Support additional texture units for default batch system #1333
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src/rlgl.h
36
src/rlgl.h
@ -860,6 +860,7 @@ typedef struct rlglData {
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Texture2D shapesTexture; // Texture used on shapes drawing (usually a white pixel)
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Rectangle shapesTextureRec; // Texture source rectangle used on shapes drawing
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unsigned int defaultTextureId; // Default texture used on shapes/poly drawing (required by shader)
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unsigned int activeTextureId[4]; // Active texture ids to be enabled on batch drawing (0 active by default)
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unsigned int defaultVShaderId; // Default vertex shader id (used by default shader program)
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unsigned int defaultFShaderId; // Default fragment shader Id (used by default shader program)
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Shader defaultShader; // Basic shader, support vertex color and diffuse texture
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@ -3354,7 +3355,15 @@ void SetShaderValueTexture(Shader shader, int uniformLoc, Texture2D texture)
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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glUseProgram(shader.id);
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glUniform1i(uniformLoc, texture.id);
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// Register a new active texture for the internal batch system
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for (int i = 0; i < 4; i++)
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{
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if (RLGL.State.activeTextureId[i] == 0)
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{
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glUniform1i(uniformLoc, i + 1); // Activate new texture unit (0 is used by default texture)
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RLGL.State.activeTextureId[i] = texture.id; // Save texture id for binding on drawing
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}
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}
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//glUseProgram(0);
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#endif
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@ -4430,14 +4439,6 @@ static void DrawRenderBatch(RenderBatch *batch)
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// Create modelview-projection matrix and upload to shader
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Matrix matMVP = MatrixMultiply(RLGL.State.modelview, RLGL.State.projection);
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glUniformMatrix4fv(RLGL.State.currentShader.locs[LOC_MATRIX_MVP], 1, false, MatrixToFloat(matMVP));
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glUniform4f(RLGL.State.currentShader.locs[LOC_COLOR_DIFFUSE], 1.0f, 1.0f, 1.0f, 1.0f);
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glUniform1i(RLGL.State.currentShader.locs[LOC_MAP_DIFFUSE], 0); // Provided value refers to the texture unit (active)
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// TODO: Support additional texture units on custom shader
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//if (RLGL.State.currentShader->locs[LOC_MAP_SPECULAR] > 0) glUniform1i(RLGL.State.currentShader.locs[LOC_MAP_SPECULAR], 1);
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//if (RLGL.State.currentShader->locs[LOC_MAP_NORMAL] > 0) glUniform1i(RLGL.State.currentShader.locs[LOC_MAP_NORMAL], 2);
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// NOTE: Right now additional map textures not considered for default buffers drawing
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if (RLGL.ExtSupported.vao) glBindVertexArray(batch->vertexBuffer[batch->currentBuffer].vaoId);
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else
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@ -4460,11 +4461,22 @@ static void DrawRenderBatch(RenderBatch *batch)
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[3]);
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}
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE0); // One texture is always active for default shader
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glUniform1i(RLGL.State.currentShader.locs[LOC_MAP_DIFFUSE], 0); // Active texture 0
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for (int i = 0; i < batch->drawsCounter; i++)
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// Activate additional sampler textures
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// Those additional textures will be common for all draw calls of the batch
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for (int i = 0; i < 4; i++)
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{
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glBindTexture(GL_TEXTURE_2D, batch->draws[i].textureId);
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if (RLGL.State.activeTextureId[i] > 0)
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{
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glActiveTexture(GL_TEXTURE0 + 1 + i);
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glBindTexture(GL_TEXTURE_2D, RLGL.State.activeTextureId[i]);
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}
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}
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// Setup some default shader values
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glUniform4f(RLGL.State.currentShader.locs[LOC_COLOR_DIFFUSE], 1.0f, 1.0f, 1.0f, 1.0f);
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for (int i = 0, vertexOffset = 0; i < batch->drawsCounter; i++)
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{
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