//// LightingModel.cpp// libraries/render-utils/src///// Created by Sam Gateau 7/1/2016.// Copyright 2016 High Fidelity, Inc.//// Distributed under the Apache License, Version 2.0.// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html//#include "LightingModel.h"#include "RandomAndNoise.h"#include "BRDF.h"#include "ZoneRenderer.h" #include "render-utils/ShaderConstants.h" #include <TBBHelpers.h> gpu::TexturePointer LightingModel::_ambientFresnelLUT; LightingModel::LightingModel() { Parameters parameters; _parametersBuffer = gpu::BufferView(std::make_shared<gpu::Buffer>(gpu::Buffer::UniformBuffer, sizeof(Parameters), (const gpu::Byte*) ¶meters, sizeof(Parameters))); #if RENDER_UTILS_ENABLE_AMBIENT_FRESNEL_LUT if (!_ambientFresnelLUT) { // Code taken from the IntegrateBRDF method as described in this talk : // https://cdn2.unrealengine.com/Resources/files/2013SiggraphPresentationsNotes-26915738.pdf const auto N_roughness = 32; const auto N_NdotV = 256; using LUTVector = std::vector<glm::u16vec2>; using LUTValueType = LUTVector::value_type::value_type; LUTVector lut(N_roughness * N_NdotV); _ambientFresnelLUT = gpu::Texture::create2D(gpu::Element{ gpu::VEC2, gpu::NUINT16, gpu::XY }, N_roughness, N_NdotV, 1U, Sampler(Sampler::FILTER_MIN_POINT_MAG_LINEAR, Sampler::WRAP_CLAMP)); tbb::parallel_for(tbb::blocked_range2d<int, int>(0, N_NdotV, 8, 0, N_roughness, 8), [&](const tbb::blocked_range2d<int, int>& range) { auto roughnessRange = range.cols(); auto ndotvRange = range.rows(); for (auto j = ndotvRange.begin(); j < ndotvRange.end(); j++) { const float NdotV = j / float(N_NdotV - 1); glm::vec3 V; V.x = std::sqrt(1.0f - NdotV * NdotV); // sin V.y = 0; V.z = NdotV; // cos for (auto k = roughnessRange.begin(); k < roughnessRange.end(); k++) { const float roughness = k / float(N_roughness - 1); const float alpha = roughness * roughness; const float alphaSquared = alpha * alpha; float A = 0.0f; float B = 0.0f; const uint NumSamples = 1024; for (uint i = 0; i < NumSamples; i++) { glm::vec2 Xi = hammersley::evaluate(i, NumSamples); glm::vec3 H = ggx::sample(Xi, roughness); float VdotH = glm::dot(V, H); glm::vec3 L = 2.0f * VdotH * H - V; float NdotL = L.z; if (NdotL > 0.0f) { VdotH = glm::clamp(VdotH, 0.0f, 1.0f); float NdotH = glm::clamp(H.z, 0.0f, 1.0f); float G = smith::evaluateFastWithoutNdotV(alphaSquared, NdotV, NdotL); float G_Vis = (G * VdotH) / NdotH; float Fc = std::pow(1.0f - VdotH, 5.0f); A += (1.0f - Fc) * G_Vis; B += Fc * G_Vis; } } A /= NumSamples; B /= NumSamples; auto& lutValue = lut[k + j * N_roughness]; lutValue.x = (LUTValueType)(glm::min(1.0f, A) * std::numeric_limits<LUTValueType>::max()); lutValue.y = (LUTValueType)(glm::min(1.0f, B) * std::numeric_limits<LUTValueType>::max()); } } }); _ambientFresnelLUT->setStoredMipFormat(_ambientFresnelLUT->getTexelFormat()); _ambientFresnelLUT->assignStoredMip(0, N_roughness * N_NdotV * sizeof(LUTVector::value_type), (const gpu::Byte*)lut.data()); }#endif} void LightingModel::setUnlit(bool enable) { if (enable != isUnlitEnabled()) { _parametersBuffer.edit<Parameters>().enableUnlit = (float) enable; }}bool LightingModel::isUnlitEnabled() const { return (bool)_parametersBuffer.get<Parameters>().enableUnlit;} void LightingModel::setEmissive(bool enable) { if (enable != isEmissiveEnabled()) { _parametersBuffer.edit<Parameters>().enableEmissive = (float)enable; }}bool LightingModel::isEmissiveEnabled() const { return (bool)_parametersBuffer.get<Parameters>().enableEmissive;}void LightingModel::setLightmap(bool enable) { if (enable != isLightmapEnabled()) { _parametersBuffer.edit<Parameters>().enableLightmap = (float)enable; }}bool LightingModel::isLightmapEnabled() const { return (bool)_parametersBuffer.get<Parameters>().enableLightmap;} void LightingModel::setBackground(bool enable) { if (enable != isBackgroundEnabled()) { _parametersBuffer.edit<Parameters>().enableBackground = (float)enable; }}bool LightingModel::isBackgroundEnabled() const { return (bool)_parametersBuffer.get<Parameters>().enableBackground;}void LightingModel::setHaze(bool enable) { if (enable != isHazeEnabled()) { _parametersBuffer.edit<Parameters>().enableHaze = (float)enable; }}bool LightingModel::isHazeEnabled() const { return (bool)_parametersBuffer.get<Parameters>().enableHaze;}void LightingModel::setObscurance(bool enable) { if (enable != isObscuranceEnabled()) { _parametersBuffer.edit<Parameters>().enableObscurance = (float)enable; }}bool LightingModel::isObscuranceEnabled() const { return (bool)_parametersBuffer.get<Parameters>().enableObscurance;} void LightingModel::setScattering(bool enable) { if (enable != isScatteringEnabled()) { _parametersBuffer.edit<Parameters>().enableScattering = (float)enable; }}bool LightingModel::isScatteringEnabled() const { return (bool)_parametersBuffer.get<Parameters>().enableScattering;} void LightingModel::setDiffuse(bool enable) { if (enable != isDiffuseEnabled()) { _parametersBuffer.edit<Parameters>().enableDiffuse = (float)enable; }}bool LightingModel::isDiffuseEnabled() const { return (bool)_parametersBuffer.get<Parameters>().enableDiffuse;}void LightingModel::setSpecular(bool enable) { if (enable != isSpecularEnabled()) { _parametersBuffer.edit<Parameters>().enableSpecular = (float)enable; }}bool LightingModel::isSpecularEnabled() const { return (bool)_parametersBuffer.get<Parameters>().enableSpecular;}void LightingModel::setAlbedo(bool enable) { if (enable != isAlbedoEnabled()) { _parametersBuffer.edit<Parameters>().enableAlbedo = (float)enable; }}bool LightingModel::isAlbedoEnabled() const { return (bool)_parametersBuffer.get<Parameters>().enableAlbedo;} void LightingModel::setMaterialTexturing(bool enable) { if (enable != isMaterialTexturingEnabled()) { _parametersBuffer.edit<Parameters>().enableMaterialTexturing = (float)enable; }}bool LightingModel::isMaterialTexturingEnabled() const { return (bool)_parametersBuffer.get<Parameters>().enableMaterialTexturing;} void LightingModel::setAmbientLight(bool enable) { if (enable != isAmbientLightEnabled()) { _parametersBuffer.edit<Parameters>().enableAmbientLight = (float)enable; }}bool LightingModel::isAmbientLightEnabled() const { return (bool)_parametersBuffer.get<Parameters>().enableAmbientLight;}void LightingModel::setDirectionalLight(bool enable) { if (enable != isDirectionalLightEnabled()) { _parametersBuffer.edit<Parameters>().enableDirectionalLight = (float)enable; }}bool LightingModel::isDirectionalLightEnabled() const { return (bool)_parametersBuffer.get<Parameters>().enableDirectionalLight;}void LightingModel::setPointLight(bool enable) { if (enable != isPointLightEnabled()) { _parametersBuffer.edit<Parameters>().enablePointLight = (float)enable; }}bool LightingModel::isPointLightEnabled() const { return (bool)_parametersBuffer.get<Parameters>().enablePointLight;}void LightingModel::setSpotLight(bool enable) { if (enable != isSpotLightEnabled()) { _parametersBuffer.edit<Parameters>().enableSpotLight = (float)enable; }}bool LightingModel::isSpotLightEnabled() const { return (bool)_parametersBuffer.get<Parameters>().enableSpotLight;} void LightingModel::setShowLightContour(bool enable) { if (enable != isShowLightContourEnabled()) { _parametersBuffer.edit<Parameters>().showLightContour = (float)enable; }}bool LightingModel::isShowLightContourEnabled() const { return (bool)_parametersBuffer.get<Parameters>().showLightContour;} void LightingModel::setWireframe(bool enable) { if (enable != isWireframeEnabled()) { _parametersBuffer.edit<Parameters>().enableWireframe = (float)enable; }}bool LightingModel::isWireframeEnabled() const { return (bool)_parametersBuffer.get<Parameters>().enableWireframe;} void LightingModel::setBloom(bool enable) { if (enable != isBloomEnabled()) { _parametersBuffer.edit<Parameters>().enableBloom = (float)enable; }}bool LightingModel::isBloomEnabled() const { return (bool)_parametersBuffer.get<Parameters>().enableBloom;} void LightingModel::setSkinning(bool enable) { if (enable != isSkinningEnabled()) { _parametersBuffer.edit<Parameters>().enableSkinning = (float)enable; }}bool LightingModel::isSkinningEnabled() const { return (bool)_parametersBuffer.get<Parameters>().enableSkinning;} void LightingModel::setBlendshape(bool enable) { if (enable != isBlendshapeEnabled()) { _parametersBuffer.edit<Parameters>().enableBlendshape = (float)enable; }}bool LightingModel::isBlendshapeEnabled() const { return (bool)_parametersBuffer.get<Parameters>().enableBlendshape;} void LightingModel::setAmbientOcclusion(bool enable) { if (enable != isAmbientOcclusionEnabled()) { _parametersBuffer.edit<Parameters>().enableAmbientOcclusion = (float)enable; }}bool LightingModel::isAmbientOcclusionEnabled() const { return (bool)_parametersBuffer.get<Parameters>().enableAmbientOcclusion;} void LightingModel::setLocalLightingEnabled(bool enable) { _enableLocalLighting = enable;}bool LightingModel::isLocalLightingEnabled() const { return _enableLocalLighting;} void LightingModel::setShadow(bool enable) { if (enable != isShadowEnabled()) { _parametersBuffer.edit<Parameters>().enableShadow = (float)enable; }}bool LightingModel::isShadowEnabled() const { return (bool)_parametersBuffer.get<Parameters>().enableShadow;} void LightingModel::setNormalMapAttenuation(float min, float max) { Parameters& parameters = _parametersBuffer.edit<Parameters>(); parameters.normalMapAttenuationMin = std::min(min, max - FLT_EPSILON); parameters.normalMapAttenuationMax = max;} MakeLightingModel::MakeLightingModel() { _lightingModel = std::make_shared<LightingModel>();} void MakeLightingModel::configure(const Config& config) { _lightingModel->setUnlit(config.enableUnlit); _lightingModel->setEmissive(config.enableEmissive); _lightingModel->setLightmap(config.enableLightmap); _lightingModel->setBackground(config.enableBackground); _lightingModel->setHaze(config.enableHaze); _lightingModel->setBloom(config.enableBloom); _lightingModel->setObscurance(config.enableObscurance); _lightingModel->setScattering(config.enableScattering); _lightingModel->setDiffuse(config.enableDiffuse); _lightingModel->setSpecular(config.enableSpecular); _lightingModel->setAlbedo(config.enableAlbedo); _lightingModel->setMaterialTexturing(config.enableMaterialTexturing); _lightingModel->setAmbientLight(config.enableAmbientLight); _lightingModel->setDirectionalLight(config.enableDirectionalLight); _lightingModel->setPointLight(config.enablePointLight); _lightingModel->setSpotLight(config.enableSpotLight); _lightingModel->setShowLightContour(config.showLightContour); _lightingModel->setWireframe(config.enableWireframe); _lightingModel->setSkinning(config.enableSkinning); _lightingModel->setBlendshape(config.enableBlendshape); _lightingModel->setAmbientOcclusion(config.enableAmbientOcclusion); _lightingModel->setLocalLightingEnabled(config.enableLocalLighting); _lightingModel->setShadow(config.enableShadow);} void MakeLightingModel::run(const render::RenderContextPointer& renderContext, LightingModelPointer& lightingModel) { lightingModel = _lightingModel; // make sure the enableTexturing flag of the render ARgs is in sync renderContext->args->_enableTexturing = _lightingModel->isMaterialTexturingEnabled(); renderContext->args->_enableBlendshape = _lightingModel->isBlendshapeEnabled(); renderContext->args->_enableSkinning = _lightingModel->isSkinningEnabled();}
//
// LightingModel.cpp
// libraries/render-utils/src/
//
// Created by Sam Gateau 7/1/2016.
// Copyright 2016 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include "LightingModel.h"
#include "RandomAndNoise.h"
#include "BRDF.h"
#include "ZoneRenderer.h"
#include "render-utils/ShaderConstants.h"
#include <TBBHelpers.h>
gpu::TexturePointer LightingModel::_ambientFresnelLUT;
LightingModel::LightingModel() {
Parameters parameters;
_parametersBuffer = gpu::BufferView(std::make_shared<gpu::Buffer>(gpu::Buffer::UniformBuffer, sizeof(Parameters), (const gpu::Byte*) ¶meters, sizeof(Parameters)));
#if RENDER_UTILS_ENABLE_AMBIENT_FRESNEL_LUT
if (!_ambientFresnelLUT) {
// Code taken from the IntegrateBRDF method as described in this talk :
// https://cdn2.unrealengine.com/Resources/files/2013SiggraphPresentationsNotes-26915738.pdf
const auto N_roughness = 32;
const auto N_NdotV = 256;
using LUTVector = std::vector<glm::u16vec2>;
using LUTValueType = LUTVector::value_type::value_type;
LUTVector lut(N_roughness * N_NdotV);
_ambientFresnelLUT = gpu::Texture::create2D(gpu::Element{ gpu::VEC2, gpu::NUINT16, gpu::XY }, N_roughness, N_NdotV, 1U,
Sampler(Sampler::FILTER_MIN_POINT_MAG_LINEAR, Sampler::WRAP_CLAMP));
tbb::parallel_for(tbb::blocked_range2d<int, int>(0, N_NdotV, 8, 0, N_roughness, 8), [&](const tbb::blocked_range2d<int, int>& range) {
auto roughnessRange = range.cols();
auto ndotvRange = range.rows();
for (auto j = ndotvRange.begin(); j < ndotvRange.end(); j++) {
const float NdotV = j / float(N_NdotV - 1);
glm::vec3 V;
V.x = std::sqrt(1.0f - NdotV * NdotV); // sin
V.y = 0;
V.z = NdotV; // cos
for (auto k = roughnessRange.begin(); k < roughnessRange.end(); k++) {
const float roughness = k / float(N_roughness - 1);
const float alpha = roughness * roughness;
const float alphaSquared = alpha * alpha;
float A = 0.0f;
float B = 0.0f;
const uint NumSamples = 1024;
for (uint i = 0; i < NumSamples; i++) {
glm::vec2 Xi = hammersley::evaluate(i, NumSamples);
glm::vec3 H = ggx::sample(Xi, roughness);
float VdotH = glm::dot(V, H);
glm::vec3 L = 2.0f * VdotH * H - V;
float NdotL = L.z;
if (NdotL > 0.0f) {
VdotH = glm::clamp(VdotH, 0.0f, 1.0f);
float NdotH = glm::clamp(H.z, 0.0f, 1.0f);
float G = smith::evaluateFastWithoutNdotV(alphaSquared, NdotV, NdotL);
float G_Vis = (G * VdotH) / NdotH;
float Fc = std::pow(1.0f - VdotH, 5.0f);
A += (1.0f - Fc) * G_Vis;
B += Fc * G_Vis;
}
}
A /= NumSamples;
B /= NumSamples;
auto& lutValue = lut[k + j * N_roughness];
lutValue.x = (LUTValueType)(glm::min(1.0f, A) * std::numeric_limits<LUTValueType>::max());
lutValue.y = (LUTValueType)(glm::min(1.0f, B) * std::numeric_limits<LUTValueType>::max());
}
}
});
_ambientFresnelLUT->setStoredMipFormat(_ambientFresnelLUT->getTexelFormat());
_ambientFresnelLUT->assignStoredMip(0, N_roughness * N_NdotV * sizeof(LUTVector::value_type), (const gpu::Byte*)lut.data());
}
#endif
}
void LightingModel::setUnlit(bool enable) {
if (enable != isUnlitEnabled()) {
_parametersBuffer.edit<Parameters>().enableUnlit = (float) enable;
}
}
bool LightingModel::isUnlitEnabled() const {
return (bool)_parametersBuffer.get<Parameters>().enableUnlit;
}
void LightingModel::setEmissive(bool enable) {
if (enable != isEmissiveEnabled()) {
_parametersBuffer.edit<Parameters>().enableEmissive = (float)enable;
}
}
bool LightingModel::isEmissiveEnabled() const {
return (bool)_parametersBuffer.get<Parameters>().enableEmissive;
}
void LightingModel::setLightmap(bool enable) {
if (enable != isLightmapEnabled()) {
_parametersBuffer.edit<Parameters>().enableLightmap = (float)enable;
}
}
bool LightingModel::isLightmapEnabled() const {
return (bool)_parametersBuffer.get<Parameters>().enableLightmap;
}
void LightingModel::setBackground(bool enable) {
if (enable != isBackgroundEnabled()) {
_parametersBuffer.edit<Parameters>().enableBackground = (float)enable;
}
}
bool LightingModel::isBackgroundEnabled() const {
return (bool)_parametersBuffer.get<Parameters>().enableBackground;
}
void LightingModel::setHaze(bool enable) {
if (enable != isHazeEnabled()) {
_parametersBuffer.edit<Parameters>().enableHaze = (float)enable;
}
}
bool LightingModel::isHazeEnabled() const {
return (bool)_parametersBuffer.get<Parameters>().enableHaze;
}
void LightingModel::setObscurance(bool enable) {
if (enable != isObscuranceEnabled()) {
_parametersBuffer.edit<Parameters>().enableObscurance = (float)enable;
}
}
bool LightingModel::isObscuranceEnabled() const {
return (bool)_parametersBuffer.get<Parameters>().enableObscurance;
}
void LightingModel::setScattering(bool enable) {
if (enable != isScatteringEnabled()) {
_parametersBuffer.edit<Parameters>().enableScattering = (float)enable;
}
}
bool LightingModel::isScatteringEnabled() const {
return (bool)_parametersBuffer.get<Parameters>().enableScattering;
}
void LightingModel::setDiffuse(bool enable) {
if (enable != isDiffuseEnabled()) {
_parametersBuffer.edit<Parameters>().enableDiffuse = (float)enable;
}
}
bool LightingModel::isDiffuseEnabled() const {
return (bool)_parametersBuffer.get<Parameters>().enableDiffuse;
}
void LightingModel::setSpecular(bool enable) {
if (enable != isSpecularEnabled()) {
_parametersBuffer.edit<Parameters>().enableSpecular = (float)enable;
}
}
bool LightingModel::isSpecularEnabled() const {
return (bool)_parametersBuffer.get<Parameters>().enableSpecular;
}
void LightingModel::setAlbedo(bool enable) {
if (enable != isAlbedoEnabled()) {
_parametersBuffer.edit<Parameters>().enableAlbedo = (float)enable;
}
}
bool LightingModel::isAlbedoEnabled() const {
return (bool)_parametersBuffer.get<Parameters>().enableAlbedo;
}
void LightingModel::setMaterialTexturing(bool enable) {
if (enable != isMaterialTexturingEnabled()) {
_parametersBuffer.edit<Parameters>().enableMaterialTexturing = (float)enable;
}
}
bool LightingModel::isMaterialTexturingEnabled() const {
return (bool)_parametersBuffer.get<Parameters>().enableMaterialTexturing;
}
void LightingModel::setAmbientLight(bool enable) {
if (enable != isAmbientLightEnabled()) {
_parametersBuffer.edit<Parameters>().enableAmbientLight = (float)enable;
}
}
bool LightingModel::isAmbientLightEnabled() const {
return (bool)_parametersBuffer.get<Parameters>().enableAmbientLight;
}
void LightingModel::setDirectionalLight(bool enable) {
if (enable != isDirectionalLightEnabled()) {
_parametersBuffer.edit<Parameters>().enableDirectionalLight = (float)enable;
}
}
bool LightingModel::isDirectionalLightEnabled() const {
return (bool)_parametersBuffer.get<Parameters>().enableDirectionalLight;
}
void LightingModel::setPointLight(bool enable) {
if (enable != isPointLightEnabled()) {
_parametersBuffer.edit<Parameters>().enablePointLight = (float)enable;
}
}
bool LightingModel::isPointLightEnabled() const {
return (bool)_parametersBuffer.get<Parameters>().enablePointLight;
}
void LightingModel::setSpotLight(bool enable) {
if (enable != isSpotLightEnabled()) {
_parametersBuffer.edit<Parameters>().enableSpotLight = (float)enable;
}
}
bool LightingModel::isSpotLightEnabled() const {
return (bool)_parametersBuffer.get<Parameters>().enableSpotLight;
}
void LightingModel::setShowLightContour(bool enable) {
if (enable != isShowLightContourEnabled()) {
_parametersBuffer.edit<Parameters>().showLightContour = (float)enable;
}
}
bool LightingModel::isShowLightContourEnabled() const {
return (bool)_parametersBuffer.get<Parameters>().showLightContour;
}
void LightingModel::setWireframe(bool enable) {
if (enable != isWireframeEnabled()) {
_parametersBuffer.edit<Parameters>().enableWireframe = (float)enable;
}
}
bool LightingModel::isWireframeEnabled() const {
return (bool)_parametersBuffer.get<Parameters>().enableWireframe;
}
void LightingModel::setBloom(bool enable) {
if (enable != isBloomEnabled()) {
_parametersBuffer.edit<Parameters>().enableBloom = (float)enable;
}
}
bool LightingModel::isBloomEnabled() const {
return (bool)_parametersBuffer.get<Parameters>().enableBloom;
}
void LightingModel::setSkinning(bool enable) {
if (enable != isSkinningEnabled()) {
_parametersBuffer.edit<Parameters>().enableSkinning = (float)enable;
}
}
bool LightingModel::isSkinningEnabled() const {
return (bool)_parametersBuffer.get<Parameters>().enableSkinning;
}
void LightingModel::setBlendshape(bool enable) {
if (enable != isBlendshapeEnabled()) {
_parametersBuffer.edit<Parameters>().enableBlendshape = (float)enable;
}
}
bool LightingModel::isBlendshapeEnabled() const {
return (bool)_parametersBuffer.get<Parameters>().enableBlendshape;
}
void LightingModel::setAmbientOcclusion(bool enable) {
if (enable != isAmbientOcclusionEnabled()) {
_parametersBuffer.edit<Parameters>().enableAmbientOcclusion = (float)enable;
}
}
bool LightingModel::isAmbientOcclusionEnabled() const {
return (bool)_parametersBuffer.get<Parameters>().enableAmbientOcclusion;
}
void LightingModel::setLocalLightingEnabled(bool enable) {
_enableLocalLighting = enable;
}
bool LightingModel::isLocalLightingEnabled() const {
return _enableLocalLighting;
}
void LightingModel::setShadow(bool enable) {
if (enable != isShadowEnabled()) {
_parametersBuffer.edit<Parameters>().enableShadow = (float)enable;
}
}
bool LightingModel::isShadowEnabled() const {
return (bool)_parametersBuffer.get<Parameters>().enableShadow;
}
void LightingModel::setNormalMapAttenuation(float min, float max) {
Parameters& parameters = _parametersBuffer.edit<Parameters>();
parameters.normalMapAttenuationMin = std::min(min, max - FLT_EPSILON);
parameters.normalMapAttenuationMax = max;
}
MakeLightingModel::MakeLightingModel() {
_lightingModel = std::make_shared<LightingModel>();
}
void MakeLightingModel::configure(const Config& config) {
_lightingModel->setUnlit(config.enableUnlit);
_lightingModel->setEmissive(config.enableEmissive);
_lightingModel->setLightmap(config.enableLightmap);
_lightingModel->setBackground(config.enableBackground);
_lightingModel->setHaze(config.enableHaze);
_lightingModel->setBloom(config.enableBloom);
_lightingModel->setObscurance(config.enableObscurance);
_lightingModel->setScattering(config.enableScattering);
_lightingModel->setDiffuse(config.enableDiffuse);
_lightingModel->setSpecular(config.enableSpecular);
_lightingModel->setAlbedo(config.enableAlbedo);
_lightingModel->setMaterialTexturing(config.enableMaterialTexturing);
_lightingModel->setAmbientLight(config.enableAmbientLight);
_lightingModel->setDirectionalLight(config.enableDirectionalLight);
_lightingModel->setPointLight(config.enablePointLight);
_lightingModel->setSpotLight(config.enableSpotLight);
_lightingModel->setShowLightContour(config.showLightContour);
_lightingModel->setWireframe(config.enableWireframe);
_lightingModel->setSkinning(config.enableSkinning);
_lightingModel->setBlendshape(config.enableBlendshape);
_lightingModel->setAmbientOcclusion(config.enableAmbientOcclusion);
_lightingModel->setLocalLightingEnabled(config.enableLocalLighting);
_lightingModel->setShadow(config.enableShadow);
}
void MakeLightingModel::run(const render::RenderContextPointer& renderContext, LightingModelPointer& lightingModel) {
lightingModel = _lightingModel;
// make sure the enableTexturing flag of the render ARgs is in sync
renderContext->args->_enableTexturing = _lightingModel->isMaterialTexturingEnabled();
renderContext->args->_enableBlendshape = _lightingModel->isBlendshapeEnabled();
renderContext->args->_enableSkinning = _lightingModel->isSkinningEnabled();
}