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path: root/drivers/gles2/rasterizer_scene_gles2.cpp
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Diffstat (limited to 'drivers/gles2/rasterizer_scene_gles2.cpp')
-rw-r--r--drivers/gles2/rasterizer_scene_gles2.cpp70
1 files changed, 60 insertions, 10 deletions
diff --git a/drivers/gles2/rasterizer_scene_gles2.cpp b/drivers/gles2/rasterizer_scene_gles2.cpp
index c0ba93db6a..bb6a45e240 100644
--- a/drivers/gles2/rasterizer_scene_gles2.cpp
+++ b/drivers/gles2/rasterizer_scene_gles2.cpp
@@ -53,6 +53,11 @@
#endif
#endif
+#if !defined(GLES_OVER_GL)
+#define GL_TEXTURE_2D_ARRAY 0x8C1A
+#define GL_TEXTURE_3D 0x806F
+#endif
+
static const GLenum _cube_side_enum[6] = {
GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
@@ -1343,6 +1348,7 @@ bool RasterizerSceneGLES2::_setup_material(RasterizerStorageGLES2::Material *p_m
const Pair<StringName, RID> *textures = p_material->textures.ptr();
const ShaderLanguage::ShaderNode::Uniform::Hint *texture_hints = p_material->shader->texture_hints.ptr();
+ const ShaderLanguage::DataType *texture_types = p_material->shader->texture_types.ptr();
state.scene_shader.set_uniform(SceneShaderGLES2::SKELETON_TEXTURE_SIZE, p_skeleton_tex_size);
@@ -1356,22 +1362,66 @@ bool RasterizerSceneGLES2::_setup_material(RasterizerStorageGLES2::Material *p_m
if (!t) {
- switch (texture_hints[i]) {
- case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO:
- case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK: {
- glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);
+ GLenum target = GL_TEXTURE_2D;
+ GLuint tex = 0;
+ switch (texture_types[i]) {
+ case ShaderLanguage::TYPE_ISAMPLER2D:
+ case ShaderLanguage::TYPE_USAMPLER2D:
+ case ShaderLanguage::TYPE_SAMPLER2D: {
+
+ switch (texture_hints[i]) {
+ case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO:
+ case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK: {
+ tex = storage->resources.black_tex;
+ } break;
+ case ShaderLanguage::ShaderNode::Uniform::HINT_ANISO: {
+ tex = storage->resources.aniso_tex;
+ } break;
+ case ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL: {
+ tex = storage->resources.normal_tex;
+ } break;
+ default: {
+ tex = storage->resources.white_tex;
+ } break;
+ }
+
+ } break;
+
+ case ShaderLanguage::TYPE_SAMPLERCUBE: {
+ // TODO
} break;
- case ShaderLanguage::ShaderNode::Uniform::HINT_ANISO: {
- glBindTexture(GL_TEXTURE_2D, storage->resources.aniso_tex);
+
+ case ShaderLanguage::TYPE_ISAMPLER3D:
+ case ShaderLanguage::TYPE_USAMPLER3D:
+ case ShaderLanguage::TYPE_SAMPLER3D: {
+
+ target = GL_TEXTURE_3D;
+ tex = storage->resources.white_tex_3d;
+
+ //switch (texture_hints[i]) {
+ // TODO
+ //}
+
} break;
- case ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL: {
- glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex);
+
+ case ShaderLanguage::TYPE_ISAMPLER2DARRAY:
+ case ShaderLanguage::TYPE_USAMPLER2DARRAY:
+ case ShaderLanguage::TYPE_SAMPLER2DARRAY: {
+
+ target = GL_TEXTURE_2D_ARRAY;
+ tex = storage->resources.white_tex_array;
+
+ //switch (texture_hints[i]) {
+ // TODO
+ //}
+
} break;
+
default: {
- glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
- } break;
+ }
}
+ glBindTexture(target, tex);
continue;
}