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path: root/drivers/gles2/rasterizer_gles2.cpp
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Diffstat (limited to 'drivers/gles2/rasterizer_gles2.cpp')
-rw-r--r--drivers/gles2/rasterizer_gles2.cpp49
1 files changed, 48 insertions, 1 deletions
diff --git a/drivers/gles2/rasterizer_gles2.cpp b/drivers/gles2/rasterizer_gles2.cpp
index 9f2fd032fa..9d47084c1c 100644
--- a/drivers/gles2/rasterizer_gles2.cpp
+++ b/drivers/gles2/rasterizer_gles2.cpp
@@ -1539,6 +1539,29 @@ void RasterizerGLES2::shader_get_param_list(RID p_shader, List<PropertyInfo> *p_
}
+void RasterizerGLES2::shader_set_default_texture_param(RID p_shader, const StringName& p_name, RID p_texture) {
+
+ Shader *shader=shader_owner.get(p_shader);
+ ERR_FAIL_COND(!shader);
+ ERR_FAIL_COND(!texture_owner.owns(p_texture));
+
+ if (p_texture.is_valid())
+ shader->default_textures[p_name]=p_texture;
+ else
+ shader->default_textures.erase(p_name);
+
+}
+
+RID RasterizerGLES2::shader_get_default_texture_param(RID p_shader, const StringName& p_name) const{
+ const Shader *shader=shader_owner.get(p_shader);
+
+ const Map<StringName,RID>::Element *E=shader->default_textures.find(p_name);
+ if (!E)
+ return RID();
+ return E->get();
+}
+
+
/* COMMON MATERIAL API */
@@ -4991,9 +5014,26 @@ bool RasterizerGLES2::_setup_material(const Geometry *p_geometry,const Material
Texture *t=NULL;
if (rid.is_valid()) {
+
t=texture_owner.get(rid);
- if (!t)
+ if (!t) {
E->get().value=RID(); //nullify, invalid texture
+ rid=RID();
+ }
+ } else {
+
+
+ }
+
+ if (!rid.is_valid()) {
+ //use from default textures
+ Map<StringName,RID>::Element *F=p_material->shader_cache->default_textures.find(E->key());
+ if (F) {
+ t=texture_owner.get(F->get());
+ if (!t) {
+ p_material->shader_cache->default_textures.erase(E->key());
+ }
+ }
}
@@ -5020,6 +5060,13 @@ bool RasterizerGLES2::_setup_material(const Geometry *p_geometry,const Material
}
+ for (Map<StringName,RID>::Element *E=p_material->shader_cache->default_textures.front();E;E=E->next()) {
+ if (p_material->shader_params.has(E->key()))
+ continue;
+
+
+ }
+
if (p_material->shader_cache->has_texscreen && framebuffer.active) {
material_shader.set_uniform(MaterialShaderGLES2::TEXSCREEN_SCREEN_MULT,Vector2(float(viewport.width)/framebuffer.width,float(viewport.height)/framebuffer.height));
material_shader.set_uniform(MaterialShaderGLES2::TEXSCREEN_TEX,texcoord);