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Merge pull request #1770 from PathogenDavid/issue-1645
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Add support for binding textures directly from a `TextureSequence`
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glopesdev authored May 10, 2024
2 parents d55338f + 545d33d commit 88a2412
Showing 1 changed file with 18 additions and 21 deletions.
39 changes: 18 additions & 21 deletions Bonsai.Shaders/BindTexture.cs
Original file line number Diff line number Diff line change
Expand Up @@ -58,35 +58,40 @@ public bool IndexSpecified
get { return Index.HasValue; }
}

IObservable<TSource> Process<TSource>(IObservable<TSource> source, Action<TSource> update)
IObservable<TSource> Process<TSource>(IObservable<TSource> source, bool allowUnbind)
{
return Observable.Defer(() =>
{
var texture = default(Texture);
var textureName = default(string);
var cachedTexture = default(Texture);
var cachedTextureName = default(string);
return source.CombineEither(
ShaderManager.ReserveShader(ShaderName),
(input, shader) =>
{
if (textureName != TextureName)
if (cachedTextureName != TextureName)
{
textureName = TextureName;
texture = !string.IsNullOrEmpty(textureName)
? shader.Window.ResourceManager.Load<Texture>(textureName)
cachedTextureName = TextureName;
cachedTexture = !string.IsNullOrEmpty(cachedTextureName)
? shader.Window.ResourceManager.Load<Texture>(cachedTextureName)
: null;
}
if (texture != null)
var texture = cachedTexture ?? input as Texture;
if (texture != null || allowUnbind)
{
var index = Index;
var textureId = index.HasValue ? ((TextureSequence)texture).Textures[index.Value] : texture.Id;
var textureId = texture is null
? 0
: Index is int index
? ((TextureSequence)texture).Textures[index]
: texture.Id;
shader.Update(() =>
{
GL.ActiveTexture(TextureSlot);
GL.BindTexture(TextureTarget, textureId);
});
}
else if (update != null) shader.Update(() => update(input));
return input;
});
});
Expand All @@ -109,9 +114,7 @@ IObservable<TSource> Process<TSource>(IObservable<TSource> source, Action<TSourc
/// specified texture unit.
/// </returns>
public IObservable<TSource> Process<TSource>(IObservable<TSource> source)
{
return Process(source, update: null);
}
=> Process(source, allowUnbind: false);

/// <summary>
/// Binds each texture buffer in an observable sequence to the specified
Expand All @@ -132,12 +135,6 @@ public IObservable<TSource> Process<TSource>(IObservable<TSource> source)
/// in the sequence to the specified texture unit.
/// </returns>
public IObservable<Texture> Process(IObservable<Texture> source)
{
return Process(source, input =>
{
GL.ActiveTexture(TextureSlot);
GL.BindTexture(TextureTarget, input != null ? input.Id : 0);
});
}
=> Process(source, allowUnbind: true);
}
}

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