assign texunits to samplers, instead of (wrongly) using unitid==textureid
This commit is contained in:
@@ -14,12 +14,15 @@ using OpenRA.FileFormats;
|
||||
using OpenRA.FileFormats.Graphics;
|
||||
using Tao.OpenGl;
|
||||
using System.Text;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace OpenRA.Renderer.Glsl
|
||||
{
|
||||
public class Shader : IShader
|
||||
{
|
||||
int program;
|
||||
readonly Dictionary<string, int> samplers = new Dictionary<string, int>();
|
||||
|
||||
public Shader(GraphicsDevice dev, string type)
|
||||
{
|
||||
// Vertex shader
|
||||
@@ -60,9 +63,30 @@ namespace OpenRA.Renderer.Glsl
|
||||
System.Text.StringBuilder log = new System.Text.StringBuilder(4024);
|
||||
|
||||
Gl.glGetProgramInfoLog(program,4024,l,log);
|
||||
GraphicsDevice.CheckGlError();
|
||||
Console.WriteLine(log.ToString());
|
||||
|
||||
int numAttribs;
|
||||
Gl.glGetProgramiv( program, Gl.GL_ACTIVE_UNIFORMS, out numAttribs );
|
||||
GraphicsDevice.CheckGlError();
|
||||
|
||||
Gl.glUseProgram(program);
|
||||
GraphicsDevice.CheckGlError();
|
||||
|
||||
int nextTexUnit = 1;
|
||||
for( int i = 0 ; i < numAttribs ; i++ )
|
||||
{
|
||||
int uLen, uSize, uType;
|
||||
var sb = new StringBuilder(4096);
|
||||
Gl.glGetActiveUniform( program, i, 4096, out uLen, out uSize, out uType, sb );
|
||||
GraphicsDevice.CheckGlError();
|
||||
if( uType == Gl.GL_SAMPLER_2D )
|
||||
{
|
||||
samplers.Add( sb.ToString(), nextTexUnit );
|
||||
Gl.glUniform1i( i, nextTexUnit );
|
||||
++nextTexUnit;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void Render(Action a)
|
||||
@@ -75,16 +99,18 @@ namespace OpenRA.Renderer.Glsl
|
||||
|
||||
public void SetValue(string name, ITexture t)
|
||||
{
|
||||
if( t == null ) return;
|
||||
Gl.glUseProgram(program);
|
||||
GraphicsDevice.CheckGlError();
|
||||
var texture = (Texture)t;
|
||||
int param = Gl.glGetUniformLocation(program, name);
|
||||
GraphicsDevice.CheckGlError();
|
||||
|
||||
if (texture != null && param >= 0)
|
||||
int texUnit;
|
||||
if( samplers.TryGetValue( name, out texUnit ) )
|
||||
{
|
||||
Gl.glUniform1i(param, texture.texture);
|
||||
Gl.glActiveTexture( Gl.GL_TEXTURE0 + texUnit );
|
||||
GraphicsDevice.CheckGlError();
|
||||
Gl.glBindTexture( Gl.GL_TEXTURE_2D, texture.texture );
|
||||
GraphicsDevice.CheckGlError();
|
||||
Gl.glActiveTexture( Gl.GL_TEXTURE0 );
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -36,7 +36,6 @@ namespace OpenRA.Renderer.Glsl
|
||||
|
||||
void PrepareTexture()
|
||||
{
|
||||
Gl.glActiveTexture(Gl.GL_TEXTURE0 + texture);
|
||||
GraphicsDevice.CheckGlError();
|
||||
Gl.glBindTexture(Gl.GL_TEXTURE_2D, texture);
|
||||
GraphicsDevice.CheckGlError();
|
||||
|
||||
Reference in New Issue
Block a user