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https://github.com/raysan5/raylib.git
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REDESIGNED: Multiple sampler2D usage on batch system
New implementation allow enabling additional textures per batch only.
This commit is contained in:
21
src/rlgl.h
21
src/rlgl.h
@@ -149,6 +149,9 @@
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#ifndef DEFAULT_BATCH_DRAWCALLS
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#define DEFAULT_BATCH_DRAWCALLS 256 // Default number of batch draw calls (by state changes: mode, texture)
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#endif
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#ifndef MAX_BATCH_ACTIVE_TEXTURES
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#define MAX_BATCH_ACTIVE_TEXTURES 4 // Maximum number of additional textures that can be activated on batch drawing (SetShaderValueTexture())
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#endif
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// Internal Matrix stack
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#ifndef MAX_MATRIX_STACK_SIZE
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@@ -3354,10 +3357,13 @@ void SetShaderValueTexture(Shader shader, int uniformLoc, Texture2D texture)
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{
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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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// Check if texture is already active
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for (int i = 0; i < MAX_BATCH_ACTIVE_TEXTURES; i++) if (RLGL.State.activeTextureId[i] == texture.id) return;
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// Register a new active texture for the internal batch system
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// NOTE: Default texture is always activated as GL_TEXTURE0
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for (int i = 0; i < 4; i++)
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for (int i = 0; i < MAX_BATCH_ACTIVE_TEXTURES; i++)
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{
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if (RLGL.State.activeTextureId[i] == 0)
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{
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@@ -4469,7 +4475,7 @@ static void DrawRenderBatch(RenderBatch *batch)
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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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for (int i = 0; i < MAX_BATCH_ACTIVE_TEXTURES; i++)
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{
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if (RLGL.State.activeTextureId[i] > 0)
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{
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@@ -4478,14 +4484,13 @@ static void DrawRenderBatch(RenderBatch *batch)
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}
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}
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// Activate default sampler texture (one texture is always active for default shader)
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// NOTE: Batch system accumulates calls by texture0 changes,
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// additional textures are enabled for all the draw calls
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// Activate default sampler2D texture0 (one texture is always active for default batch shader)
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// NOTE: Batch system accumulates calls by texture0 changes, additional textures are enabled for all the draw calls
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glActiveTexture(GL_TEXTURE0);
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for (int i = 0, vertexOffset = 0; i < batch->drawsCounter; i++)
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{
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// Texture0 is always active by default, bind the texture for current draw call
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// Bind current draw call texture, activated as GL_TEXTURE0 and binded to sampler2D texture0 by default
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glBindTexture(GL_TEXTURE_2D, batch->draws[i].textureId);
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if ((batch->draws[i].mode == RL_LINES) || (batch->draws[i].mode == RL_TRIANGLES)) glDrawArrays(batch->draws[i].mode, vertexOffset, batch->draws[i].vertexCount);
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@@ -4540,7 +4545,11 @@ static void DrawRenderBatch(RenderBatch *batch)
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batch->draws[i].vertexCount = 0;
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batch->draws[i].textureId = RLGL.State.defaultTextureId;
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}
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// Reset active texture units for next batch
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for (int i = 0; i < MAX_BATCH_ACTIVE_TEXTURES; i++) RLGL.State.activeTextureId[i] = 0;
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// Reset draws counter to one draw for the batch
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batch->drawsCounter = 1;
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//------------------------------------------------------------------------------------------------------------
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