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Fix M2 white shell artifact from missing textures, add opacity track support
Batches whose named texture fails to load now render invisible instead of white (the swampreeds01a.blp case causing a white shell around aquatic plants). Also implements proper M2 opacity plumbing: - Parse texture weight tracks (M2Track<fixed16>) and color animation alpha tracks (M2Color.alpha) to resolve per-batch opacity at load time - Skip batches with batchOpacity < 0.01 in the render loop - Apply M2Texture.flags (bit0=WrapS, bit1=WrapT) to GL sampler wrap mode - Upload both UV sets (texCoords[0] and texCoords[1]) and select via textureUnit uniform, so batches referencing UV set 1 render correctly
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4 changed files with 141 additions and 15 deletions
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@ -196,6 +196,16 @@ struct M2Model {
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std::vector<M2TextureTransform> textureTransforms;
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std::vector<uint16_t> textureTransformLookup;
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// Texture weights (per-batch opacity, from M2Track<fixed16>)
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// Each entry is the "at-rest" opacity value (0=transparent, 1=opaque).
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// batch.transparencyIndex → textureTransformLookup[idx] → textureWeights[trackIdx]
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std::vector<float> textureWeights;
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// Color animation alpha values (from M2Color.alpha M2Track<fixed16>)
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// One entry per color animation slot; batch.colorIndex indexes directly into this.
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// Value 0=transparent, 1=opaque. Independent from textureWeights.
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std::vector<float> colorAlphas;
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// Attachment points (for weapon/effect anchoring)
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std::vector<M2Attachment> attachments;
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std::vector<uint16_t> attachmentLookup; // attachment ID → index
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@ -36,6 +36,9 @@ struct M2ModelGPU {
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uint16_t blendMode = 0; // 0=Opaque, 1=AlphaKey, 2=Alpha, 3=Add, etc.
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uint16_t materialFlags = 0; // M2 material flags (0x01=Unlit, 0x04=TwoSided, 0x10=NoDepthWrite)
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uint16_t submeshLevel = 0; // LOD level: 0=base, 1=LOD1, 2=LOD2, 3=LOD3
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uint8_t textureUnit = 0; // UV set index (0=texCoords[0], 1=texCoords[1])
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uint8_t texFlags = 0; // M2Texture.flags (bit0=WrapS, bit1=WrapT)
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float batchOpacity = 1.0f; // Resolved texture weight opacity (0=transparent, skip batch)
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glm::vec3 center = glm::vec3(0.0f); // Center of batch geometry (model space)
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float glowSize = 1.0f; // Approx radius of batch geometry
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};
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@ -355,7 +358,7 @@ private:
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uint32_t nextInstanceId = 1;
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uint32_t lastDrawCallCount = 0;
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GLuint loadTexture(const std::string& path);
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GLuint loadTexture(const std::string& path, uint32_t texFlags = 0);
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struct TextureCacheEntry {
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GLuint id = 0;
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size_t approxBytes = 0;
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