diff --git a/bind/v4k.lua b/bind/v4k.lua index 4d0bc0e..df671b1 100644 --- a/bind/v4k.lua +++ b/bind/v4k.lua @@ -1086,7 +1086,7 @@ typedef struct texture_t { union { unsigned y, h; }; union { unsigned z, d; }; union { unsigned n, bpp; }; - handle id, unit; + handle id; unsigned texel_type; unsigned flags; char* filename; diff --git a/engine/joint/v4k.h b/engine/joint/v4k.h index deba72a..4ab75b5 100644 --- a/engine/joint/v4k.h +++ b/engine/joint/v4k.h @@ -17141,7 +17141,7 @@ typedef struct texture_t { union { unsigned y, h; }; union { unsigned z, d; }; union { unsigned n, bpp; }; - handle id, unit; + handle id; unsigned texel_type; unsigned flags; char* filename; @@ -370566,7 +370566,7 @@ void shader_mat44(const char *uniform, mat44 m) { glUniformMatrix4fv(shader_unif void shader_cubemap(const char *sampler, unsigned texture) { glUniform1i(shader_uniform(sampler), 0); glBindTexture(GL_TEXTURE_CUBE_MAP, texture); } void shader_bool(const char *uniform, bool x) { glUniform1i(shader_uniform(uniform), x); } void shader_uint(const char *uniform, unsigned x ) { glUniform1ui(shader_uniform(uniform), x); } -void shader_texture(const char *sampler, texture_t t) { shader_texture_unit(sampler, t.id, t.unit); } +void shader_texture(const char *sampler, texture_t t) { shader_texture_unit(sampler, t.id, allocate_texture_unit()); } void shader_texture_unit(const char *sampler, unsigned id, unsigned unit) { // @todo. if tex.h == 1 ? GL_TEXTURE_1D : GL_TEXTURE_2D glUniform1i(shader_uniform(sampler), unit); @@ -370711,8 +370711,8 @@ static int allocate_texture_unit() { static int textureUnit = 0, totalTextureUnits = 0; do_once glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &totalTextureUnits); - ASSERT(textureUnit < totalTextureUnits, "%d texture units exceeded", totalTextureUnits); - return textureUnit++; + // ASSERT(textureUnit < totalTextureUnits, "%d texture units exceeded", totalTextureUnits); + return textureUnit++ % totalTextureUnits; } unsigned texture_update(texture_t *t, unsigned w, unsigned h, unsigned n, const void *pixels, int flags) { @@ -370808,7 +370808,6 @@ texture_t texture_create(unsigned w, unsigned h, unsigned n, const void *pixels, texture_t texture = {0}; glGenTextures( 1, &texture.id ); texture_update( &texture, w, h, n, pixels, flags ); - texture.unit = allocate_texture_unit(); texture.transparent = texture.n > 3; // @fixme: should be true only if any pixel.a == 0 return texture; } @@ -372638,7 +372637,7 @@ bool pbr_material(pbr_material_t *pbr, const char *material) { if( strstri(t, "_N.") || strstri(t, "Normal") ) colormap(&pbr->normals, t, 0); if( strstri(t, "_S.") || strstri(t, "Specular") ) colormap(&pbr->specular, t, 0); if( strstri(t, "_A.") || strstri(t, "Albedo") ) colormap(&pbr->albedo, t, 1); // 0? - if( strstri(t, "_MR.")|| strstri(t, "Roughness") ) colormap(&pbr->roughness, t, 0); + if( strstri(t, "_MR.")|| strstri(t, "Roughness") || strstri(t, "MetallicRoughness") ) colormap(&pbr->roughness, t, 0); else if( strstri(t, "_M.") || strstri(t, "Metallic") ) colormap(&pbr->metallic, t, 0); //if( strstri(t, "_S.") || strstri(t, "Shininess") ) colormap(&pbr->roughness, t, 0); @@ -373765,7 +373764,7 @@ void model_draw_call(model_t m, int shader) { if (m.shading != SHADING_PBR) { glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, q->textures[i] ); - glUniform1i(glGetUniformLocation(shader, "u_texture2d"), 0 ); + glUniform1i(glGetUniformLocation(shader, "u_texture2d"), allocate_texture_unit() ); int loc; if ((loc = glGetUniformLocation(shader, "u_textured")) >= 0) { @@ -373778,7 +373777,7 @@ void model_draw_call(model_t m, int shader) { glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, m.lightmap.id); - glUniform1i(glGetUniformLocation(shader, "u_lightmap"), 1 ); + glUniform1i(glGetUniformLocation(shader, "u_lightmap"), allocate_texture_unit() ); } else { const pbr_material_t *material = &m.pbr_materials[i]; shader_colormap( "map_diffuse", material->diffuse ); diff --git a/engine/split/v4k_render.c b/engine/split/v4k_render.c index 97cafee..64989be 100644 --- a/engine/split/v4k_render.c +++ b/engine/split/v4k_render.c @@ -539,7 +539,7 @@ void shader_mat44(const char *uniform, mat44 m) { glUniformMatrix4fv(shader_unif void shader_cubemap(const char *sampler, unsigned texture) { glUniform1i(shader_uniform(sampler), 0); glBindTexture(GL_TEXTURE_CUBE_MAP, texture); } void shader_bool(const char *uniform, bool x) { glUniform1i(shader_uniform(uniform), x); } void shader_uint(const char *uniform, unsigned x ) { glUniform1ui(shader_uniform(uniform), x); } -void shader_texture(const char *sampler, texture_t t) { shader_texture_unit(sampler, t.id, t.unit); } +void shader_texture(const char *sampler, texture_t t) { shader_texture_unit(sampler, t.id, allocate_texture_unit()); } void shader_texture_unit(const char *sampler, unsigned id, unsigned unit) { // @todo. if tex.h == 1 ? GL_TEXTURE_1D : GL_TEXTURE_2D glUniform1i(shader_uniform(sampler), unit); @@ -684,8 +684,8 @@ static int allocate_texture_unit() { static int textureUnit = 0, totalTextureUnits = 0; do_once glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &totalTextureUnits); - ASSERT(textureUnit < totalTextureUnits, "%d texture units exceeded", totalTextureUnits); - return textureUnit++; + // ASSERT(textureUnit < totalTextureUnits, "%d texture units exceeded", totalTextureUnits); + return textureUnit++ % totalTextureUnits; } unsigned texture_update(texture_t *t, unsigned w, unsigned h, unsigned n, const void *pixels, int flags) { @@ -781,7 +781,6 @@ texture_t texture_create(unsigned w, unsigned h, unsigned n, const void *pixels, texture_t texture = {0}; glGenTextures( 1, &texture.id ); texture_update( &texture, w, h, n, pixels, flags ); - texture.unit = allocate_texture_unit(); texture.transparent = texture.n > 3; // @fixme: should be true only if any pixel.a == 0 return texture; } @@ -2611,7 +2610,7 @@ bool pbr_material(pbr_material_t *pbr, const char *material) { if( strstri(t, "_N.") || strstri(t, "Normal") ) colormap(&pbr->normals, t, 0); if( strstri(t, "_S.") || strstri(t, "Specular") ) colormap(&pbr->specular, t, 0); if( strstri(t, "_A.") || strstri(t, "Albedo") ) colormap(&pbr->albedo, t, 1); // 0? - if( strstri(t, "_MR.")|| strstri(t, "Roughness") ) colormap(&pbr->roughness, t, 0); + if( strstri(t, "_MR.")|| strstri(t, "Roughness") || strstri(t, "MetallicRoughness") ) colormap(&pbr->roughness, t, 0); else if( strstri(t, "_M.") || strstri(t, "Metallic") ) colormap(&pbr->metallic, t, 0); //if( strstri(t, "_S.") || strstri(t, "Shininess") ) colormap(&pbr->roughness, t, 0); @@ -3738,7 +3737,7 @@ void model_draw_call(model_t m, int shader) { if (m.shading != SHADING_PBR) { glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, q->textures[i] ); - glUniform1i(glGetUniformLocation(shader, "u_texture2d"), 0 ); + glUniform1i(glGetUniformLocation(shader, "u_texture2d"), allocate_texture_unit() ); int loc; if ((loc = glGetUniformLocation(shader, "u_textured")) >= 0) { @@ -3751,7 +3750,7 @@ void model_draw_call(model_t m, int shader) { glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, m.lightmap.id); - glUniform1i(glGetUniformLocation(shader, "u_lightmap"), 1 ); + glUniform1i(glGetUniformLocation(shader, "u_lightmap"), allocate_texture_unit() ); } else { const pbr_material_t *material = &m.pbr_materials[i]; shader_colormap( "map_diffuse", material->diffuse ); diff --git a/engine/split/v4k_render.h b/engine/split/v4k_render.h index b16e99a..c378264 100644 --- a/engine/split/v4k_render.h +++ b/engine/split/v4k_render.h @@ -119,7 +119,7 @@ typedef struct texture_t { union { unsigned y, h; }; union { unsigned z, d; }; union { unsigned n, bpp; }; - handle id, unit; + handle id; unsigned texel_type; unsigned flags; char* filename; diff --git a/engine/v4k.c b/engine/v4k.c index 2412928..d7548dd 100644 --- a/engine/v4k.c +++ b/engine/v4k.c @@ -17713,7 +17713,7 @@ void shader_mat44(const char *uniform, mat44 m) { glUniformMatrix4fv(shader_unif void shader_cubemap(const char *sampler, unsigned texture) { glUniform1i(shader_uniform(sampler), 0); glBindTexture(GL_TEXTURE_CUBE_MAP, texture); } void shader_bool(const char *uniform, bool x) { glUniform1i(shader_uniform(uniform), x); } void shader_uint(const char *uniform, unsigned x ) { glUniform1ui(shader_uniform(uniform), x); } -void shader_texture(const char *sampler, texture_t t) { shader_texture_unit(sampler, t.id, t.unit); } +void shader_texture(const char *sampler, texture_t t) { shader_texture_unit(sampler, t.id, allocate_texture_unit()); } void shader_texture_unit(const char *sampler, unsigned id, unsigned unit) { // @todo. if tex.h == 1 ? GL_TEXTURE_1D : GL_TEXTURE_2D glUniform1i(shader_uniform(sampler), unit); @@ -17858,8 +17858,8 @@ static int allocate_texture_unit() { static int textureUnit = 0, totalTextureUnits = 0; do_once glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &totalTextureUnits); - ASSERT(textureUnit < totalTextureUnits, "%d texture units exceeded", totalTextureUnits); - return textureUnit++; + // ASSERT(textureUnit < totalTextureUnits, "%d texture units exceeded", totalTextureUnits); + return textureUnit++ % totalTextureUnits; } unsigned texture_update(texture_t *t, unsigned w, unsigned h, unsigned n, const void *pixels, int flags) { @@ -17955,7 +17955,6 @@ texture_t texture_create(unsigned w, unsigned h, unsigned n, const void *pixels, texture_t texture = {0}; glGenTextures( 1, &texture.id ); texture_update( &texture, w, h, n, pixels, flags ); - texture.unit = allocate_texture_unit(); texture.transparent = texture.n > 3; // @fixme: should be true only if any pixel.a == 0 return texture; } @@ -19785,7 +19784,7 @@ bool pbr_material(pbr_material_t *pbr, const char *material) { if( strstri(t, "_N.") || strstri(t, "Normal") ) colormap(&pbr->normals, t, 0); if( strstri(t, "_S.") || strstri(t, "Specular") ) colormap(&pbr->specular, t, 0); if( strstri(t, "_A.") || strstri(t, "Albedo") ) colormap(&pbr->albedo, t, 1); // 0? - if( strstri(t, "_MR.")|| strstri(t, "Roughness") ) colormap(&pbr->roughness, t, 0); + if( strstri(t, "_MR.")|| strstri(t, "Roughness") || strstri(t, "MetallicRoughness") ) colormap(&pbr->roughness, t, 0); else if( strstri(t, "_M.") || strstri(t, "Metallic") ) colormap(&pbr->metallic, t, 0); //if( strstri(t, "_S.") || strstri(t, "Shininess") ) colormap(&pbr->roughness, t, 0); @@ -20912,7 +20911,7 @@ void model_draw_call(model_t m, int shader) { if (m.shading != SHADING_PBR) { glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, q->textures[i] ); - glUniform1i(glGetUniformLocation(shader, "u_texture2d"), 0 ); + glUniform1i(glGetUniformLocation(shader, "u_texture2d"), allocate_texture_unit() ); int loc; if ((loc = glGetUniformLocation(shader, "u_textured")) >= 0) { @@ -20925,7 +20924,7 @@ void model_draw_call(model_t m, int shader) { glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, m.lightmap.id); - glUniform1i(glGetUniformLocation(shader, "u_lightmap"), 1 ); + glUniform1i(glGetUniformLocation(shader, "u_lightmap"), allocate_texture_unit() ); } else { const pbr_material_t *material = &m.pbr_materials[i]; shader_colormap( "map_diffuse", material->diffuse ); diff --git a/engine/v4k.h b/engine/v4k.h index 5eb2c4a..395978f 100644 --- a/engine/v4k.h +++ b/engine/v4k.h @@ -3208,7 +3208,7 @@ typedef struct texture_t { union { unsigned y, h; }; union { unsigned z, d; }; union { unsigned n, bpp; }; - handle id, unit; + handle id; unsigned texel_type; unsigned flags; char* filename;