render: optimise pbr load
parent
d636c1c796
commit
d2582796a8
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@ -373484,16 +373484,11 @@ bool model_load_textures(iqm_t *q, const struct iqmheader *hdr, model_t *model,
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material_t mt = {0};
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mt.name = STRDUP(&str[m->material]);
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// initialise basic texture layer first
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// initialise basic texture layer
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mt.layer[MATERIAL_CHANNEL_DIFFUSE].map.color = material_color_hex ? material_color : vec4(1,1,1,1);
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mt.layer[MATERIAL_CHANNEL_DIFFUSE].map.texture = CALLOC(1, sizeof(texture_t));
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mt.layer[MATERIAL_CHANNEL_DIFFUSE].map.texture->id = *out++;
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// initialise PBR material workflow
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if (_flags & MODEL_PBR) {
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model_load_pbr(&mt);
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}
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array_push(model->materials, mt);
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}
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@ -373905,7 +373900,9 @@ void model_shading(model_t *m, int shading) {
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}
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// rebind shader
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// @fixme: destroy old shader program
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// @fixme: app crashes rn
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// glUseProgram(0);
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// glDeleteProgram(m->program);
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const char *symbols[] = { "{{include-shadowmap}}", vfs_read("shaders/fs_0_0_shadowmap_lit.glsl") }; // #define RIM
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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,
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"att_position,att_texcoord,att_normal,att_tangent,att_instanced_matrix,,,,att_indexes,att_weights,att_vertexindex,att_color,att_bitangent,att_texcoord2","fragColor",
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@ -3450,16 +3450,11 @@ bool model_load_textures(iqm_t *q, const struct iqmheader *hdr, model_t *model,
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material_t mt = {0};
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mt.name = STRDUP(&str[m->material]);
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// initialise basic texture layer first
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// initialise basic texture layer
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mt.layer[MATERIAL_CHANNEL_DIFFUSE].map.color = material_color_hex ? material_color : vec4(1,1,1,1);
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mt.layer[MATERIAL_CHANNEL_DIFFUSE].map.texture = CALLOC(1, sizeof(texture_t));
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mt.layer[MATERIAL_CHANNEL_DIFFUSE].map.texture->id = *out++;
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// initialise PBR material workflow
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if (_flags & MODEL_PBR) {
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model_load_pbr(&mt);
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}
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array_push(model->materials, mt);
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}
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@ -3871,7 +3866,9 @@ void model_shading(model_t *m, int shading) {
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}
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// rebind shader
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// @fixme: destroy old shader program
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// @fixme: app crashes rn
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// glUseProgram(0);
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// glDeleteProgram(m->program);
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const char *symbols[] = { "{{include-shadowmap}}", vfs_read("shaders/fs_0_0_shadowmap_lit.glsl") }; // #define RIM
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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,
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"att_position,att_texcoord,att_normal,att_tangent,att_instanced_matrix,,,,att_indexes,att_weights,att_vertexindex,att_color,att_bitangent,att_texcoord2","fragColor",
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11
engine/v4k.c
11
engine/v4k.c
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@ -20624,16 +20624,11 @@ bool model_load_textures(iqm_t *q, const struct iqmheader *hdr, model_t *model,
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material_t mt = {0};
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mt.name = STRDUP(&str[m->material]);
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// initialise basic texture layer first
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// initialise basic texture layer
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mt.layer[MATERIAL_CHANNEL_DIFFUSE].map.color = material_color_hex ? material_color : vec4(1,1,1,1);
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mt.layer[MATERIAL_CHANNEL_DIFFUSE].map.texture = CALLOC(1, sizeof(texture_t));
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mt.layer[MATERIAL_CHANNEL_DIFFUSE].map.texture->id = *out++;
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// initialise PBR material workflow
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if (_flags & MODEL_PBR) {
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model_load_pbr(&mt);
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}
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array_push(model->materials, mt);
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}
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@ -21045,7 +21040,9 @@ void model_shading(model_t *m, int shading) {
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}
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// rebind shader
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// @fixme: destroy old shader program
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// @fixme: app crashes rn
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// glUseProgram(0);
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// glDeleteProgram(m->program);
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const char *symbols[] = { "{{include-shadowmap}}", vfs_read("shaders/fs_0_0_shadowmap_lit.glsl") }; // #define RIM
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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,
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"att_position,att_texcoord,att_normal,att_tangent,att_instanced_matrix,,,,att_indexes,att_weights,att_vertexindex,att_color,att_bitangent,att_texcoord2","fragColor",
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