improve tex unit allocation
parent
c8a6c79bf1
commit
fad3653201
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@ -39,6 +39,7 @@ int main() {
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model_t m2 = model("suzanne.obj", MODEL_NO_ANIMATIONS|MODEL_MATCAPS);
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// model_t m3 = model("damagedhelmet.gltf", MODEL_NO_ANIMATIONS|MODEL_PBR);
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model_t m3 = model("Scutum_low.fbx", MODEL_NO_ANIMATIONS|MODEL_PBR);
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// model_t m4 = model("avp/scene.gltf", MODEL_NO_ANIMATIONS|MODEL_PBR);
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// model_t m3 = model("Cerberus_LP.FBX", MODEL_NO_ANIMATIONS|MODEL_PBR);
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// spawn object1 (diffuse)
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@ -72,6 +73,13 @@ int main() {
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object_move(obj4, vec3(-10+6*3,0,-10));
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object_pivot(obj4, vec3(0,0,90));
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// spawn object5 (pbr)
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// object_t* obj5 = scene_spawn();
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// object_model(obj5, m4);
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// object_scale(obj5, vec3(3,3,3));
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// object_move(obj5, vec3(-10+6*3,0,-10));
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// object_pivot(obj5, vec3(0,0,90));
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// create point light
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scene_spawn_light(); // sun
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light_t* l = scene_spawn_light();
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@ -26,7 +26,7 @@ int main()
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camera_t cam = camera();
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skybox_t sky = skybox(0, 0); skybox_mie_calc_sh(&sky, 2.0f);
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model_t mdl = model(option("--model","gazebo.obj"), 0);
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litm = model("cube.obj", MODEL_MATCAPS);
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litm = model("cube.obj", 0);
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{
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mat44 lp; scaling44(lp, 0.3, 0.3, 0.3); translate44(lp, 8,4,0);
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copy44(litm.pivot, lp);
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@ -370072,7 +370072,7 @@ void glDebugEnable() {
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static
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void glCopyBackbufferToTexture( texture_t *tex ) { // unused
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glActiveTexture( GL_TEXTURE0 + tex->unit );
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glActiveTexture( GL_TEXTURE0 + allocate_texture_unit() );
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glBindTexture( GL_TEXTURE_2D, tex->id );
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glCopyTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, 0, 0, window_width(), window_height(), 0 );
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}
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@ -373755,6 +373755,9 @@ void model_draw_call(model_t m, int shader) {
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if(!m.iqm) return;
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iqm_t *q = m.iqm;
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handle old_shader = last_shader;
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shader_bind(shader);
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glBindVertexArray( q->vao );
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struct iqmtriangle *tris = NULL;
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@ -373762,9 +373765,8 @@ void model_draw_call(model_t m, int shader) {
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struct iqmmesh *im = &q->meshes[i];
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if (m.shading != SHADING_PBR) {
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, q->textures[i] );
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glUniform1i(glGetUniformLocation(shader, "u_texture2d"), allocate_texture_unit() );
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shader_texture_unit("u_texture2d", q->textures[i], allocate_texture_unit());
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shader_texture("u_lightmap", m.lightmap);
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int loc;
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if ((loc = glGetUniformLocation(shader, "u_textured")) >= 0) {
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@ -373775,9 +373777,6 @@ void model_draw_call(model_t m, int shader) {
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}
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}
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, m.lightmap.id);
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glUniform1i(glGetUniformLocation(shader, "u_lightmap"), allocate_texture_unit() );
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} else {
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const pbr_material_t *material = &m.pbr_materials[i];
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shader_colormap( "map_diffuse", material->diffuse );
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@ -373798,6 +373797,8 @@ void model_draw_call(model_t m, int shader) {
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}
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glBindVertexArray( 0 );
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shader_bind(old_shader);
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}
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void model_render_instanced(model_t m, mat44 proj, mat44 view, mat44* models, int shader, unsigned count) {
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@ -45,7 +45,7 @@ void glDebugEnable() {
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static
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void glCopyBackbufferToTexture( texture_t *tex ) { // unused
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glActiveTexture( GL_TEXTURE0 + tex->unit );
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glActiveTexture( GL_TEXTURE0 + allocate_texture_unit() );
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glBindTexture( GL_TEXTURE_2D, tex->id );
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glCopyTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, 0, 0, window_width(), window_height(), 0 );
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}
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@ -3728,6 +3728,9 @@ void model_draw_call(model_t m, int shader) {
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if(!m.iqm) return;
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iqm_t *q = m.iqm;
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handle old_shader = last_shader;
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shader_bind(shader);
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glBindVertexArray( q->vao );
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struct iqmtriangle *tris = NULL;
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@ -3735,9 +3738,8 @@ void model_draw_call(model_t m, int shader) {
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struct iqmmesh *im = &q->meshes[i];
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if (m.shading != SHADING_PBR) {
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, q->textures[i] );
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glUniform1i(glGetUniformLocation(shader, "u_texture2d"), allocate_texture_unit() );
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shader_texture_unit("u_texture2d", q->textures[i], allocate_texture_unit());
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shader_texture("u_lightmap", m.lightmap);
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int loc;
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if ((loc = glGetUniformLocation(shader, "u_textured")) >= 0) {
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@ -3748,9 +3750,6 @@ void model_draw_call(model_t m, int shader) {
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}
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}
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, m.lightmap.id);
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glUniform1i(glGetUniformLocation(shader, "u_lightmap"), allocate_texture_unit() );
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} else {
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const pbr_material_t *material = &m.pbr_materials[i];
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shader_colormap( "map_diffuse", material->diffuse );
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@ -3771,6 +3770,8 @@ void model_draw_call(model_t m, int shader) {
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}
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glBindVertexArray( 0 );
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shader_bind(old_shader);
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}
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void model_render_instanced(model_t m, mat44 proj, mat44 view, mat44* models, int shader, unsigned count) {
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15
engine/v4k.c
15
engine/v4k.c
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@ -17219,7 +17219,7 @@ void glDebugEnable() {
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static
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void glCopyBackbufferToTexture( texture_t *tex ) { // unused
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glActiveTexture( GL_TEXTURE0 + tex->unit );
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glActiveTexture( GL_TEXTURE0 + allocate_texture_unit() );
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glBindTexture( GL_TEXTURE_2D, tex->id );
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glCopyTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, 0, 0, window_width(), window_height(), 0 );
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}
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@ -20902,6 +20902,9 @@ void model_draw_call(model_t m, int shader) {
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if(!m.iqm) return;
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iqm_t *q = m.iqm;
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handle old_shader = last_shader;
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shader_bind(shader);
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glBindVertexArray( q->vao );
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struct iqmtriangle *tris = NULL;
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@ -20909,9 +20912,8 @@ void model_draw_call(model_t m, int shader) {
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struct iqmmesh *im = &q->meshes[i];
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if (m.shading != SHADING_PBR) {
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, q->textures[i] );
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glUniform1i(glGetUniformLocation(shader, "u_texture2d"), allocate_texture_unit() );
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shader_texture_unit("u_texture2d", q->textures[i], allocate_texture_unit());
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shader_texture("u_lightmap", m.lightmap);
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int loc;
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if ((loc = glGetUniformLocation(shader, "u_textured")) >= 0) {
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@ -20922,9 +20924,6 @@ void model_draw_call(model_t m, int shader) {
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}
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}
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, m.lightmap.id);
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glUniform1i(glGetUniformLocation(shader, "u_lightmap"), allocate_texture_unit() );
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} else {
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const pbr_material_t *material = &m.pbr_materials[i];
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shader_colormap( "map_diffuse", material->diffuse );
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@ -20945,6 +20944,8 @@ void model_draw_call(model_t m, int shader) {
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}
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glBindVertexArray( 0 );
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shader_bind(old_shader);
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}
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void model_render_instanced(model_t m, mat44 proj, mat44 view, mat44* models, int shader, unsigned count) {
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