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
This commit is contained in:
Kelsi 2026-02-17 23:52:44 -08:00
parent 4ba10e772b
commit 9a950ce09f
4 changed files with 141 additions and 15 deletions

View file

@ -196,6 +196,16 @@ struct M2Model {
std::vector<M2TextureTransform> textureTransforms;
std::vector<uint16_t> textureTransformLookup;
// Texture weights (per-batch opacity, from M2Track<fixed16>)
// Each entry is the "at-rest" opacity value (0=transparent, 1=opaque).
// batch.transparencyIndex → textureTransformLookup[idx] → textureWeights[trackIdx]
std::vector<float> textureWeights;
// Color animation alpha values (from M2Color.alpha M2Track<fixed16>)
// One entry per color animation slot; batch.colorIndex indexes directly into this.
// Value 0=transparent, 1=opaque. Independent from textureWeights.
std::vector<float> colorAlphas;
// Attachment points (for weapon/effect anchoring)
std::vector<M2Attachment> attachments;
std::vector<uint16_t> attachmentLookup; // attachment ID → index

View file

@ -36,6 +36,9 @@ struct M2ModelGPU {
uint16_t blendMode = 0; // 0=Opaque, 1=AlphaKey, 2=Alpha, 3=Add, etc.
uint16_t materialFlags = 0; // M2 material flags (0x01=Unlit, 0x04=TwoSided, 0x10=NoDepthWrite)
uint16_t submeshLevel = 0; // LOD level: 0=base, 1=LOD1, 2=LOD2, 3=LOD3
uint8_t textureUnit = 0; // UV set index (0=texCoords[0], 1=texCoords[1])
uint8_t texFlags = 0; // M2Texture.flags (bit0=WrapS, bit1=WrapT)
float batchOpacity = 1.0f; // Resolved texture weight opacity (0=transparent, skip batch)
glm::vec3 center = glm::vec3(0.0f); // Center of batch geometry (model space)
float glowSize = 1.0f; // Approx radius of batch geometry
};
@ -355,7 +358,7 @@ private:
uint32_t nextInstanceId = 1;
uint32_t lastDrawCallCount = 0;
GLuint loadTexture(const std::string& path);
GLuint loadTexture(const std::string& path, uint32_t texFlags = 0);
struct TextureCacheEntry {
GLuint id = 0;
size_t approxBytes = 0;