fix model transparency detection

main
Dominik Madarász 2024-09-02 19:48:15 +02:00
parent b94145daca
commit dfcb0877ca
14 changed files with 42825 additions and 42719 deletions

View File

@ -109,7 +109,7 @@ int main(int argc, char** argv) {
enum { enum {
POINT, SPOT, DIR, ALL POINT, SPOT, DIR, ALL
}; };
static unsigned mode = SPOT; static unsigned mode = ALL;
if (!ui_active()) { if (!ui_active()) {
if (input_down(KEY_1)) mode = POINT; if (input_down(KEY_1)) mode = POINT;

View File

@ -11,6 +11,26 @@ Ni 1.500000
d 1.000000 d 1.000000
illum 2 illum 2
newmtl Material.001
Ns 250.000000
Ka 1.000000 1.000000 1.000000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.500000
illum 2
map_Kd fence_PNG28.png
map_d fence_PNG28.png
newmtl Material.002
Ns 250.000000
Ka 1.000000 1.000000 1.000000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.500000
d 0.266667
illum 9
map_Kd Transparent glass seamless texture 1.png
newmtl floor newmtl floor
Ns 10.000005 Ns 10.000005
Ka 1.000000 1.000000 1.000000 Ka 1.000000 1.000000 1.000000

File diff suppressed because it is too large Load Diff

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.3 MiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.5 MiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.9 MiB

View File

@ -1,15 +1,5 @@
#ifndef BRDF_GLSL #ifndef BRDF_GLSL
#define BRDF_GLSL #define BRDF_GLSL
#ifdef SHADING_PBR
#include "utils.glsl"
#define USE_BRUTEFORCE_IRRADIANCE false // Samples irradiance from tex_skysphere when enabled.
#define USE_WRAPAROUND_SPECULAR true // Makes silhouettes more reflective to avoid black pixels.
#define USE_SPECULAR_AO_ATTENUATION true // Dampens IBL specular ambient with AO if enabled.
#define USE_NORMAL_VARIATION_TO_ROUGHNESS true // Increases roughness if normal map has variation and was minified.
#define BOOST_LIGHTING 2.00f // Multiplies analytic light's color with this constant because otherwise they look really pathetic.
#define BOOST_SPECULAR 1.50f
struct ColorMap struct ColorMap
{ {
@ -30,6 +20,18 @@ uniform ColorMap map_emissive; uniform sampler2D map_emissive_tex;
#define sample_colormap(ColorMap_, uv_) \ #define sample_colormap(ColorMap_, uv_) \
(ColorMap_.has_tex ? texture( ColorMap_##_tex, uv_ ) : ColorMap_.color) (ColorMap_.has_tex ? texture( ColorMap_##_tex, uv_ ) : ColorMap_.color)
#ifdef SHADING_PBR
#include "utils.glsl"
#define USE_BRUTEFORCE_IRRADIANCE false // Samples irradiance from tex_skysphere when enabled.
#define USE_WRAPAROUND_SPECULAR true // Makes silhouettes more reflective to avoid black pixels.
#define USE_SPECULAR_AO_ATTENUATION true // Dampens IBL specular ambient with AO if enabled.
#define USE_NORMAL_VARIATION_TO_ROUGHNESS true // Increases roughness if normal map has variation and was minified.
#define BOOST_LIGHTING 2.00f // Multiplies analytic light's color with this constant because otherwise they look really pathetic.
#define BOOST_SPECULAR 1.50f
uniform float skysphere_rotation; /// set:0 uniform float skysphere_rotation; /// set:0
uniform float skysphere_mip_count; uniform float skysphere_mip_count;
uniform float exposure; /// set:1 uniform float exposure; /// set:1

View File

@ -15,12 +15,14 @@ uniform int shadow_window_size;
const float bias_modifier[NUM_SHADOW_CASCADES] = float[NUM_SHADOW_CASCADES](1.0, 6.0, 9.0, 16.0); const float bias_modifier[NUM_SHADOW_CASCADES] = float[NUM_SHADOW_CASCADES](1.0, 6.0, 9.0, 16.0);
// const float bias_modifier[NUM_SHADOW_CASCADES] = float[NUM_SHADOW_CASCADES](0.95, 0.35, 0.20, 0.15); // const float bias_modifier[NUM_SHADOW_CASCADES] = float[NUM_SHADOW_CASCADES](0.95, 0.35, 0.20, 0.15);
vec2 shadow_vsm_variance(vec3 dir, int light_index, float distance, float min_variance, float variance_transition) { vec2 shadow_vsm_variance(vec3 dir, int light_index, float distance, float min_variance, float variance_transition, out float alpha) {
// Calculate the variance // Calculate the variance
vec2 moments = texture(shadowMap[light_index], dir).rg; vec3 sampledValue = texture(shadowMap[light_index], dir).rgb;
vec2 moments = sampledValue.rg;
alpha = 1.0;//sampledValue.b;
float variance = max(moments.y - (moments.x * moments.x), min_variance); float variance = max(moments.y - (moments.x * moments.x), min_variance);
float d = distance - moments.x; float d = distance - moments.x;
return vec2(linstep(variance_transition, 1.0, variance / (variance + d * d)), moments.x); return (vec2(linstep(variance_transition, 1.0, variance / (variance + d * d)), moments.x));
} }
float shadow_vsm(float distance, vec3 dir, int light_index, float min_variance, float variance_transition, float shadow_softness_raw, float penumbra_size) { float shadow_vsm(float distance, vec3 dir, int light_index, float min_variance, float variance_transition, float shadow_softness_raw, float penumbra_size) {
@ -52,13 +54,14 @@ float shadow_vsm(float distance, vec3 dir, int light_index, float min_variance,
vec3 offset_dir = tangent * offsets.r + bitangent * offsets.g; vec3 offset_dir = tangent * offsets.r + bitangent * offsets.g;
sc.xyz = dir.xyz + offset_dir * texelSize; sc.xyz = dir.xyz + offset_dir * texelSize;
vec2 variance = shadow_vsm_variance(sc.xyz, light_index, distance, min_variance, variance_transition); float alpha;
ofs_sum += min(max(step(distance, variance.y), variance.x), 1.0); vec2 variance = shadow_vsm_variance(sc.xyz, light_index, distance, min_variance, variance_transition, alpha);
ofs_sum += min(max(step(distance*alpha, variance.y), variance.x), 1.0);
offset_dir = tangent * offsets.b + bitangent * offsets.a; offset_dir = tangent * offsets.b + bitangent * offsets.a;
sc.xyz = dir.xyz + offset_dir * texelSize; sc.xyz = dir.xyz + offset_dir * texelSize;
variance = shadow_vsm_variance(sc.xyz, light_index, distance, min_variance, variance_transition); variance = shadow_vsm_variance(sc.xyz, light_index, distance, min_variance, variance_transition, alpha);
ofs_sum += min(max(step(distance, variance.y), variance.x), 1.0); ofs_sum += min(max(step(distance*alpha, variance.y), variance.x), 1.0);
} }
float shadow_sum = ofs_sum / 8.0; float shadow_sum = ofs_sum / 8.0;
@ -70,13 +73,14 @@ float shadow_vsm(float distance, vec3 dir, int light_index, float min_variance,
vec3 offset_dir = tangent * offsets.r + bitangent * offsets.g; vec3 offset_dir = tangent * offsets.r + bitangent * offsets.g;
sc.xyz = dir.xyz + offset_dir * texelSize; sc.xyz = dir.xyz + offset_dir * texelSize;
vec2 variance = shadow_vsm_variance(sc.xyz, light_index, distance, min_variance, variance_transition); float alpha;
ofs_sum += min(max(step(distance, variance.y), variance.x), 1.0); vec2 variance = shadow_vsm_variance(sc.xyz, light_index, distance, min_variance, variance_transition, alpha);
ofs_sum += min(max(step(distance*alpha, variance.y), variance.x), 1.0);
offset_dir = tangent * offsets.b + bitangent * offsets.a; offset_dir = tangent * offsets.b + bitangent * offsets.a;
sc.xyz = dir.xyz + offset_dir * texelSize; sc.xyz = dir.xyz + offset_dir * texelSize;
variance = shadow_vsm_variance(sc.xyz, light_index, distance, min_variance, variance_transition); variance = shadow_vsm_variance(sc.xyz, light_index, distance, min_variance, variance_transition, alpha);
ofs_sum += min(max(step(distance, variance.y), variance.x), 1.0); ofs_sum += min(max(step(distance*alpha, variance.y), variance.x), 1.0);
} }
shadow_sum = ofs_sum / (samples_div2 * 2.0); shadow_sum = ofs_sum / (samples_div2 * 2.0);
@ -94,11 +98,12 @@ float shadow_vsm(float distance, vec3 dir, int light_index, float min_variance,
return shadow_sum;//min(max(step(distance, moments.x), shadow_sum), 1.0); return shadow_sum;//min(max(step(distance, moments.x), shadow_sum), 1.0);
} }
float shadowmap_cascade_sample(vec2 sc, int cascade_index, float blend_factor) { float shadowmap_cascade_sample(vec2 sc, int cascade_index, float blend_factor, out float alpha) {
float s1 = texture(shadowMap2D[cascade_index], sc).r; vec2 s1 = texture(shadowMap2D[cascade_index], sc).rg;
// float s2 = texture(shadowMap2D[cascade_index + 1], sc).r; // float s2 = texture(shadowMap2D[cascade_index + 1], sc).r;
// return mix(s1, s2, blend_factor); // return mix(s1, s2, blend_factor);
return s1; alpha = 1.0;//s1.g;
return s1.r;
} }
float shadow_csm(float distance, vec3 lightDir, int light_index, float shadow_bias, float normal_bias, float shadow_softness) { float shadow_csm(float distance, vec3 lightDir, int light_index, float shadow_bias, float normal_bias, float shadow_softness) {
@ -170,12 +175,13 @@ float shadow_csm(float distance, vec3 lightDir, int light_index, float shadow_bi
ofs_coord.x = i; ofs_coord.x = i;
vec4 offsets = texelFetch(shadow_offsets, ofs_coord, 0) * shadow_softness; vec4 offsets = texelFetch(shadow_offsets, ofs_coord, 0) * shadow_softness;
sc.xy = projCoords.xy + offsets.rg * texelSize; sc.xy = projCoords.xy + offsets.rg * texelSize;
float csmDepth = shadowmap_cascade_sample(sc.xy, cascade_index, blend_factor); float alpha;
ofs_sum += currentDepth - bias > csmDepth ? 1.0 : 0.0; float csmDepth = shadowmap_cascade_sample(sc.xy, cascade_index, blend_factor, alpha);
ofs_sum += currentDepth - bias > csmDepth ? alpha : 0.0;
sc.xy = projCoords.xy + offsets.ba * texelSize; sc.xy = projCoords.xy + offsets.ba * texelSize;
csmDepth = shadowmap_cascade_sample(sc.xy, cascade_index, blend_factor); csmDepth = shadowmap_cascade_sample(sc.xy, cascade_index, blend_factor, alpha);
ofs_sum += currentDepth - bias > csmDepth ? 1.0 : 0.0; ofs_sum += currentDepth - bias > csmDepth ? alpha : 0.0;
} }
float shadow_sum = ofs_sum / 8.0; float shadow_sum = ofs_sum / 8.0;
@ -185,12 +191,13 @@ float shadow_csm(float distance, vec3 lightDir, int light_index, float shadow_bi
ofs_coord.x = i; ofs_coord.x = i;
vec4 offsets = texelFetch(shadow_offsets, ofs_coord, 0) * shadow_softness; vec4 offsets = texelFetch(shadow_offsets, ofs_coord, 0) * shadow_softness;
sc.xy = projCoords.xy + offsets.rg * texelSize; sc.xy = projCoords.xy + offsets.rg * texelSize;
float csmDepth = shadowmap_cascade_sample(sc.xy, cascade_index, blend_factor); float alpha;
ofs_sum += currentDepth - bias > csmDepth ? 1.0 : 0.0; float csmDepth = shadowmap_cascade_sample(sc.xy, cascade_index, blend_factor, alpha);
ofs_sum += currentDepth - bias > csmDepth ? alpha : 0.0;
sc.xy = projCoords.xy + offsets.ba * texelSize; sc.xy = projCoords.xy + offsets.ba * texelSize;
csmDepth = shadowmap_cascade_sample(sc.xy, cascade_index, blend_factor); csmDepth = shadowmap_cascade_sample(sc.xy, cascade_index, blend_factor, alpha);
ofs_sum += currentDepth - bias > csmDepth ? 1.0 : 0.0; ofs_sum += currentDepth - bias > csmDepth ? alpha : 0.0;
} }
shadow_sum = ofs_sum / (samples_div2 * 2.0); shadow_sum = ofs_sum / (samples_div2 * 2.0);

View File

@ -18,6 +18,21 @@ struct surface_t {
float alpha; float alpha;
}; };
vec4 get_diffuse_map() {
vec4 result;
if (map_albedo.has_tex) {
result = sample_colormap(map_albedo, v_texcoord);
} else if (map_diffuse.has_tex) {
result = sample_colormap(map_diffuse, v_texcoord);
} else if(u_textured) {
result = texture(u_texture2d, v_texcoord);
} else {
result = u_diffuse;
}
result.a *= u_global_alpha*u_global_opacity;
return result;
}
surface_t surface() { surface_t surface() {
surface_t s; surface_t s;

View File

@ -7,6 +7,7 @@ void main() {
if (do_lightmap()) if (do_lightmap())
return; return;
surface_t surf = surface(); surface_t surf = surface();
fragcolor = surf.fragcolor; fragcolor = surf.fragcolor;
fragcolor.rgb = do_fog(fragcolor.rgb); fragcolor.rgb = do_fog(fragcolor.rgb);

View File

@ -1,12 +1,18 @@
in vec3 v_position;
out vec4 fragcolor;
const int SHADOW_VSM = 0; const int SHADOW_VSM = 0;
const int SHADOW_CSM = 1; const int SHADOW_CSM = 1;
uniform int shadow_technique; uniform int shadow_technique;
#include "model_fs.glsl"
#include "surface.glsl"
void main() { void main() {
vec4 diffuse = get_diffuse_map();
diffuse.a *= u_global_alpha*u_global_opacity;
if (diffuse.a < 0.1)
discard;
if (shadow_technique == SHADOW_VSM) { if (shadow_technique == SHADOW_VSM) {
float depth = length(v_position) / 200; float depth = length(v_position) / 200;
@ -16,9 +22,9 @@ void main() {
float dx = dFdx(depth); float dx = dFdx(depth);
float dy = dFdy(depth); float dy = dFdy(depth);
moment2 += 0.25*(dx*dx+dy*dy); moment2 += 0.25*(dx*dx+dy*dy);
fragcolor = vec4( moment1, moment2, 0.0, 1.0); fragcolor = vec4( moment1, moment2, /* diffuse.a */ 0.0, 1.0);
} }
else if (shadow_technique == SHADOW_CSM) { else if (shadow_technique == SHADOW_CSM) {
fragcolor = vec4(vec3(gl_FragCoord.z), 1.0); fragcolor = vec4(gl_FragCoord.z, /* diffuse.a */ 0.0, 0.0, 1.0);
} }
} }

View File

@ -383914,10 +383914,10 @@ void shadowmap_end(shadowmap_t *s) {
// Per-light resources // Per-light resources
for (int i = 0; i < MAX_LIGHTS; i++) { for (int i = 0; i < MAX_LIGHTS; i++) {
if (s->maps[i].shadow_technique == SHADOW_VSM) { if (s->maps[i].shadow_technique == SHADOW_VSM) {
// VSM cubemap texture (GL_RG32F) // VSM cubemap texture (GL_RGB32F)
s->vram_usage_vsm += 6 * s->vsm_texture_width * s->vsm_texture_width * 8; s->vram_usage_vsm += 6 * s->vsm_texture_width * s->vsm_texture_width * 8;
} else if (s->maps[i].shadow_technique == SHADOW_CSM) { } else if (s->maps[i].shadow_technique == SHADOW_CSM) {
// CSM textures (GL_R16F) // CSM textures (GL_RG16F)
s->vram_usage_csm += NUM_SHADOW_CASCADES * s->csm_texture_width * s->csm_texture_width * 2; s->vram_usage_csm += NUM_SHADOW_CASCADES * s->csm_texture_width * s->csm_texture_width * 2;
} }
} }
@ -386587,6 +386587,7 @@ bool model_load_textures(iqm_t *q, const struct iqmheader *hdr, model_t *model,
q->textures = q->textures ? q->textures : CALLOC(hdr->num_meshes * 8, sizeof(GLuint)); // up to 8 textures per mesh q->textures = q->textures ? q->textures : CALLOC(hdr->num_meshes * 8, sizeof(GLuint)); // up to 8 textures per mesh
q->colormaps = q->colormaps ? q->colormaps : CALLOC(hdr->num_meshes * 8, sizeof(vec4)); // up to 8 colormaps per mesh q->colormaps = q->colormaps ? q->colormaps : CALLOC(hdr->num_meshes * 8, sizeof(vec4)); // up to 8 colormaps per mesh
texture_t tex = {0};
GLuint *out = q->textures; GLuint *out = q->textures;
const char *str = hdr->ofs_text ? (char *)&q->buf[hdr->ofs_text] : ""; const char *str = hdr->ofs_text ? (char *)&q->buf[hdr->ofs_text] : "";
@ -386627,7 +386628,8 @@ bool model_load_textures(iqm_t *q, const struct iqmheader *hdr, model_t *model,
array(char) embedded_texture = base64_decode(material_embedded_texture, strlen(material_embedded_texture)); array(char) embedded_texture = base64_decode(material_embedded_texture, strlen(material_embedded_texture));
//printf("%s %d\n", material_embedded_texture, array_count(embedded_texture)); //printf("%s %d\n", material_embedded_texture, array_count(embedded_texture));
//hexdump(embedded_texture, array_count(embedded_texture)); //hexdump(embedded_texture, array_count(embedded_texture));
*out = texture_compressed_from_mem( embedded_texture, array_count(embedded_texture), flags ).id; tex = texture_compressed_from_mem( embedded_texture, array_count(embedded_texture), flags );
*out = tex.id;
array_free(embedded_texture); array_free(embedded_texture);
} }
@ -386655,7 +386657,8 @@ bool model_load_textures(iqm_t *q, const struct iqmheader *hdr, model_t *model,
material_name = va("%s", &str[m->material]); material_name = va("%s", &str[m->material]);
char* plus = strrchr(material_name, '+'); char* plus = strrchr(material_name, '+');
if (plus) { strcpy_safe(plus, file_ext(material_name)); } if (plus) { strcpy_safe(plus, file_ext(material_name)); }
*out = texture_compressed(material_name, flags).id; tex = texture_compressed(material_name, flags);
*out = tex.id;
} }
// else try right token // else try right token
if (*out == invalid) { if (*out == invalid) {
@ -386663,12 +386666,14 @@ bool model_load_textures(iqm_t *q, const struct iqmheader *hdr, model_t *model,
char* plus = strrchr(material_name, '+'), *slash = strrchr(material_name, '/'); char* plus = strrchr(material_name, '+'), *slash = strrchr(material_name, '/');
if (plus) { if (plus) {
strcpy_safe(slash ? slash + 1 : material_name, plus + 1); strcpy_safe(slash ? slash + 1 : material_name, plus + 1);
*out = texture_compressed(material_name, flags).id; tex = texture_compressed(material_name, flags);
*out = tex.id;
} }
} }
// else last resort // else last resort
if (*out == invalid) { if (*out == invalid) {
*out = texture_compressed(material_name, flags).id; // needed? tex = texture_compressed(material_name, flags);
*out = tex.id; // needed?
} }
} }
@ -386677,7 +386682,8 @@ bool model_load_textures(iqm_t *q, const struct iqmheader *hdr, model_t *model,
} else { } else {
PRINTF("warn: material[%d] not found: %s\n", i, &str[m->material]); PRINTF("warn: material[%d] not found: %s\n", i, &str[m->material]);
PRINTF("warn: using placeholder material[%d]=texture_checker\n", i); PRINTF("warn: using placeholder material[%d]=texture_checker\n", i);
*out = texture_checker().id; // placeholder tex = texture_checker();
*out = tex.id; // placeholder
} }
inscribe_tex:; inscribe_tex:;
@ -386691,7 +386697,8 @@ bool model_load_textures(iqm_t *q, const struct iqmheader *hdr, model_t *model,
// initialise basic texture layer // initialise basic texture layer
mt.layer[MATERIAL_CHANNEL_DIFFUSE].map.color = material_color_hex ? material_color : vec4(1,1,1,1); mt.layer[MATERIAL_CHANNEL_DIFFUSE].map.color = material_color_hex ? material_color : vec4(1,1,1,1);
mt.layer[MATERIAL_CHANNEL_DIFFUSE].map.texture = CALLOC(1, sizeof(texture_t)); mt.layer[MATERIAL_CHANNEL_DIFFUSE].map.texture = CALLOC(1, sizeof(texture_t));
mt.layer[MATERIAL_CHANNEL_DIFFUSE].map.texture->id = *out++; *mt.layer[MATERIAL_CHANNEL_DIFFUSE].map.texture = tex;
out++;
array_push(model->materials, mt); array_push(model->materials, mt);
} }
@ -386781,7 +386788,7 @@ void model_set_renderstates(model_t *m) {
csm_shadow_rs->blend_dst = GL_ONE_MINUS_SRC_ALPHA; csm_shadow_rs->blend_dst = GL_ONE_MINUS_SRC_ALPHA;
csm_shadow_rs->depth_test_enabled = true; csm_shadow_rs->depth_test_enabled = true;
csm_shadow_rs->depth_write_enabled = true; csm_shadow_rs->depth_write_enabled = true;
csm_shadow_rs->cull_face_enabled = 1; csm_shadow_rs->cull_face_enabled = 0;
csm_shadow_rs->cull_face_mode = GL_BACK; csm_shadow_rs->cull_face_mode = GL_BACK;
csm_shadow_rs->front_face = GL_CW; csm_shadow_rs->front_face = GL_CW;
csm_shadow_rs->depth_clamp_enabled = 1; csm_shadow_rs->depth_clamp_enabled = 1;
@ -386794,7 +386801,7 @@ void model_set_renderstates(model_t *m) {
vsm_shadow_rs->blend_dst = GL_ONE_MINUS_SRC_ALPHA; vsm_shadow_rs->blend_dst = GL_ONE_MINUS_SRC_ALPHA;
vsm_shadow_rs->depth_test_enabled = true; vsm_shadow_rs->depth_test_enabled = true;
vsm_shadow_rs->depth_write_enabled = true; vsm_shadow_rs->depth_write_enabled = true;
vsm_shadow_rs->cull_face_enabled = 1; vsm_shadow_rs->cull_face_enabled = 0;
vsm_shadow_rs->cull_face_mode = GL_BACK; vsm_shadow_rs->cull_face_mode = GL_BACK;
vsm_shadow_rs->front_face = GL_CW; vsm_shadow_rs->front_face = GL_CW;
vsm_shadow_rs->depth_clamp_enabled = 1; vsm_shadow_rs->depth_clamp_enabled = 1;
@ -387123,7 +387130,7 @@ bool model_has_transparency_mesh(model_t m, int mesh) {
if (m.flags & MODEL_TRANSPARENT) { if (m.flags & MODEL_TRANSPARENT) {
return true; return true;
} }
if (m.materials[mesh].layer[0].map.color.a < 1 || (m.materials[mesh].layer[0].map.texture && m.materials[mesh].layer[0].map.texture->transparent)) { if (m.materials[mesh].layer[MATERIAL_CHANNEL_DIFFUSE].map.color.a < 1 || (m.materials[mesh].layer[MATERIAL_CHANNEL_DIFFUSE].map.texture && m.materials[mesh].layer[MATERIAL_CHANNEL_DIFFUSE].map.texture->transparent)) {
return true; return true;
} }
if (m.shading == SHADING_PBR && (m.materials[mesh].layer[MATERIAL_CHANNEL_ALBEDO].map.color.a < 1 || (m.materials[mesh].layer[MATERIAL_CHANNEL_ALBEDO].map.texture && m.materials[mesh].layer[MATERIAL_CHANNEL_ALBEDO].map.texture->transparent))){ if (m.shading == SHADING_PBR && (m.materials[mesh].layer[MATERIAL_CHANNEL_ALBEDO].map.color.a < 1 || (m.materials[mesh].layer[MATERIAL_CHANNEL_ALBEDO].map.texture && m.materials[mesh].layer[MATERIAL_CHANNEL_ALBEDO].map.texture->transparent))){
@ -387277,7 +387284,6 @@ void model_draw_call(model_t m, int shader, int pass, vec3 cam_pos, mat44 model_
rs = &m.rs[rs_idx]; rs = &m.rs[rs_idx];
renderstate_apply(rs); renderstate_apply(rs);
} }
if (rs_idx < RENDER_PASS_SHADOW_BEGIN || rs_idx > RENDER_PASS_SHADOW_END) {
if (m.shading != SHADING_PBR) { if (m.shading != SHADING_PBR) {
shader_texture_unit("u_texture2d", q->textures[i], texture_unit()); shader_texture_unit("u_texture2d", q->textures[i], texture_unit());
shader_texture("u_lightmap", m.lightmap); shader_texture("u_lightmap", m.lightmap);
@ -387294,9 +387300,10 @@ void model_draw_call(model_t m, int shader, int pass, vec3 cam_pos, mat44 model_
} else { } else {
const material_t *material = &m.materials[i]; const material_t *material = &m.materials[i];
shader_colormap_model_internal( "map_diffuse.color", "map_diffuse.has_tex", "map_diffuse_tex", material->layer[MATERIAL_CHANNEL_DIFFUSE].map ); shader_colormap_model_internal( "map_diffuse.color", "map_diffuse.has_tex", "map_diffuse_tex", material->layer[MATERIAL_CHANNEL_DIFFUSE].map );
shader_colormap_model_internal( "map_albedo.color", "map_albedo.has_tex", "map_albedo_tex", material->layer[MATERIAL_CHANNEL_ALBEDO].map );
if (rs_idx < RENDER_PASS_SHADOW_BEGIN || rs_idx > RENDER_PASS_SHADOW_END) {
shader_colormap_model_internal( "map_normals.color", "map_normals.has_tex", "map_normals_tex", material->layer[MATERIAL_CHANNEL_NORMALS].map ); shader_colormap_model_internal( "map_normals.color", "map_normals.has_tex", "map_normals_tex", material->layer[MATERIAL_CHANNEL_NORMALS].map );
shader_colormap_model_internal( "map_specular.color", "map_specular.has_tex", "map_specular_tex", material->layer[MATERIAL_CHANNEL_SPECULAR].map ); shader_colormap_model_internal( "map_specular.color", "map_specular.has_tex", "map_specular_tex", material->layer[MATERIAL_CHANNEL_SPECULAR].map );
shader_colormap_model_internal( "map_albedo.color", "map_albedo.has_tex", "map_albedo_tex", material->layer[MATERIAL_CHANNEL_ALBEDO].map );
shader_colormap_model_internal( "map_roughness.color", "map_roughness.has_tex", "map_roughness_tex", material->layer[MATERIAL_CHANNEL_ROUGHNESS].map ); shader_colormap_model_internal( "map_roughness.color", "map_roughness.has_tex", "map_roughness_tex", material->layer[MATERIAL_CHANNEL_ROUGHNESS].map );
shader_colormap_model_internal( "map_metallic.color", "map_metallic.has_tex", "map_metallic_tex", material->layer[MATERIAL_CHANNEL_METALLIC].map ); shader_colormap_model_internal( "map_metallic.color", "map_metallic.has_tex", "map_metallic_tex", material->layer[MATERIAL_CHANNEL_METALLIC].map );
shader_colormap_model_internal( "map_ao.color", "map_ao.has_tex", "map_ao_tex", material->layer[MATERIAL_CHANNEL_AO].map ); shader_colormap_model_internal( "map_ao.color", "map_ao.has_tex", "map_ao_tex", material->layer[MATERIAL_CHANNEL_AO].map );

View File

@ -2094,10 +2094,10 @@ void shadowmap_end(shadowmap_t *s) {
// Per-light resources // Per-light resources
for (int i = 0; i < MAX_LIGHTS; i++) { for (int i = 0; i < MAX_LIGHTS; i++) {
if (s->maps[i].shadow_technique == SHADOW_VSM) { if (s->maps[i].shadow_technique == SHADOW_VSM) {
// VSM cubemap texture (GL_RG32F) // VSM cubemap texture (GL_RGB32F)
s->vram_usage_vsm += 6 * s->vsm_texture_width * s->vsm_texture_width * 8; s->vram_usage_vsm += 6 * s->vsm_texture_width * s->vsm_texture_width * 8;
} else if (s->maps[i].shadow_technique == SHADOW_CSM) { } else if (s->maps[i].shadow_technique == SHADOW_CSM) {
// CSM textures (GL_R16F) // CSM textures (GL_RG16F)
s->vram_usage_csm += NUM_SHADOW_CASCADES * s->csm_texture_width * s->csm_texture_width * 2; s->vram_usage_csm += NUM_SHADOW_CASCADES * s->csm_texture_width * s->csm_texture_width * 2;
} }
} }
@ -4767,6 +4767,7 @@ bool model_load_textures(iqm_t *q, const struct iqmheader *hdr, model_t *model,
q->textures = q->textures ? q->textures : CALLOC(hdr->num_meshes * 8, sizeof(GLuint)); // up to 8 textures per mesh q->textures = q->textures ? q->textures : CALLOC(hdr->num_meshes * 8, sizeof(GLuint)); // up to 8 textures per mesh
q->colormaps = q->colormaps ? q->colormaps : CALLOC(hdr->num_meshes * 8, sizeof(vec4)); // up to 8 colormaps per mesh q->colormaps = q->colormaps ? q->colormaps : CALLOC(hdr->num_meshes * 8, sizeof(vec4)); // up to 8 colormaps per mesh
texture_t tex = {0};
GLuint *out = q->textures; GLuint *out = q->textures;
const char *str = hdr->ofs_text ? (char *)&q->buf[hdr->ofs_text] : ""; const char *str = hdr->ofs_text ? (char *)&q->buf[hdr->ofs_text] : "";
@ -4807,7 +4808,8 @@ bool model_load_textures(iqm_t *q, const struct iqmheader *hdr, model_t *model,
array(char) embedded_texture = base64_decode(material_embedded_texture, strlen(material_embedded_texture)); array(char) embedded_texture = base64_decode(material_embedded_texture, strlen(material_embedded_texture));
//printf("%s %d\n", material_embedded_texture, array_count(embedded_texture)); //printf("%s %d\n", material_embedded_texture, array_count(embedded_texture));
//hexdump(embedded_texture, array_count(embedded_texture)); //hexdump(embedded_texture, array_count(embedded_texture));
*out = texture_compressed_from_mem( embedded_texture, array_count(embedded_texture), flags ).id; tex = texture_compressed_from_mem( embedded_texture, array_count(embedded_texture), flags );
*out = tex.id;
array_free(embedded_texture); array_free(embedded_texture);
} }
@ -4835,7 +4837,8 @@ bool model_load_textures(iqm_t *q, const struct iqmheader *hdr, model_t *model,
material_name = va("%s", &str[m->material]); material_name = va("%s", &str[m->material]);
char* plus = strrchr(material_name, '+'); char* plus = strrchr(material_name, '+');
if (plus) { strcpy_safe(plus, file_ext(material_name)); } if (plus) { strcpy_safe(plus, file_ext(material_name)); }
*out = texture_compressed(material_name, flags).id; tex = texture_compressed(material_name, flags);
*out = tex.id;
} }
// else try right token // else try right token
if (*out == invalid) { if (*out == invalid) {
@ -4843,12 +4846,14 @@ bool model_load_textures(iqm_t *q, const struct iqmheader *hdr, model_t *model,
char* plus = strrchr(material_name, '+'), *slash = strrchr(material_name, '/'); char* plus = strrchr(material_name, '+'), *slash = strrchr(material_name, '/');
if (plus) { if (plus) {
strcpy_safe(slash ? slash + 1 : material_name, plus + 1); strcpy_safe(slash ? slash + 1 : material_name, plus + 1);
*out = texture_compressed(material_name, flags).id; tex = texture_compressed(material_name, flags);
*out = tex.id;
} }
} }
// else last resort // else last resort
if (*out == invalid) { if (*out == invalid) {
*out = texture_compressed(material_name, flags).id; // needed? tex = texture_compressed(material_name, flags);
*out = tex.id; // needed?
} }
} }
@ -4857,7 +4862,8 @@ bool model_load_textures(iqm_t *q, const struct iqmheader *hdr, model_t *model,
} else { } else {
PRINTF("warn: material[%d] not found: %s\n", i, &str[m->material]); PRINTF("warn: material[%d] not found: %s\n", i, &str[m->material]);
PRINTF("warn: using placeholder material[%d]=texture_checker\n", i); PRINTF("warn: using placeholder material[%d]=texture_checker\n", i);
*out = texture_checker().id; // placeholder tex = texture_checker();
*out = tex.id; // placeholder
} }
inscribe_tex:; inscribe_tex:;
@ -4871,7 +4877,8 @@ bool model_load_textures(iqm_t *q, const struct iqmheader *hdr, model_t *model,
// initialise basic texture layer // initialise basic texture layer
mt.layer[MATERIAL_CHANNEL_DIFFUSE].map.color = material_color_hex ? material_color : vec4(1,1,1,1); mt.layer[MATERIAL_CHANNEL_DIFFUSE].map.color = material_color_hex ? material_color : vec4(1,1,1,1);
mt.layer[MATERIAL_CHANNEL_DIFFUSE].map.texture = CALLOC(1, sizeof(texture_t)); mt.layer[MATERIAL_CHANNEL_DIFFUSE].map.texture = CALLOC(1, sizeof(texture_t));
mt.layer[MATERIAL_CHANNEL_DIFFUSE].map.texture->id = *out++; *mt.layer[MATERIAL_CHANNEL_DIFFUSE].map.texture = tex;
out++;
array_push(model->materials, mt); array_push(model->materials, mt);
} }
@ -4961,7 +4968,7 @@ void model_set_renderstates(model_t *m) {
csm_shadow_rs->blend_dst = GL_ONE_MINUS_SRC_ALPHA; csm_shadow_rs->blend_dst = GL_ONE_MINUS_SRC_ALPHA;
csm_shadow_rs->depth_test_enabled = true; csm_shadow_rs->depth_test_enabled = true;
csm_shadow_rs->depth_write_enabled = true; csm_shadow_rs->depth_write_enabled = true;
csm_shadow_rs->cull_face_enabled = 1; csm_shadow_rs->cull_face_enabled = 0;
csm_shadow_rs->cull_face_mode = GL_BACK; csm_shadow_rs->cull_face_mode = GL_BACK;
csm_shadow_rs->front_face = GL_CW; csm_shadow_rs->front_face = GL_CW;
csm_shadow_rs->depth_clamp_enabled = 1; csm_shadow_rs->depth_clamp_enabled = 1;
@ -4974,7 +4981,7 @@ void model_set_renderstates(model_t *m) {
vsm_shadow_rs->blend_dst = GL_ONE_MINUS_SRC_ALPHA; vsm_shadow_rs->blend_dst = GL_ONE_MINUS_SRC_ALPHA;
vsm_shadow_rs->depth_test_enabled = true; vsm_shadow_rs->depth_test_enabled = true;
vsm_shadow_rs->depth_write_enabled = true; vsm_shadow_rs->depth_write_enabled = true;
vsm_shadow_rs->cull_face_enabled = 1; vsm_shadow_rs->cull_face_enabled = 0;
vsm_shadow_rs->cull_face_mode = GL_BACK; vsm_shadow_rs->cull_face_mode = GL_BACK;
vsm_shadow_rs->front_face = GL_CW; vsm_shadow_rs->front_face = GL_CW;
vsm_shadow_rs->depth_clamp_enabled = 1; vsm_shadow_rs->depth_clamp_enabled = 1;
@ -5303,7 +5310,7 @@ bool model_has_transparency_mesh(model_t m, int mesh) {
if (m.flags & MODEL_TRANSPARENT) { if (m.flags & MODEL_TRANSPARENT) {
return true; return true;
} }
if (m.materials[mesh].layer[0].map.color.a < 1 || (m.materials[mesh].layer[0].map.texture && m.materials[mesh].layer[0].map.texture->transparent)) { if (m.materials[mesh].layer[MATERIAL_CHANNEL_DIFFUSE].map.color.a < 1 || (m.materials[mesh].layer[MATERIAL_CHANNEL_DIFFUSE].map.texture && m.materials[mesh].layer[MATERIAL_CHANNEL_DIFFUSE].map.texture->transparent)) {
return true; return true;
} }
if (m.shading == SHADING_PBR && (m.materials[mesh].layer[MATERIAL_CHANNEL_ALBEDO].map.color.a < 1 || (m.materials[mesh].layer[MATERIAL_CHANNEL_ALBEDO].map.texture && m.materials[mesh].layer[MATERIAL_CHANNEL_ALBEDO].map.texture->transparent))){ if (m.shading == SHADING_PBR && (m.materials[mesh].layer[MATERIAL_CHANNEL_ALBEDO].map.color.a < 1 || (m.materials[mesh].layer[MATERIAL_CHANNEL_ALBEDO].map.texture && m.materials[mesh].layer[MATERIAL_CHANNEL_ALBEDO].map.texture->transparent))){
@ -5457,7 +5464,6 @@ void model_draw_call(model_t m, int shader, int pass, vec3 cam_pos, mat44 model_
rs = &m.rs[rs_idx]; rs = &m.rs[rs_idx];
renderstate_apply(rs); renderstate_apply(rs);
} }
if (rs_idx < RENDER_PASS_SHADOW_BEGIN || rs_idx > RENDER_PASS_SHADOW_END) {
if (m.shading != SHADING_PBR) { if (m.shading != SHADING_PBR) {
shader_texture_unit("u_texture2d", q->textures[i], texture_unit()); shader_texture_unit("u_texture2d", q->textures[i], texture_unit());
shader_texture("u_lightmap", m.lightmap); shader_texture("u_lightmap", m.lightmap);
@ -5474,9 +5480,10 @@ void model_draw_call(model_t m, int shader, int pass, vec3 cam_pos, mat44 model_
} else { } else {
const material_t *material = &m.materials[i]; const material_t *material = &m.materials[i];
shader_colormap_model_internal( "map_diffuse.color", "map_diffuse.has_tex", "map_diffuse_tex", material->layer[MATERIAL_CHANNEL_DIFFUSE].map ); shader_colormap_model_internal( "map_diffuse.color", "map_diffuse.has_tex", "map_diffuse_tex", material->layer[MATERIAL_CHANNEL_DIFFUSE].map );
shader_colormap_model_internal( "map_albedo.color", "map_albedo.has_tex", "map_albedo_tex", material->layer[MATERIAL_CHANNEL_ALBEDO].map );
if (rs_idx < RENDER_PASS_SHADOW_BEGIN || rs_idx > RENDER_PASS_SHADOW_END) {
shader_colormap_model_internal( "map_normals.color", "map_normals.has_tex", "map_normals_tex", material->layer[MATERIAL_CHANNEL_NORMALS].map ); shader_colormap_model_internal( "map_normals.color", "map_normals.has_tex", "map_normals_tex", material->layer[MATERIAL_CHANNEL_NORMALS].map );
shader_colormap_model_internal( "map_specular.color", "map_specular.has_tex", "map_specular_tex", material->layer[MATERIAL_CHANNEL_SPECULAR].map ); shader_colormap_model_internal( "map_specular.color", "map_specular.has_tex", "map_specular_tex", material->layer[MATERIAL_CHANNEL_SPECULAR].map );
shader_colormap_model_internal( "map_albedo.color", "map_albedo.has_tex", "map_albedo_tex", material->layer[MATERIAL_CHANNEL_ALBEDO].map );
shader_colormap_model_internal( "map_roughness.color", "map_roughness.has_tex", "map_roughness_tex", material->layer[MATERIAL_CHANNEL_ROUGHNESS].map ); shader_colormap_model_internal( "map_roughness.color", "map_roughness.has_tex", "map_roughness_tex", material->layer[MATERIAL_CHANNEL_ROUGHNESS].map );
shader_colormap_model_internal( "map_metallic.color", "map_metallic.has_tex", "map_metallic_tex", material->layer[MATERIAL_CHANNEL_METALLIC].map ); shader_colormap_model_internal( "map_metallic.color", "map_metallic.has_tex", "map_metallic_tex", material->layer[MATERIAL_CHANNEL_METALLIC].map );
shader_colormap_model_internal( "map_ao.color", "map_ao.has_tex", "map_ao_tex", material->layer[MATERIAL_CHANNEL_AO].map ); shader_colormap_model_internal( "map_ao.color", "map_ao.has_tex", "map_ao_tex", material->layer[MATERIAL_CHANNEL_AO].map );

View File

@ -18948,10 +18948,10 @@ void shadowmap_end(shadowmap_t *s) {
// Per-light resources // Per-light resources
for (int i = 0; i < MAX_LIGHTS; i++) { for (int i = 0; i < MAX_LIGHTS; i++) {
if (s->maps[i].shadow_technique == SHADOW_VSM) { if (s->maps[i].shadow_technique == SHADOW_VSM) {
// VSM cubemap texture (GL_RG32F) // VSM cubemap texture (GL_RGB32F)
s->vram_usage_vsm += 6 * s->vsm_texture_width * s->vsm_texture_width * 8; s->vram_usage_vsm += 6 * s->vsm_texture_width * s->vsm_texture_width * 8;
} else if (s->maps[i].shadow_technique == SHADOW_CSM) { } else if (s->maps[i].shadow_technique == SHADOW_CSM) {
// CSM textures (GL_R16F) // CSM textures (GL_RG16F)
s->vram_usage_csm += NUM_SHADOW_CASCADES * s->csm_texture_width * s->csm_texture_width * 2; s->vram_usage_csm += NUM_SHADOW_CASCADES * s->csm_texture_width * s->csm_texture_width * 2;
} }
} }
@ -21621,6 +21621,7 @@ bool model_load_textures(iqm_t *q, const struct iqmheader *hdr, model_t *model,
q->textures = q->textures ? q->textures : CALLOC(hdr->num_meshes * 8, sizeof(GLuint)); // up to 8 textures per mesh q->textures = q->textures ? q->textures : CALLOC(hdr->num_meshes * 8, sizeof(GLuint)); // up to 8 textures per mesh
q->colormaps = q->colormaps ? q->colormaps : CALLOC(hdr->num_meshes * 8, sizeof(vec4)); // up to 8 colormaps per mesh q->colormaps = q->colormaps ? q->colormaps : CALLOC(hdr->num_meshes * 8, sizeof(vec4)); // up to 8 colormaps per mesh
texture_t tex = {0};
GLuint *out = q->textures; GLuint *out = q->textures;
const char *str = hdr->ofs_text ? (char *)&q->buf[hdr->ofs_text] : ""; const char *str = hdr->ofs_text ? (char *)&q->buf[hdr->ofs_text] : "";
@ -21661,7 +21662,8 @@ bool model_load_textures(iqm_t *q, const struct iqmheader *hdr, model_t *model,
array(char) embedded_texture = base64_decode(material_embedded_texture, strlen(material_embedded_texture)); array(char) embedded_texture = base64_decode(material_embedded_texture, strlen(material_embedded_texture));
//printf("%s %d\n", material_embedded_texture, array_count(embedded_texture)); //printf("%s %d\n", material_embedded_texture, array_count(embedded_texture));
//hexdump(embedded_texture, array_count(embedded_texture)); //hexdump(embedded_texture, array_count(embedded_texture));
*out = texture_compressed_from_mem( embedded_texture, array_count(embedded_texture), flags ).id; tex = texture_compressed_from_mem( embedded_texture, array_count(embedded_texture), flags );
*out = tex.id;
array_free(embedded_texture); array_free(embedded_texture);
} }
@ -21689,7 +21691,8 @@ bool model_load_textures(iqm_t *q, const struct iqmheader *hdr, model_t *model,
material_name = va("%s", &str[m->material]); material_name = va("%s", &str[m->material]);
char* plus = strrchr(material_name, '+'); char* plus = strrchr(material_name, '+');
if (plus) { strcpy_safe(plus, file_ext(material_name)); } if (plus) { strcpy_safe(plus, file_ext(material_name)); }
*out = texture_compressed(material_name, flags).id; tex = texture_compressed(material_name, flags);
*out = tex.id;
} }
// else try right token // else try right token
if (*out == invalid) { if (*out == invalid) {
@ -21697,12 +21700,14 @@ bool model_load_textures(iqm_t *q, const struct iqmheader *hdr, model_t *model,
char* plus = strrchr(material_name, '+'), *slash = strrchr(material_name, '/'); char* plus = strrchr(material_name, '+'), *slash = strrchr(material_name, '/');
if (plus) { if (plus) {
strcpy_safe(slash ? slash + 1 : material_name, plus + 1); strcpy_safe(slash ? slash + 1 : material_name, plus + 1);
*out = texture_compressed(material_name, flags).id; tex = texture_compressed(material_name, flags);
*out = tex.id;
} }
} }
// else last resort // else last resort
if (*out == invalid) { if (*out == invalid) {
*out = texture_compressed(material_name, flags).id; // needed? tex = texture_compressed(material_name, flags);
*out = tex.id; // needed?
} }
} }
@ -21711,7 +21716,8 @@ bool model_load_textures(iqm_t *q, const struct iqmheader *hdr, model_t *model,
} else { } else {
PRINTF("warn: material[%d] not found: %s\n", i, &str[m->material]); PRINTF("warn: material[%d] not found: %s\n", i, &str[m->material]);
PRINTF("warn: using placeholder material[%d]=texture_checker\n", i); PRINTF("warn: using placeholder material[%d]=texture_checker\n", i);
*out = texture_checker().id; // placeholder tex = texture_checker();
*out = tex.id; // placeholder
} }
inscribe_tex:; inscribe_tex:;
@ -21725,7 +21731,8 @@ bool model_load_textures(iqm_t *q, const struct iqmheader *hdr, model_t *model,
// initialise basic texture layer // initialise basic texture layer
mt.layer[MATERIAL_CHANNEL_DIFFUSE].map.color = material_color_hex ? material_color : vec4(1,1,1,1); mt.layer[MATERIAL_CHANNEL_DIFFUSE].map.color = material_color_hex ? material_color : vec4(1,1,1,1);
mt.layer[MATERIAL_CHANNEL_DIFFUSE].map.texture = CALLOC(1, sizeof(texture_t)); mt.layer[MATERIAL_CHANNEL_DIFFUSE].map.texture = CALLOC(1, sizeof(texture_t));
mt.layer[MATERIAL_CHANNEL_DIFFUSE].map.texture->id = *out++; *mt.layer[MATERIAL_CHANNEL_DIFFUSE].map.texture = tex;
out++;
array_push(model->materials, mt); array_push(model->materials, mt);
} }
@ -21815,7 +21822,7 @@ void model_set_renderstates(model_t *m) {
csm_shadow_rs->blend_dst = GL_ONE_MINUS_SRC_ALPHA; csm_shadow_rs->blend_dst = GL_ONE_MINUS_SRC_ALPHA;
csm_shadow_rs->depth_test_enabled = true; csm_shadow_rs->depth_test_enabled = true;
csm_shadow_rs->depth_write_enabled = true; csm_shadow_rs->depth_write_enabled = true;
csm_shadow_rs->cull_face_enabled = 1; csm_shadow_rs->cull_face_enabled = 0;
csm_shadow_rs->cull_face_mode = GL_BACK; csm_shadow_rs->cull_face_mode = GL_BACK;
csm_shadow_rs->front_face = GL_CW; csm_shadow_rs->front_face = GL_CW;
csm_shadow_rs->depth_clamp_enabled = 1; csm_shadow_rs->depth_clamp_enabled = 1;
@ -21828,7 +21835,7 @@ void model_set_renderstates(model_t *m) {
vsm_shadow_rs->blend_dst = GL_ONE_MINUS_SRC_ALPHA; vsm_shadow_rs->blend_dst = GL_ONE_MINUS_SRC_ALPHA;
vsm_shadow_rs->depth_test_enabled = true; vsm_shadow_rs->depth_test_enabled = true;
vsm_shadow_rs->depth_write_enabled = true; vsm_shadow_rs->depth_write_enabled = true;
vsm_shadow_rs->cull_face_enabled = 1; vsm_shadow_rs->cull_face_enabled = 0;
vsm_shadow_rs->cull_face_mode = GL_BACK; vsm_shadow_rs->cull_face_mode = GL_BACK;
vsm_shadow_rs->front_face = GL_CW; vsm_shadow_rs->front_face = GL_CW;
vsm_shadow_rs->depth_clamp_enabled = 1; vsm_shadow_rs->depth_clamp_enabled = 1;
@ -22157,7 +22164,7 @@ bool model_has_transparency_mesh(model_t m, int mesh) {
if (m.flags & MODEL_TRANSPARENT) { if (m.flags & MODEL_TRANSPARENT) {
return true; return true;
} }
if (m.materials[mesh].layer[0].map.color.a < 1 || (m.materials[mesh].layer[0].map.texture && m.materials[mesh].layer[0].map.texture->transparent)) { if (m.materials[mesh].layer[MATERIAL_CHANNEL_DIFFUSE].map.color.a < 1 || (m.materials[mesh].layer[MATERIAL_CHANNEL_DIFFUSE].map.texture && m.materials[mesh].layer[MATERIAL_CHANNEL_DIFFUSE].map.texture->transparent)) {
return true; return true;
} }
if (m.shading == SHADING_PBR && (m.materials[mesh].layer[MATERIAL_CHANNEL_ALBEDO].map.color.a < 1 || (m.materials[mesh].layer[MATERIAL_CHANNEL_ALBEDO].map.texture && m.materials[mesh].layer[MATERIAL_CHANNEL_ALBEDO].map.texture->transparent))){ if (m.shading == SHADING_PBR && (m.materials[mesh].layer[MATERIAL_CHANNEL_ALBEDO].map.color.a < 1 || (m.materials[mesh].layer[MATERIAL_CHANNEL_ALBEDO].map.texture && m.materials[mesh].layer[MATERIAL_CHANNEL_ALBEDO].map.texture->transparent))){
@ -22311,7 +22318,6 @@ void model_draw_call(model_t m, int shader, int pass, vec3 cam_pos, mat44 model_
rs = &m.rs[rs_idx]; rs = &m.rs[rs_idx];
renderstate_apply(rs); renderstate_apply(rs);
} }
if (rs_idx < RENDER_PASS_SHADOW_BEGIN || rs_idx > RENDER_PASS_SHADOW_END) {
if (m.shading != SHADING_PBR) { if (m.shading != SHADING_PBR) {
shader_texture_unit("u_texture2d", q->textures[i], texture_unit()); shader_texture_unit("u_texture2d", q->textures[i], texture_unit());
shader_texture("u_lightmap", m.lightmap); shader_texture("u_lightmap", m.lightmap);
@ -22328,9 +22334,10 @@ void model_draw_call(model_t m, int shader, int pass, vec3 cam_pos, mat44 model_
} else { } else {
const material_t *material = &m.materials[i]; const material_t *material = &m.materials[i];
shader_colormap_model_internal( "map_diffuse.color", "map_diffuse.has_tex", "map_diffuse_tex", material->layer[MATERIAL_CHANNEL_DIFFUSE].map ); shader_colormap_model_internal( "map_diffuse.color", "map_diffuse.has_tex", "map_diffuse_tex", material->layer[MATERIAL_CHANNEL_DIFFUSE].map );
shader_colormap_model_internal( "map_albedo.color", "map_albedo.has_tex", "map_albedo_tex", material->layer[MATERIAL_CHANNEL_ALBEDO].map );
if (rs_idx < RENDER_PASS_SHADOW_BEGIN || rs_idx > RENDER_PASS_SHADOW_END) {
shader_colormap_model_internal( "map_normals.color", "map_normals.has_tex", "map_normals_tex", material->layer[MATERIAL_CHANNEL_NORMALS].map ); shader_colormap_model_internal( "map_normals.color", "map_normals.has_tex", "map_normals_tex", material->layer[MATERIAL_CHANNEL_NORMALS].map );
shader_colormap_model_internal( "map_specular.color", "map_specular.has_tex", "map_specular_tex", material->layer[MATERIAL_CHANNEL_SPECULAR].map ); shader_colormap_model_internal( "map_specular.color", "map_specular.has_tex", "map_specular_tex", material->layer[MATERIAL_CHANNEL_SPECULAR].map );
shader_colormap_model_internal( "map_albedo.color", "map_albedo.has_tex", "map_albedo_tex", material->layer[MATERIAL_CHANNEL_ALBEDO].map );
shader_colormap_model_internal( "map_roughness.color", "map_roughness.has_tex", "map_roughness_tex", material->layer[MATERIAL_CHANNEL_ROUGHNESS].map ); shader_colormap_model_internal( "map_roughness.color", "map_roughness.has_tex", "map_roughness_tex", material->layer[MATERIAL_CHANNEL_ROUGHNESS].map );
shader_colormap_model_internal( "map_metallic.color", "map_metallic.has_tex", "map_metallic_tex", material->layer[MATERIAL_CHANNEL_METALLIC].map ); shader_colormap_model_internal( "map_metallic.color", "map_metallic.has_tex", "map_metallic_tex", material->layer[MATERIAL_CHANNEL_METALLIC].map );
shader_colormap_model_internal( "map_ao.color", "map_ao.has_tex", "map_ao_tex", material->layer[MATERIAL_CHANNEL_AO].map ); shader_colormap_model_internal( "map_ao.color", "map_ao.has_tex", "map_ao_tex", material->layer[MATERIAL_CHANNEL_AO].map );