improve lmap data
parent
f61b4c6653
commit
fe24c0c5e7
7
MAKE.bat
7
MAKE.bat
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@ -218,8 +218,13 @@ if "%1"=="push" (
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if "%2"=="dp" (
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call MAKE.bat dpush auto
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)
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git add .
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rem git add .
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git commit
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git diff --quiet --exit-code --cached
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if !ERRORLEVEL! neq 0 (
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echo Commit was cancelled or failed
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exit /b %ERRORLEVEL%
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)
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if not "%2"=="local" (
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git push
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)
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@ -178,7 +178,7 @@ void main() {
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}
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if (u_texlit) {
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vec4 litsample = texture(u_lightmap, v_texcoord);
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vec4 litsample = texture(u_lightmap, v_texcoord2);
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if (u_texmod) {
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diffuse.rgb *= litsample.rgb;
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@ -56,8 +56,8 @@ in vec4 att_indexes; // @fixme: gles might use ivec4 instead?
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in vec4 att_weights; // @todo: downgrade from float to byte
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in float att_vertexindex; // for blendshapes
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in vec4 att_color;
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in vec3 att_bitangent; // @todo: remove? also, ass2iqe might output this
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in vec2 att_texcoord2;
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in vec3 att_bitangent; // @todo: remove? also, ass2iqe might output this
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out vec4 v_color;
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out vec3 v_position, v_position_ws;
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out vec3 v_normal, v_normal_ws;
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14
engine/v4k.c
14
engine/v4k.c
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@ -19876,6 +19876,10 @@ void model_set_state(model_t m) {
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glVertexAttribPointer(11, 4, GL_UNSIGNED_BYTE, GL_FALSE, sizeof(iqm_vertex), (GLvoid*)offsetof(iqm_vertex,color) );
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glEnableVertexAttribArray(11);
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// lmap data
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glVertexAttribPointer(12, 2, GL_FLOAT, GL_FALSE, sizeof(iqm_vertex), (GLvoid*)offsetof(iqm_vertex, texcoord2) );
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glEnableVertexAttribArray(12);
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// animation
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if(numframes > 0) {
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glVertexAttribPointer( 8, 4, GL_UNSIGNED_BYTE, GL_FALSE, sizeof(iqm_vertex), (GLvoid*)offsetof(iqm_vertex,blendindexes) );
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@ -19911,10 +19915,6 @@ void model_set_state(model_t m) {
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glVertexAttribDivisor(7, 1);
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}
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// lmap data
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glVertexAttribPointer(12, 2, GL_FLOAT, GL_FALSE, sizeof(iqm_vertex), (GLvoid*)offsetof(iqm_vertex, texcoord2) );
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glEnableVertexAttribArray(12);
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// 7 bitangent? into texcoord.z?
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glBindVertexArray( 0 );
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@ -20270,7 +20270,7 @@ model_t model_from_mem(const void *mem, int len, int flags) {
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// if( shaderprog < 0 ) {
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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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"att_position,att_texcoord,att_normal,att_tangent,att_instanced_matrix,,,,att_indexes,att_weights,att_vertexindex,att_color,att_texcoord2,att_bitangent","fragColor",
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va("SHADING_PHONG,%s", (flags&MODEL_RIMLIGHT)?"RIM":""));
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// }
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// ASSERT(shaderprog > 0);
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@ -20679,7 +20679,7 @@ lightmap_t lightmap(int hmsize, float cnear, float cfar, vec3 color, int passes,
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const char *symbols[] = { "{{include-shadowmap}}", vfs_read("shaders/fs_0_0_shadowmap_lit.glsl") }; // #define RIM
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lm.shader = 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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"att_position,att_texcoord,att_normal,att_tangent,att_instanced_matrix,,,,att_indexes,att_weights,att_vertexindex,att_color,att_texcoord2,att_bitangent","fragColor",
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va("%s", "LIGHTMAP_BAKING"));
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return lm;
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@ -20726,7 +20726,7 @@ void lightmap_bake(lightmap_t *lm, int bounces, void (*drawscene)(lightmap_t *lm
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lmSetGeometry(lm->ctx, m->pivot,
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LM_FLOAT, (uint8_t*)m->verts + offsetof(iqm_vertex, position), sizeof(iqm_vertex),
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LM_FLOAT, (uint8_t*)m->verts + offsetof(iqm_vertex, normal), sizeof(iqm_vertex),
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LM_FLOAT, (uint8_t*)m->verts + offsetof(iqm_vertex, texcoord), sizeof(iqm_vertex),
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LM_FLOAT, (uint8_t*)m->verts + offsetof(iqm_vertex, texcoord2), sizeof(iqm_vertex),
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m->num_tris*3, LM_UNSIGNED_INT, m->tris);
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glDisable(GL_BLEND);
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