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We can now generate texture mipmaps on the fly if the client requests it. This fixes the missing textures in our PrBoom+ port.
47 lines
1.7 KiB
C++
47 lines
1.7 KiB
C++
/*
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* Copyright (c) 2021, Jesse Buhagiar <jooster669@gmail.com>
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* Copyright (c) 2021, Stephan Unverwerth <s.unverwerth@serenityos.org>
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* Copyright (c) 2022, Jelle Raaijmakers <jelle@gmta.nl>
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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 "Texture.h"
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#include <AK/IntegralMath.h>
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#include <LibGL/GL/gl.h>
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#include <LibGL/Tex/Sampler2D.h>
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#include <LibGPU/ImageDataLayout.h>
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namespace GL {
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class Texture2D final : public 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 = AK::log2(MAX_TEXTURE_SIZE);
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virtual bool is_texture_2d() const override { return true; }
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void download_texture_data(GLuint lod, GPU::ImageDataLayout output_layout, GLvoid* pixels);
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void upload_texture_data(GLuint lod, GLenum internal_format, GPU::ImageDataLayout input_layout, GLvoid const* pixels);
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void replace_sub_texture_data(GLuint lod, GPU::ImageDataLayout input_layout, Vector3<i32> const& output_offset, GLvoid const* pixels);
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void set_generate_mipmaps(bool generate_mipmaps);
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GLenum internal_format() const { return m_internal_format; }
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Sampler2D const& sampler() const { return m_sampler; }
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Sampler2D& sampler() { return m_sampler; }
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int width_at_lod(unsigned level) const { return static_cast<int>(device_image()->width_at_level(level)); }
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int height_at_lod(unsigned level) const { return static_cast<int>(device_image()->height_at_level(level)); }
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int depth_at_lod(unsigned level) const { return static_cast<int>(device_image()->depth_at_level(level)); }
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private:
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bool m_generate_mipmaps { false };
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GLenum m_internal_format;
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Sampler2D m_sampler;
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};
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}
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