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Fix using lightmap and emissive map together #1047

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Sep 5, 2024
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13 changes: 4 additions & 9 deletions ogre2/src/Ogre2Material.cc
Original file line number Diff line number Diff line change
Expand Up @@ -753,22 +753,17 @@ void Ogre2Material::SetLightMap(const std::string &_name,
this->dataPtr->lightMapData = _img;
this->lightMapUvSet = _uvSet;

// in gz-rendering5 + ogre 2.1, we reserved detail map 0 for light map
// and set a blend mode (PBSM_BLEND_OVERLAY AND PBSM_BLEND_MULTIPLY2X
// produces better results) to blend with base albedo map. However, this
// creates unwanted red highlights with ogre 2.2. So switching to use the
// emissive map slot and calling setUseEmissiveAsLightmap(true)
// Ogre::PbsTextureTypes type = Ogre::PBSM_DETAIL0;
// this->ogreDatablock->setDetailMapBlendMode(0, Ogre::PBSM_BLEND_OVERLAY);
Ogre::PbsTextureTypes type = Ogre::PBSM_EMISSIVE;
// Apply lightmap by using the detail map slot to store the lightmap texture
// and blending it with the diffuse map.
Ogre::PbsTextureTypes type = Ogre::PBSM_DETAIL0;
this->ogreDatablock->setDetailMapBlendMode(0, Ogre::PBSM_BLEND_OVERLAY);

// lightmap usually uses a different tex coord set
if (_img == nullptr)
this->SetTextureMapImpl(this->lightMapName, type);
else
this->SetTextureMapDataImpl(this->lightMapName, _img, type);
this->ogreDatablock->setTextureUvSource(type, this->lightMapUvSet);
this->ogreDatablock->setUseEmissiveAsLightmap(true);
}

//////////////////////////////////////////////////
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