gfx: centralise model shading init

main
Dominik Madarász 2024-04-15 10:07:28 +02:00
parent 8649efc974
commit c34cde2102
3 changed files with 3 additions and 42 deletions

View File

@ -386385,18 +386385,7 @@ model_t model_from_mem(const void *mem, int len, int flags) {
model_set_renderstates(&m); model_set_renderstates(&m);
const char *ptr = (const char *)mem; const char *ptr = (const char *)mem;
// can't cache shader programs since we enable features via flags here
// static int shaderprog = -1;
// if( shaderprog < 0 ) {
const char *symbols[] = { "{{include-shadowmap}}", vfs_read("shaders/fs_0_0_shadowmap_lit.glsl") }; // #define RIM
int shaderprog = shader(strlerp(1,symbols,vfs_read("shaders/vs_323444143_16_3322_model.glsl")), strlerp(1,symbols,vfs_read("shaders/fs_32_4_model.glsl")), //fs,
"att_position,att_texcoord,att_normal,att_tangent,att_instanced_matrix,,,,att_indexes,att_weights,att_vertexindex,att_color,att_bitangent,att_texcoord2","fragColor",
va("SHADING_PHONG,%s", (flags&MODEL_RIMLIGHT)?"RIM":""));
// }
// ASSERT(shaderprog > 0);
iqm_t *q = CALLOC(1, sizeof(iqm_t)); iqm_t *q = CALLOC(1, sizeof(iqm_t));
m.program = shaderprog;
int error = 1; int error = 1;
if( ptr && len ) { if( ptr && len ) {
@ -386456,9 +386445,7 @@ model_t model_from_mem(const void *mem, int len, int flags) {
glGenBuffers(1, &m.vao_instanced); glGenBuffers(1, &m.vao_instanced);
model_set_state(m); model_set_state(m);
if (flags & MODEL_PBR) { model_shading(&m, (flags & MODEL_PBR) ? SHADING_PBR : SHADING_PHONG);
model_shading(&m, SHADING_PBR);
}
} }
return m; return m;
} }

View File

@ -3780,18 +3780,7 @@ model_t model_from_mem(const void *mem, int len, int flags) {
model_set_renderstates(&m); model_set_renderstates(&m);
const char *ptr = (const char *)mem; const char *ptr = (const char *)mem;
// can't cache shader programs since we enable features via flags here
// static int shaderprog = -1;
// if( shaderprog < 0 ) {
const char *symbols[] = { "{{include-shadowmap}}", vfs_read("shaders/fs_0_0_shadowmap_lit.glsl") }; // #define RIM
int shaderprog = shader(strlerp(1,symbols,vfs_read("shaders/vs_323444143_16_3322_model.glsl")), strlerp(1,symbols,vfs_read("shaders/fs_32_4_model.glsl")), //fs,
"att_position,att_texcoord,att_normal,att_tangent,att_instanced_matrix,,,,att_indexes,att_weights,att_vertexindex,att_color,att_bitangent,att_texcoord2","fragColor",
va("SHADING_PHONG,%s", (flags&MODEL_RIMLIGHT)?"RIM":""));
// }
// ASSERT(shaderprog > 0);
iqm_t *q = CALLOC(1, sizeof(iqm_t)); iqm_t *q = CALLOC(1, sizeof(iqm_t));
m.program = shaderprog;
int error = 1; int error = 1;
if( ptr && len ) { if( ptr && len ) {
@ -3851,9 +3840,7 @@ model_t model_from_mem(const void *mem, int len, int flags) {
glGenBuffers(1, &m.vao_instanced); glGenBuffers(1, &m.vao_instanced);
model_set_state(m); model_set_state(m);
if (flags & MODEL_PBR) { model_shading(&m, (flags & MODEL_PBR) ? SHADING_PBR : SHADING_PHONG);
model_shading(&m, SHADING_PBR);
}
} }
return m; return m;
} }

View File

@ -20954,18 +20954,7 @@ model_t model_from_mem(const void *mem, int len, int flags) {
model_set_renderstates(&m); model_set_renderstates(&m);
const char *ptr = (const char *)mem; const char *ptr = (const char *)mem;
// can't cache shader programs since we enable features via flags here
// static int shaderprog = -1;
// if( shaderprog < 0 ) {
const char *symbols[] = { "{{include-shadowmap}}", vfs_read("shaders/fs_0_0_shadowmap_lit.glsl") }; // #define RIM
int shaderprog = shader(strlerp(1,symbols,vfs_read("shaders/vs_323444143_16_3322_model.glsl")), strlerp(1,symbols,vfs_read("shaders/fs_32_4_model.glsl")), //fs,
"att_position,att_texcoord,att_normal,att_tangent,att_instanced_matrix,,,,att_indexes,att_weights,att_vertexindex,att_color,att_bitangent,att_texcoord2","fragColor",
va("SHADING_PHONG,%s", (flags&MODEL_RIMLIGHT)?"RIM":""));
// }
// ASSERT(shaderprog > 0);
iqm_t *q = CALLOC(1, sizeof(iqm_t)); iqm_t *q = CALLOC(1, sizeof(iqm_t));
m.program = shaderprog;
int error = 1; int error = 1;
if( ptr && len ) { if( ptr && len ) {
@ -21025,9 +21014,7 @@ model_t model_from_mem(const void *mem, int len, int flags) {
glGenBuffers(1, &m.vao_instanced); glGenBuffers(1, &m.vao_instanced);
model_set_state(m); model_set_state(m);
if (flags & MODEL_PBR) { model_shading(&m, (flags & MODEL_PBR) ? SHADING_PBR : SHADING_PHONG);
model_shading(&m, SHADING_PBR);
}
} }
return m; return m;
} }