cycle texture units

main
Dominik Madarász 2024-03-21 07:13:18 +01:00
parent bbd9b4e950
commit c8a6c79bf1
6 changed files with 22 additions and 25 deletions

View File

@ -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;

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@ -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 );

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@ -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 );

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@ -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;

View File

@ -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 );

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@ -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;