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authorRay <[email protected]>2020-10-26 20:13:08 +0100
committerRay <[email protected]>2020-10-26 20:13:08 +0100
commitd99ac093d4937ce7e7088973c70458d323c7b30d (patch)
treef012f37569a0144a8ff9906f24c7aefda2a62558
parentd9e591f2351befa7fe041299ecfbc14868a502d0 (diff)
downloadraylib-d99ac093d4937ce7e7088973c70458d323c7b30d.tar.gz
raylib-d99ac093d4937ce7e7088973c70458d323c7b30d.zip
Support additional texture units for default batch system #1333
This path requires some testing...
-rw-r--r--src/rlgl.h36
1 files changed, 24 insertions, 12 deletions
diff --git a/src/rlgl.h b/src/rlgl.h
index 1d0fe3b5..59dab623 100644
--- a/src/rlgl.h
+++ b/src/rlgl.h
@@ -860,6 +860,7 @@ typedef struct rlglData {
Texture2D shapesTexture; // Texture used on shapes drawing (usually a white pixel)
Rectangle shapesTextureRec; // Texture source rectangle used on shapes drawing
unsigned int defaultTextureId; // Default texture used on shapes/poly drawing (required by shader)
+ unsigned int activeTextureId[4]; // Active texture ids to be enabled on batch drawing (0 active by default)
unsigned int defaultVShaderId; // Default vertex shader id (used by default shader program)
unsigned int defaultFShaderId; // Default fragment shader Id (used by default shader program)
Shader defaultShader; // Basic shader, support vertex color and diffuse texture
@@ -3354,7 +3355,15 @@ void SetShaderValueTexture(Shader shader, int uniformLoc, Texture2D texture)
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glUseProgram(shader.id);
- glUniform1i(uniformLoc, texture.id);
+ // Register a new active texture for the internal batch system
+ for (int i = 0; i < 4; i++)
+ {
+ if (RLGL.State.activeTextureId[i] == 0)
+ {
+ glUniform1i(uniformLoc, i + 1); // Activate new texture unit (0 is used by default texture)
+ RLGL.State.activeTextureId[i] = texture.id; // Save texture id for binding on drawing
+ }
+ }
//glUseProgram(0);
#endif
@@ -4430,14 +4439,6 @@ static void DrawRenderBatch(RenderBatch *batch)
// Create modelview-projection matrix and upload to shader
Matrix matMVP = MatrixMultiply(RLGL.State.modelview, RLGL.State.projection);
glUniformMatrix4fv(RLGL.State.currentShader.locs[LOC_MATRIX_MVP], 1, false, MatrixToFloat(matMVP));
- glUniform4f(RLGL.State.currentShader.locs[LOC_COLOR_DIFFUSE], 1.0f, 1.0f, 1.0f, 1.0f);
- glUniform1i(RLGL.State.currentShader.locs[LOC_MAP_DIFFUSE], 0); // Provided value refers to the texture unit (active)
-
- // TODO: Support additional texture units on custom shader
- //if (RLGL.State.currentShader->locs[LOC_MAP_SPECULAR] > 0) glUniform1i(RLGL.State.currentShader.locs[LOC_MAP_SPECULAR], 1);
- //if (RLGL.State.currentShader->locs[LOC_MAP_NORMAL] > 0) glUniform1i(RLGL.State.currentShader.locs[LOC_MAP_NORMAL], 2);
-
- // NOTE: Right now additional map textures not considered for default buffers drawing
if (RLGL.ExtSupported.vao) glBindVertexArray(batch->vertexBuffer[batch->currentBuffer].vaoId);
else
@@ -4460,11 +4461,22 @@ static void DrawRenderBatch(RenderBatch *batch)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[3]);
}
- glActiveTexture(GL_TEXTURE0);
+ glActiveTexture(GL_TEXTURE0); // One texture is always active for default shader
+ glUniform1i(RLGL.State.currentShader.locs[LOC_MAP_DIFFUSE], 0); // Active texture 0
- for (int i = 0; i < batch->drawsCounter; i++)
+ // Activate additional sampler textures
+ // Those additional textures will be common for all draw calls of the batch
+ for (int i = 0; i < 4; i++)
{
- glBindTexture(GL_TEXTURE_2D, batch->draws[i].textureId);
+ if (RLGL.State.activeTextureId[i] > 0)
+ {
+ glActiveTexture(GL_TEXTURE0 + 1 + i);
+ glBindTexture(GL_TEXTURE_2D, RLGL.State.activeTextureId[i]);
+ }
+ }
+
+ // Setup some default shader values
+ glUniform4f(RLGL.State.currentShader.locs[LOC_COLOR_DIFFUSE], 1.0f, 1.0f, 1.0f, 1.0f);
for (int i = 0, vertexOffset = 0; i < batch->drawsCounter; i++)
{