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serenity/Userland/Libraries/LibGL/Tex/TextureUnit.h
Stephan Unverwerth b54573739c LibGL: Implement glTexEnvf
This controls how fetched texels are combined with the color that was
produced by a preceding texture unit or with the vertex color if it is
the first texture unit.

Currently only a small subset of possible combine modes is implemented
as required by glquake.
2021-08-26 19:54:31 +02:00

37 lines
1 KiB
C++

/*
* 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);
RefPtr<Texture2D>& bound_texture_2d() const { return m_texture_target_2d; }
RefPtr<Texture>& 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.is_null(); }
void set_env_mode(GLenum mode) { m_env_mode = mode; }
GLenum env_mode() const { return m_env_mode; }
private:
mutable RefPtr<Texture2D> m_texture_target_2d { nullptr };
mutable RefPtr<Texture> m_currently_bound_texture { nullptr };
GLenum m_currently_bound_target;
GLenum m_env_mode { GL_MODULATE };
};
}