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LibGL: Implement basic texture units

These are merely a way to hold the different texture target bind
points that a texture can be bound to.
This commit is contained in:
Jesse Buhagiar 2021-05-30 16:15:26 +10:00 committed by Linus Groh
parent 2b5732ab77
commit 52e5d3c961
4 changed files with 74 additions and 0 deletions

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/*
* Copyright (c) 2021, Jesse Buhagiar <jooster669@gmail.com>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#pragma once
#include <AK/OwnPtr.h>
#include <LibGL/Tex/Texture2D.h>
namespace GL {
class TextureUnit {
public:
TextureUnit() = default;
void bind_texture_to_target(GLenum texture_target, const RefPtr<Texture>& texture);
void unbind_texture(GLenum texture_target);
const RefPtr<Texture>& get_bound_texture() const { return m_currently_bound_texture; }
GLenum currently_bound_target() const { return m_currently_bound_target; }
bool is_bound() const { return m_currently_bound_texture != nullptr; }
private:
RefPtr<Texture2D> m_texture_target_2d { nullptr };
RefPtr<Texture> m_currently_bound_texture { nullptr };
GLenum m_currently_bound_target;
};
}