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LibGL: Use Texture Units in Rasterizer and Context
The Context and Software Rasterizer now gets the array of texture units instead of a single texture object. _Technically_, we now support some primitive form of multi-texturing, though I'm not entirely sure how well it will work in its current state.
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5 changed files with 38 additions and 27 deletions
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@ -10,6 +10,8 @@
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#include "GL/gl.h"
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#include "GLStruct.h"
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#include "Tex/Texture2D.h"
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#include "Tex/TextureUnit.h"
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#include <AK/Array.h>
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#include <AK/OwnPtr.h>
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#include <LibGfx/Bitmap.h>
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#include <LibGfx/Vector4.h>
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@ -31,7 +33,7 @@ class SoftwareRasterizer final {
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public:
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SoftwareRasterizer(const Gfx::IntSize& min_size);
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void submit_triangle(const GLTriangle& triangle, const Texture2D& texture);
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void submit_triangle(const GLTriangle& triangle, const Array<TextureUnit, 32>& texture_units);
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void submit_triangle(const GLTriangle& triangle);
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void resize(const Gfx::IntSize& min_size);
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void clear_color(const FloatVector4&);
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