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authorRay <[email protected]>2020-10-31 11:48:44 +0100
committerRay <[email protected]>2020-10-31 11:48:44 +0100
commitfbc51e822be6454ec5c1ff6b6c29c48bc843d123 (patch)
tree7f57ccaad64354bfa1a5135b833d8e782d85506f /src/rlgl.h
parent8a1634813105906e84672d43101009e388ded407 (diff)
downloadraylib-fbc51e822be6454ec5c1ff6b6c29c48bc843d123.tar.gz
raylib-fbc51e822be6454ec5c1ff6b6c29c48bc843d123.zip
REDESIGNED: Multiple sampler2D usage on batch system
New implementation allow enabling additional textures per batch only.
Diffstat (limited to 'src/rlgl.h')
-rw-r--r--src/rlgl.h21
1 files changed, 15 insertions, 6 deletions
diff --git a/src/rlgl.h b/src/rlgl.h
index 1a193535..ce2291ca 100644
--- a/src/rlgl.h
+++ b/src/rlgl.h
@@ -149,6 +149,9 @@
#ifndef DEFAULT_BATCH_DRAWCALLS
#define DEFAULT_BATCH_DRAWCALLS 256 // Default number of batch draw calls (by state changes: mode, texture)
#endif
+#ifndef MAX_BATCH_ACTIVE_TEXTURES
+ #define MAX_BATCH_ACTIVE_TEXTURES 4 // Maximum number of additional textures that can be activated on batch drawing (SetShaderValueTexture())
+#endif
// Internal Matrix stack
#ifndef MAX_MATRIX_STACK_SIZE
@@ -3354,10 +3357,13 @@ void SetShaderValueTexture(Shader shader, int uniformLoc, Texture2D texture)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glUseProgram(shader.id);
+
+ // Check if texture is already active
+ for (int i = 0; i < MAX_BATCH_ACTIVE_TEXTURES; i++) if (RLGL.State.activeTextureId[i] == texture.id) return;
// Register a new active texture for the internal batch system
// NOTE: Default texture is always activated as GL_TEXTURE0
- for (int i = 0; i < 4; i++)
+ for (int i = 0; i < MAX_BATCH_ACTIVE_TEXTURES; i++)
{
if (RLGL.State.activeTextureId[i] == 0)
{
@@ -4469,7 +4475,7 @@ static void DrawRenderBatch(RenderBatch *batch)
// Activate additional sampler textures
// Those additional textures will be common for all draw calls of the batch
- for (int i = 0; i < 4; i++)
+ for (int i = 0; i < MAX_BATCH_ACTIVE_TEXTURES; i++)
{
if (RLGL.State.activeTextureId[i] > 0)
{
@@ -4478,14 +4484,13 @@ static void DrawRenderBatch(RenderBatch *batch)
}
}
- // Activate default sampler texture (one texture is always active for default shader)
- // NOTE: Batch system accumulates calls by texture0 changes,
- // additional textures are enabled for all the draw calls
+ // Activate default sampler2D texture0 (one texture is always active for default batch shader)
+ // NOTE: Batch system accumulates calls by texture0 changes, additional textures are enabled for all the draw calls
glActiveTexture(GL_TEXTURE0);
for (int i = 0, vertexOffset = 0; i < batch->drawsCounter; i++)
{
- // Texture0 is always active by default, bind the texture for current draw call
+ // Bind current draw call texture, activated as GL_TEXTURE0 and binded to sampler2D texture0 by default
glBindTexture(GL_TEXTURE_2D, batch->draws[i].textureId);
if ((batch->draws[i].mode == RL_LINES) || (batch->draws[i].mode == RL_TRIANGLES)) glDrawArrays(batch->draws[i].mode, vertexOffset, batch->draws[i].vertexCount);
@@ -4540,7 +4545,11 @@ static void DrawRenderBatch(RenderBatch *batch)
batch->draws[i].vertexCount = 0;
batch->draws[i].textureId = RLGL.State.defaultTextureId;
}
+
+ // Reset active texture units for next batch
+ for (int i = 0; i < MAX_BATCH_ACTIVE_TEXTURES; i++) RLGL.State.activeTextureId[i] = 0;
+ // Reset draws counter to one draw for the batch
batch->drawsCounter = 1;
//------------------------------------------------------------------------------------------------------------