diff options
Diffstat (limited to 'drivers/gles3/rasterizer_scene_gles3.cpp')
-rw-r--r-- | drivers/gles3/rasterizer_scene_gles3.cpp | 82 |
1 files changed, 57 insertions, 25 deletions
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp index d01ba2ddcc..eebdbe9493 100644 --- a/drivers/gles3/rasterizer_scene_gles3.cpp +++ b/drivers/gles3/rasterizer_scene_gles3.cpp @@ -1190,6 +1190,7 @@ bool RasterizerSceneGLES3::_setup_material(RasterizerStorageGLES3::Material *p_m int tc = p_material->textures.size(); RID *textures = p_material->textures.ptrw(); ShaderLanguage::ShaderNode::Uniform::Hint *texture_hints = p_material->shader->texture_hints.ptrw(); + const ShaderLanguage::DataType *texture_types = p_material->shader->texture_types.ptr(); state.current_main_tex = 0; @@ -1198,39 +1199,17 @@ bool RasterizerSceneGLES3::_setup_material(RasterizerStorageGLES3::Material *p_m glActiveTexture(GL_TEXTURE0 + i); GLenum target; - GLuint tex; + GLuint tex = 0; - RasterizerStorageGLES3::Texture *t = storage->texture_owner.getornull(textures[i]); + RasterizerStorageGLES3::Texture *t = storage->texture_owner.getptr(textures[i]); - if (!t) { - //check hints - target = GL_TEXTURE_2D; - - 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; - } - - } else { + if (t) { if (t->redraw_if_visible) { //must check before proxy because this is often used with proxies VisualServerRaster::redraw_request(); } t = t->get_ptr(); //resolve for proxies - #ifdef TOOLS_ENABLED if (t->detect_3d) { t->detect_3d(t->detect_3d_ud); @@ -1247,6 +1226,59 @@ bool RasterizerSceneGLES3::_setup_material(RasterizerStorageGLES3::Material *p_m target = t->target; tex = t->tex_id; + } else { + + switch (texture_types[i]) { + case ShaderLanguage::TYPE_ISAMPLER2D: + case ShaderLanguage::TYPE_USAMPLER2D: + case ShaderLanguage::TYPE_SAMPLER2D: { + target = GL_TEXTURE_2D; + + 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::TYPE_ISAMPLER3D: + case ShaderLanguage::TYPE_USAMPLER3D: + case ShaderLanguage::TYPE_SAMPLER3D: { + + target = GL_TEXTURE_3D; + + switch (texture_hints[i]) { + + // TODO + default: { + tex = storage->resources.white_tex_3d; + } break; + } + + } break; + + case ShaderLanguage::TYPE_ISAMPLER2DARRAY: + case ShaderLanguage::TYPE_USAMPLER2DARRAY: + case ShaderLanguage::TYPE_SAMPLER2DARRAY: { + // TODO + } break; + } } glBindTexture(target, tex); |