gfx changes

main
Dominik Madarász 2024-08-24 00:21:38 +02:00
parent f7abcc036c
commit 4cec1b55e3
6 changed files with 34 additions and 6 deletions

View File

@ -1320,6 +1320,7 @@ enum MODEL_FLAGS {
MODEL_MATCAPS = 16,
MODEL_RIMLIGHT = 32,
MODEL_PBR = 64,
MODEL_TRANSPARENT = 128,
};
enum SHADING_MODE {
SHADING_NONE,

View File

@ -17565,6 +17565,7 @@ enum MODEL_FLAGS {
MODEL_MATCAPS = 16,
MODEL_RIMLIGHT = 32,
MODEL_PBR = 64,
MODEL_TRANSPARENT = 128,
};
enum SHADING_MODE {
@ -385540,7 +385541,13 @@ void model_set_renderstates(model_t *m) {
// Opaque pass
renderstate_t *opaque_rs = &m->rs[RENDER_PASS_OPAQUE];
{
#if 0 // @todo: we should keep blend_enabled=0, however our transparency detection still needs work
opaque_rs->blend_enabled = 0;
#else
opaque_rs->blend_enabled = 1;
opaque_rs->blend_src = GL_SRC_ALPHA;
opaque_rs->blend_dst = GL_ONE_MINUS_SRC_ALPHA;
#endif
opaque_rs->cull_face_mode = GL_BACK;
opaque_rs->front_face = GL_CW;
}
@ -385851,7 +385858,6 @@ void shader_colormap_model_internal(const char *col_name, const char *bool_name,
typedef struct drawcall_t {
model_t *m;
int mesh;
union {
uint64_t order;
@ -385889,6 +385895,9 @@ void model_draw_call(model_t m, int shader, int pass, vec3 cam_pos, mat44 model_
required_rs[i] = rs_idx;
if (required_rs[i] < RENDER_PASS_OVERRIDES_BEGIN) {
if (m.flags & MODEL_TRANSPARENT) {
required_rs[i] = RENDER_PASS_TRANSPARENT;
}
if (m.materials[i].layer[0].map.color.a < 1 || (m.materials[i].layer[0].map.texture && m.materials[i].layer[0].map.texture->transparent)) {
required_rs[i] = RENDER_PASS_TRANSPARENT;
}
@ -385913,7 +385922,7 @@ void model_draw_call(model_t m, int shader, int pass, vec3 cam_pos, mat44 model_
drawcall_t call;
call.mesh = i;
call.tex = m.textures[i];
call.distance = -1;
call.distance = 0;
if (m.shading == SHADING_PBR)
call.tex = m.materials[i].layer[MATERIAL_CHANNEL_ALBEDO].map.texture ? m.materials[i].layer[MATERIAL_CHANNEL_ALBEDO].map.texture->id : m.materials[i].layer[MATERIAL_CHANNEL_DIFFUSE].map.texture ? m.materials[i].layer[MATERIAL_CHANNEL_DIFFUSE].map.texture->id : texture_checker().id;
array_push(drawcalls, call);

View File

@ -3901,7 +3901,13 @@ void model_set_renderstates(model_t *m) {
// Opaque pass
renderstate_t *opaque_rs = &m->rs[RENDER_PASS_OPAQUE];
{
#if 0 // @todo: we should keep blend_enabled=0, however our transparency detection still needs work
opaque_rs->blend_enabled = 0;
#else
opaque_rs->blend_enabled = 1;
opaque_rs->blend_src = GL_SRC_ALPHA;
opaque_rs->blend_dst = GL_ONE_MINUS_SRC_ALPHA;
#endif
opaque_rs->cull_face_mode = GL_BACK;
opaque_rs->front_face = GL_CW;
}
@ -4212,7 +4218,6 @@ void shader_colormap_model_internal(const char *col_name, const char *bool_name,
typedef struct drawcall_t {
model_t *m;
int mesh;
union {
uint64_t order;
@ -4250,6 +4255,9 @@ void model_draw_call(model_t m, int shader, int pass, vec3 cam_pos, mat44 model_
required_rs[i] = rs_idx;
if (required_rs[i] < RENDER_PASS_OVERRIDES_BEGIN) {
if (m.flags & MODEL_TRANSPARENT) {
required_rs[i] = RENDER_PASS_TRANSPARENT;
}
if (m.materials[i].layer[0].map.color.a < 1 || (m.materials[i].layer[0].map.texture && m.materials[i].layer[0].map.texture->transparent)) {
required_rs[i] = RENDER_PASS_TRANSPARENT;
}
@ -4274,7 +4282,7 @@ void model_draw_call(model_t m, int shader, int pass, vec3 cam_pos, mat44 model_
drawcall_t call;
call.mesh = i;
call.tex = m.textures[i];
call.distance = -1;
call.distance = 0;
if (m.shading == SHADING_PBR)
call.tex = m.materials[i].layer[MATERIAL_CHANNEL_ALBEDO].map.texture ? m.materials[i].layer[MATERIAL_CHANNEL_ALBEDO].map.texture->id : m.materials[i].layer[MATERIAL_CHANNEL_DIFFUSE].map.texture ? m.materials[i].layer[MATERIAL_CHANNEL_DIFFUSE].map.texture->id : texture_checker().id;
array_push(drawcalls, call);

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@ -597,6 +597,7 @@ enum MODEL_FLAGS {
MODEL_MATCAPS = 16,
MODEL_RIMLIGHT = 32,
MODEL_PBR = 64,
MODEL_TRANSPARENT = 128,
};
enum SHADING_MODE {

View File

@ -20700,7 +20700,13 @@ void model_set_renderstates(model_t *m) {
// Opaque pass
renderstate_t *opaque_rs = &m->rs[RENDER_PASS_OPAQUE];
{
#if 0 // @todo: we should keep blend_enabled=0, however our transparency detection still needs work
opaque_rs->blend_enabled = 0;
#else
opaque_rs->blend_enabled = 1;
opaque_rs->blend_src = GL_SRC_ALPHA;
opaque_rs->blend_dst = GL_ONE_MINUS_SRC_ALPHA;
#endif
opaque_rs->cull_face_mode = GL_BACK;
opaque_rs->front_face = GL_CW;
}
@ -21011,7 +21017,6 @@ void shader_colormap_model_internal(const char *col_name, const char *bool_name,
typedef struct drawcall_t {
model_t *m;
int mesh;
union {
uint64_t order;
@ -21049,6 +21054,9 @@ void model_draw_call(model_t m, int shader, int pass, vec3 cam_pos, mat44 model_
required_rs[i] = rs_idx;
if (required_rs[i] < RENDER_PASS_OVERRIDES_BEGIN) {
if (m.flags & MODEL_TRANSPARENT) {
required_rs[i] = RENDER_PASS_TRANSPARENT;
}
if (m.materials[i].layer[0].map.color.a < 1 || (m.materials[i].layer[0].map.texture && m.materials[i].layer[0].map.texture->transparent)) {
required_rs[i] = RENDER_PASS_TRANSPARENT;
}
@ -21073,7 +21081,7 @@ void model_draw_call(model_t m, int shader, int pass, vec3 cam_pos, mat44 model_
drawcall_t call;
call.mesh = i;
call.tex = m.textures[i];
call.distance = -1;
call.distance = 0;
if (m.shading == SHADING_PBR)
call.tex = m.materials[i].layer[MATERIAL_CHANNEL_ALBEDO].map.texture ? m.materials[i].layer[MATERIAL_CHANNEL_ALBEDO].map.texture->id : m.materials[i].layer[MATERIAL_CHANNEL_DIFFUSE].map.texture ? m.materials[i].layer[MATERIAL_CHANNEL_DIFFUSE].map.texture->id : texture_checker().id;
array_push(drawcalls, call);

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@ -3632,6 +3632,7 @@ enum MODEL_FLAGS {
MODEL_MATCAPS = 16,
MODEL_RIMLIGHT = 32,
MODEL_PBR = 64,
MODEL_TRANSPARENT = 128,
};
enum SHADING_MODE {