.
This commit is contained in:
IRIE Shinsuke
2014-05-30 16:57:15 +09:00
parent 50a7843ab1
commit 8008d9bdfd
2 changed files with 20 additions and 13 deletions

View File

@@ -765,20 +765,18 @@ static void shade_one_light(GPUShadeInput *shi, GPUShadeResult *shr, GPULamp *la
}
if (lamp->mode & LA_ONLYSHADOW) {
GPUNodeLink *rgb;
GPUNodeLink *shadrgb;
GPU_link(mat, "shade_only_shadow", i, shadfac,
GPU_dynamic_uniform(&lamp->dynenergy, GPU_DYNAMIC_LAMP_DYNENERGY, lamp->ob), &shadfac);
GPU_link(mat, "shade_mul", shi->rgb, GPU_uniform(lamp->shadow_color), &rgb);
GPU_link(mat, "mtex_rgb_invert", rgb, &rgb);
GPU_dynamic_uniform(&lamp->dynenergy, GPU_DYNAMIC_LAMP_DYNENERGY, lamp->ob),
GPU_uniform(lamp->shadow_color), &shadrgb);
if (!(lamp->mode & LA_NO_DIFF)) {
GPU_link(mat, "shade_only_shadow_diffuse", shadfac, rgb,
GPU_link(mat, "shade_only_shadow_diffuse", shadrgb, shi->rgb,
shr->diff, &shr->diff);
}
if (!(lamp->mode & LA_NO_SPEC))
GPU_link(mat, "shade_only_shadow_specular", shadfac, shi->specrgb,
GPU_link(mat, "shade_only_shadow_specular", shadrgb, shi->specrgb,
shr->spec, &shr->spec);
add_user_list(&mat->lamps, lamp);
@@ -890,6 +888,10 @@ static void material_lights(GPUShadeInput *shi, GPUShadeResult *shr)
free_object_duplilist(lb);
}
}
/* prevent only shadow lamps from producing negative colors.*/
GPU_link(shi->gpumat, "shade_clamp_positive", shr->spec, &shr->spec);
GPU_link(shi->gpumat, "shade_clamp_positive", shr->diff, &shr->diff);
}
static void texture_rgb_blend(GPUMaterial *mat, GPUNodeLink *tex, GPUNodeLink *out, GPUNodeLink *fact, GPUNodeLink *facg, int blendtype, GPUNodeLink **in)

View File

@@ -1921,19 +1921,24 @@ void ramp_rgbtobw(vec3 color, out float outval)
outval = color.r*0.3 + color.g*0.58 + color.b*0.12;
}
void shade_only_shadow(float i, float shadfac, float energy, out float outshadfac)
void shade_only_shadow(float i, float shadfac, float energy, vec3 shadcol, out vec3 outshadrgb)
{
outshadfac = i*energy*(1.0 - shadfac);
outshadrgb = i*energy*(1.0 - shadfac)*(vec3(1.0)-shadcol);
}
void shade_only_shadow_diffuse(float shadfac, vec3 rgb, vec4 diff, out vec4 outdiff)
void shade_only_shadow_diffuse(vec3 shadrgb, vec3 rgb, vec4 diff, out vec4 outdiff)
{
outdiff = diff - vec4(rgb*shadfac, 0.0);
outdiff = diff - vec4(rgb*shadrgb, 0.0);
}
void shade_only_shadow_specular(float shadfac, vec3 specrgb, vec4 spec, out vec4 outspec)
void shade_only_shadow_specular(vec3 shadrgb, vec3 specrgb, vec4 spec, out vec4 outspec)
{
outspec = spec - vec4(specrgb*shadfac, 0.0);
outspec = spec - vec4(specrgb*shadrgb, 0.0);
}
void shade_clamp_positive(vec4 col, out vec4 outcol)
{
outcol = max(col, vec4(0.0));
}
void test_shadowbuf(vec3 rco, sampler2DShadow shadowmap, mat4 shadowpersmat, float shadowbias, float inp, out float result)