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LibGL: Implement Texture State Management
Some very primitive Texture State management. Data can now be uploaded to textures.
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78
Userland/Libraries/LibGL/Tex/Texture.h
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78
Userland/Libraries/LibGL/Tex/Texture.h
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/*
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* Copyright (c) 2021, Jesse Buhagiar <jooster669@gmail.com>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#pragma once
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#include <AK/Array.h>
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#include <AK/RefCounted.h>
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#include <AK/Vector.h>
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#include <LibGL/GL/gl.h>
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#include <LibGfx/Vector2.h>
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#include <LibGfx/Vector4.h>
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namespace GL {
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class Texture final : public RefCounted<Texture> {
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public:
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// FIXME: These shouldn't really belong here, they're context specific.
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static constexpr u16 MAX_TEXTURE_SIZE = 2048;
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static constexpr u8 LOG2_MAX_TEXTURE_SIZE = 11;
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class MipMap {
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public:
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MipMap() = default;
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~MipMap() = default;
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void set_width(GLsizei width) { m_width = width; }
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void set_height(GLsizei height) { m_height = height; }
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GLsizei width() const { return m_width; }
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GLsizei height() const { return m_height; }
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Vector<u32>& pixel_data() { return m_pixel_data; }
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const Vector<u32>& pixel_data() const { return m_pixel_data; }
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private:
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GLsizei m_width;
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GLsizei m_height;
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Vector<u32> m_pixel_data;
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};
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// To quote the Khronos documentation:
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// "You could say that a texture object contains a sampler object, which you access through the texture interface."
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// FIXME: Better name?
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struct TextureSamplerParamaters {
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GLint m_min_filter { GL_NEAREST_MIPMAP_LINEAR };
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GLint m_mag_filter { GL_LINEAR };
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GLint m_wrap_s_mode { GL_REPEAT };
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GLint m_wrap_t_mode { GL_REPEAT };
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};
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public:
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Texture() = default;
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~Texture() { }
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void upload_texture_data(GLenum target, GLint lod, GLint internal_format, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid* pixels);
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void replace_sub_texture_data(GLint lod, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid* data);
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FloatVector4 sample_texel(const FloatVector2& uv) const;
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GLenum internal_format() const { return m_internal_format; }
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private:
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template<typename TCallback>
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void swizzle(Vector<u32>& pixels, TCallback&& callback)
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{
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for (auto& pixel : pixels)
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pixel = callback(pixel);
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}
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private:
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// FIXME: Mipmaps are currently unused, but we have the plumbing for it at least
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Array<MipMap, LOG2_MAX_TEXTURE_SIZE> m_mipmaps;
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GLenum m_internal_format;
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TextureSamplerParamaters m_sampler_params;
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};
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}
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