render3d: a glTF material's factors are drawn - base colour, roughness, metallic and emission

gltf_factors reads pbrMetallicRoughness.baseColorFactor, metallicFactor, roughnessFactor and the
emissiveFactor into the primitive (pr.fac), and prim_factors hands them to every program that draws its
textures (actors, the scatter's meshes and levels, the impostor bake) as 1 - factor, so a program never
given them - or a material that gives none (pr.fac null) - multiplies by 1 and draws as before. An
untextured material with a colour (or a metal/roughness) samples a pure white for it, so the factor is
exactly what it draws: horse_cornea is its own colour, not the 200 grey every untextured part had.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-29 18:52:42 +03:00
parent d2e1f804ce
commit f79390838a
27 changed files with 221 additions and 114 deletions

View file

@ -387,6 +387,7 @@ function impostor_paint(render3d_st: mut Render3dState, im: Impostor) -> void {
let pr = model.prims[i]
r3d_bind_2d(render3d_st, bake, "u_diff", 0, pr.diff)
r3d_bind_2d(render3d_st, bake, "u_arm", 2, pr.arm)
prim_factors(render3d_st, bake, pr)
mesh_draw_instanced(render3d_st, pr.mesh, 1)
}
}
@ -962,6 +963,7 @@ function layer_draw_model(render3d_st: mut Render3dState, l: Layer, model: Model
scatter_attach(render3d_st, pr.mesh, vb)
if not card {
r3d_bind_2d(render3d_st, p, "u_diff", 0, pr.diff)
prim_factors(render3d_st, p, pr)
if not shadow { r3d_bind_2d(render3d_st, p, "u_nrm", 1, pr.nrm); r3d_bind_2d(render3d_st, p, "u_arm", 2, pr.arm) }
}
if render3d_st.sc_ind_base >= 0 { gpu_draw_mesh_indirect(render3d_st, pr.mesh, l.g_cmds, (render3d_st.sc_ind_base + i * render3d_st.sc_ind_stride) * SC_REC_W, render3d_st.sc_ind_n, 0, 0) }
@ -1057,6 +1059,7 @@ function layer_draw_depth(render3d_st: mut Render3dState, l: Layer, model: Model
let pr = model.prims[i]
scatter_attach(render3d_st, pr.mesh, vb)
r3d_bind_2d(render3d_st, p, "u_diff", 0, pr.diff)
prim_factors(render3d_st, p, pr)
if render3d_st.sc_ind_base >= 0 { gpu_draw_mesh_indirect(render3d_st, pr.mesh, l.g_cmds, (render3d_st.sc_ind_base + i * render3d_st.sc_ind_stride) * SC_REC_W, render3d_st.sc_ind_n, 0, 0) }
else { mesh_draw_instanced(render3d_st, pr.mesh, cnt) }
}