Support multiple sample2D on batch drawing #1333

This commit is contained in:
Ray 2020-10-29 20:22:52 +01:00
parent 60d874caf8
commit 8a16348131
4 changed files with 146 additions and 9 deletions

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@ -0,0 +1,21 @@
#version 100
precision mediump float;
// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
varying vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
uniform sampler2D texture1;
uniform vec4 colDiffuse;
void main()
{
// Texel color fetching from texture sampler
vec4 texelColor0 = texture2D(texture0, fragTexCoord);
vec4 texelColor1 = texture2D(texture1, fragTexCoord);
gl_FragColor = (texelColor0 + texelColor1)*0.5f;
}

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@ -0,0 +1,22 @@
#version 330
// Input vertex attributes (from vertex shader)
in vec3 vertexPos;
in vec2 fragTexCoord;
in vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
uniform sampler2D texture1;
uniform vec4 colDiffuse;
out vec4 finalColor;
void main()
{
// Texel color fetching from texture sampler
vec4 texelColor0 = texture(texture0, fragTexCoord);
vec4 texelColor1 = texture(texture1, fragTexCoord);
finalColor = (texelColor0 + texelColor1)*0.5f;
}

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@ -0,0 +1,89 @@
/*******************************************************************************************
*
* raylib [shaders] example - Multiple sample2D with default batch system
*
* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
*
* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example
* on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders
* raylib comes with shaders ready for both versions, check raylib/shaders install folder
*
* This example has been created using raylib 3.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2020 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#if defined(PLATFORM_DESKTOP)
#define GLSL_VERSION 330
#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
#define GLSL_VERSION 100
#endif
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib - multiple sample2D");
Image imRed = GenImageColor(800, 450, (Color){ 255, 0, 0, 255 });
Texture texRed = LoadTextureFromImage(imRed);
UnloadImage(imRed);
Image imBlue = GenImageColor(800, 450, (Color){ 0, 0, 255, 255 });
Texture texBlue = LoadTextureFromImage(imBlue);
UnloadImage(imBlue);
Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/color_mix.fs", GLSL_VERSION));
// Set an additional sampler2D, using another texture1
// NOTE: Additional samplers are enabled for all batch calls
SetShaderValueTexture(shader, GetShaderLocation(shader, "texture1"), texBlue);
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// ...
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginShaderMode(shader);
// We are drawing texture using default sampler2D but
// but additional texture units will be also enabled
DrawTexture(texRed, 0, 0, WHITE);
EndShaderMode();
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadShader(shader); // Unload shader
UnloadTexture(texRed); // Unload texture
UnloadTexture(texBlue); // Unload texture
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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@ -3356,12 +3356,14 @@ void SetShaderValueTexture(Shader shader, int uniformLoc, Texture2D texture)
glUseProgram(shader.id);
// 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++)
{
if (RLGL.State.activeTextureId[i] == 0)
if (RLGL.State.activeTextureId[i] == 0)
{
glUniform1i(uniformLoc, i + 1); // Activate new texture unit (0 is used by default texture)
glUniform1i(uniformLoc, 1 + i); // Activate new texture unit
RLGL.State.activeTextureId[i] = texture.id; // Save texture id for binding on drawing
break;
}
}
@ -4461,9 +4463,10 @@ static void DrawRenderBatch(RenderBatch *batch)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[3]);
}
glActiveTexture(GL_TEXTURE0); // One texture is always active for default shader
glUniform1i(RLGL.State.currentShader.locs[LOC_MAP_DIFFUSE], 0); // Active texture 0
// Setup some default shader values
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); // Active default sampler2D: texture0
// Activate additional sampler textures
// Those additional textures will be common for all draw calls of the batch
for (int i = 0; i < 4; i++)
@ -4474,13 +4477,15 @@ static void DrawRenderBatch(RenderBatch *batch)
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);
// 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
glActiveTexture(GL_TEXTURE0);
for (int i = 0, vertexOffset = 0; i < batch->drawsCounter; i++)
{
// Texture 0 is always active by default, bind the texture for current draw call
// Texture0 is always active by default, bind the texture for current draw call
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);