Added material list stuff for future

This commit is contained in:
korenkonder
2024-01-08 01:26:57 +03:00
parent a95c8ab19c
commit 0655222c73
3 changed files with 120 additions and 8 deletions
+3 -3
View File
@@ -400,7 +400,7 @@ namespace mdl {
const obj_material_data* material = args->material;
const prj::vector<GLuint>* textures = args->textures;
if (draw_state->shader_index != -1) {
rctx->obj_batch.g_material_state_emission = material->material.color.emission;
rctx->obj_batch.g_material_state_emission = args->emission;
draw_object_material_set_uniform(material, false);
if (material->material.attrib.m.alpha_texture)
uniform->arr[U_TEXTURE_COUNT] = 0;
@@ -762,7 +762,7 @@ static void draw_object_material_set_default(const mdl::ObjSubMeshArgs* args, bo
if (!sss_data_get()->enable)
rctx->obj_batch.g_material_state_ambient.w = 1.0f;
rctx->obj_batch.g_material_state_diffuse = material->material.color.diffuse;
rctx->obj_batch.g_material_state_emission = material->material.color.emission;
rctx->obj_batch.g_material_state_emission = args->emission;
float_t line_light;
if (lighting_type == OBJ_MATERIAL_SHADER_LIGHTING_PHONG) {
@@ -945,7 +945,7 @@ static void draw_object_material_set_reflect(const mdl::ObjSubMeshArgs* args) {
else {
ambient = material->material.color.ambient;
diffuse = material->material.color.diffuse;
emission = material->material.color.emission;
emission = args->emission;
specular = material->material.color.specular;
}