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LibGL: Introduce Texture base class for all texture types

This commit is contained in:
Stephan Unverwerth 2021-05-29 23:34:40 +02:00 committed by Linus Groh
parent 09233b9e41
commit fde0045ebe
7 changed files with 101 additions and 74 deletions

View file

@ -1,78 +1,23 @@
/*
* Copyright (c) 2021, Jesse Buhagiar <jooster669@gmail.com>
* Copyright (c) 2021, Stephan Unverwerth <s.unverwerth@serenityos.org>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#pragma once
#include <AK/Array.h>
#include <AK/RefCounted.h>
#include <AK/Vector.h>
#include <LibGL/GL/gl.h>
#include <LibGfx/Vector2.h>
#include <LibGfx/Vector4.h>
namespace GL {
class Texture final : public RefCounted<Texture> {
class Texture : public RefCounted<Texture> {
public:
// FIXME: These shouldn't really belong here, they're context specific.
static constexpr u16 MAX_TEXTURE_SIZE = 2048;
static constexpr u8 LOG2_MAX_TEXTURE_SIZE = 11;
virtual ~Texture() { }
class MipMap {
public:
MipMap() = default;
~MipMap() = default;
void set_width(GLsizei width) { m_width = width; }
void set_height(GLsizei height) { m_height = height; }
GLsizei width() const { return m_width; }
GLsizei height() const { return m_height; }
Vector<u32>& pixel_data() { return m_pixel_data; }
const Vector<u32>& pixel_data() const { return m_pixel_data; }
private:
GLsizei m_width;
GLsizei m_height;
Vector<u32> m_pixel_data;
};
// To quote the Khronos documentation:
// "You could say that a texture object contains a sampler object, which you access through the texture interface."
// FIXME: Better name?
struct TextureSamplerParamaters {
GLint m_min_filter { GL_NEAREST_MIPMAP_LINEAR };
GLint m_mag_filter { GL_LINEAR };
GLint m_wrap_s_mode { GL_REPEAT };
GLint m_wrap_t_mode { GL_REPEAT };
};
public:
Texture() = default;
~Texture() { }
void upload_texture_data(GLenum target, GLint lod, GLint internal_format, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid* pixels);
void replace_sub_texture_data(GLint lod, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid* data);
FloatVector4 sample_texel(const FloatVector2& uv) const;
GLenum internal_format() const { return m_internal_format; }
private:
template<typename TCallback>
void swizzle(Vector<u32>& pixels, TCallback&& callback)
{
for (auto& pixel : pixels)
pixel = callback(pixel);
}
private:
// FIXME: Mipmaps are currently unused, but we have the plumbing for it at least
Array<MipMap, LOG2_MAX_TEXTURE_SIZE> m_mipmaps;
GLenum m_internal_format;
TextureSamplerParamaters m_sampler_params;
virtual bool is_texture_1d() const { return false; }
virtual bool is_texture_2d() const { return false; }
virtual bool is_texture_3d() const { return false; }
virtual bool is_cube_map() const { return false; }
};
}