diff options
author | Carl Olsson <carl.olsson@gmail.com> | 2015-02-15 18:21:35 +1000 |
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committer | Carl Olsson <carl.olsson@gmail.com> | 2015-02-15 18:21:35 +1000 |
commit | 196185d0be3ea7c05335c03d7e2db3e7c17d7a49 (patch) | |
tree | 572596c4261ed5e520ba1628661261ea0d5ee620 /drivers/gles2 | |
parent | 6a38ab1b43e4a107a28c52ba2036a4886794f625 (diff) | |
parent | 2185c018f6593e6d64b2beb62202d2291e2e008e (diff) |
Merge branch 'master' of https://github.com/okamstudio/godot
Conflicts:
scene/2d/tile_map.cpp
Diffstat (limited to 'drivers/gles2')
-rw-r--r-- | drivers/gles2/rasterizer_gles2.cpp | 114 |
1 files changed, 62 insertions, 52 deletions
diff --git a/drivers/gles2/rasterizer_gles2.cpp b/drivers/gles2/rasterizer_gles2.cpp index 2b70cec3fa..3f14efcbc5 100644 --- a/drivers/gles2/rasterizer_gles2.cpp +++ b/drivers/gles2/rasterizer_gles2.cpp @@ -8333,7 +8333,7 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list) { CanvasItem *current_clip=NULL; - + Shader *shader_cache=NULL; canvas_opacity=1.0; while(p_item_list) { @@ -8378,6 +8378,8 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list) { } } + shader_cache=shader; + if (shader) { canvas_shader.set_custom_shader(shader->custom_code_id); if (canvas_shader.bind()) @@ -8387,50 +8389,6 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list) { //todo optimize uniforms shader_owner->shader_version=shader->version; } - //this can be optimized.. - int tex_id=1; - int idx=0; - for(Map<StringName,ShaderLanguage::Uniform>::Element *E=shader->uniforms.front();E;E=E->next()) { - - Map<StringName,Variant>::Element *F=shader_owner->shader_param.find(E->key()); - - if ((E->get().type==ShaderLanguage::TYPE_TEXTURE || E->get().type==ShaderLanguage::TYPE_CUBEMAP)) { - - RID rid; - if (F) { - rid=F->get(); - } - - if (!rid.is_valid()) { - - Map<StringName,RID>::Element *DT=shader->default_textures.find(E->key()); - if (DT) { - rid=DT->get(); - } - } - - if (rid.is_valid()) { - - int loc = canvas_shader.get_custom_uniform_location(idx); //should be automatic.. - - glActiveTexture(GL_TEXTURE0+tex_id); - Texture *t=texture_owner.get(rid); - if (!t) - glBindTexture(GL_TEXTURE_2D,white_tex); - else - glBindTexture(t->target,t->tex_id); - - glUniform1i(loc,tex_id); - tex_id++; - } - } else { - Variant &v=F?F->get():E->get().default_value; - canvas_shader.set_custom_uniform(idx,v); - } - - idx++; - } - if (shader->has_texscreen && framebuffer.active) { @@ -8439,8 +8397,8 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list) { canvas_shader.set_uniform(CanvasShaderGLES2::TEXSCREEN_SCREEN_MULT,Vector2(float(viewport.width)/framebuffer.width,float(viewport.height)/framebuffer.height)); canvas_shader.set_uniform(CanvasShaderGLES2::TEXSCREEN_SCREEN_CLAMP,Color(float(x)/framebuffer.width,float(y)/framebuffer.height,float(x+viewport.width)/framebuffer.width,float(y+viewport.height)/framebuffer.height)); - canvas_shader.set_uniform(CanvasShaderGLES2::TEXSCREEN_TEX,tex_id); - glActiveTexture(GL_TEXTURE0+tex_id); + canvas_shader.set_uniform(CanvasShaderGLES2::TEXSCREEN_TEX,max_texture_units-1); + glActiveTexture(GL_TEXTURE0+max_texture_units-1); glBindTexture(GL_TEXTURE_2D,framebuffer.sample_color); if (framebuffer.scale==1 && !canvas_texscreen_used) { #ifdef GLEW_ENABLED @@ -8452,14 +8410,12 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list) { } canvas_texscreen_used=true; - } - tex_id++; - - } + } - if (tex_id>1) { glActiveTexture(GL_TEXTURE0); + } + if (shader->has_screen_uv) { canvas_shader.set_uniform(CanvasShaderGLES2::SCREEN_UV_MULT,Vector2(1.0/viewport.width,1.0/viewport.height)); } @@ -8473,6 +8429,7 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list) { uses_texpixel_size=shader->uses_texpixel_size; } else { + shader_cache=NULL; canvas_shader.set_custom_shader(0); canvas_shader.bind(); uses_texpixel_size=false; @@ -8484,6 +8441,59 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list) { canvas_last_shader=shader_owner->shader; } + if (shader_cache) { + + Shader *shader = shader_cache; + //this can be optimized.. + int tex_id=1; + int idx=0; + for(Map<StringName,ShaderLanguage::Uniform>::Element *E=shader->uniforms.front();E;E=E->next()) { + + Map<StringName,Variant>::Element *F=shader_owner->shader_param.find(E->key()); + + if ((E->get().type==ShaderLanguage::TYPE_TEXTURE || E->get().type==ShaderLanguage::TYPE_CUBEMAP)) { + + RID rid; + if (F) { + rid=F->get(); + } + + if (!rid.is_valid()) { + + Map<StringName,RID>::Element *DT=shader->default_textures.find(E->key()); + if (DT) { + rid=DT->get(); + } + } + + if (rid.is_valid()) { + + int loc = canvas_shader.get_custom_uniform_location(idx); //should be automatic.. + + glActiveTexture(GL_TEXTURE0+tex_id); + Texture *t=texture_owner.get(rid); + if (!t) + glBindTexture(GL_TEXTURE_2D,white_tex); + else + glBindTexture(t->target,t->tex_id); + + glUniform1i(loc,tex_id); + tex_id++; + } + } else { + Variant &v=F?F->get():E->get().default_value; + canvas_shader.set_custom_uniform(idx,v); + } + + idx++; + } + + if (tex_id>1) { + glActiveTexture(GL_TEXTURE0); + } + + } + canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX,ci->final_transform); canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX,Matrix32()); |