mirror of
				https://github.com/RGBCube/serenity
				synced 2025-10-31 21:22:46 +00:00 
			
		
		
		
	 d8c17c8838
			
		
	
	
		d8c17c8838
		
	
	
	
	
		
			
			We now sample textures from the device owned image samplers. Passing of enabled texture units has been simplified by only passing a list of texture unit indices.
		
			
				
	
	
		
			52 lines
		
	
	
	
		
			1.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			52 lines
		
	
	
	
		
			1.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*
 | |
|  * Copyright (c) 2021, Jesse Buhagiar <jooster669@gmail.com>
 | |
|  *
 | |
|  * SPDX-License-Identifier: BSD-2-Clause
 | |
|  */
 | |
| 
 | |
| #pragma once
 | |
| 
 | |
| #include <AK/IntrusiveList.h>
 | |
| #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);
 | |
| 
 | |
|     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; }
 | |
| 
 | |
|     bool texture_1d_enabled() const { return m_texture_1d_enabled; };
 | |
|     void set_texture_1d_enabled(bool texture_1d_enabled) { m_texture_1d_enabled = texture_1d_enabled; }
 | |
|     bool texture_2d_enabled() const { return m_texture_2d_enabled; };
 | |
|     void set_texture_2d_enabled(bool texture_2d_enabled) { m_texture_2d_enabled = texture_2d_enabled; }
 | |
|     bool texture_3d_enabled() const { return m_texture_3d_enabled; };
 | |
|     void set_texture_3d_enabled(bool texture_3d_enabled) { m_texture_3d_enabled = texture_3d_enabled; }
 | |
|     bool texture_cube_map_enabled() const { return m_texture_cube_map_enabled; };
 | |
|     void set_texture_cube_map_enabled(bool texture_cube_map_enabled) { m_texture_cube_map_enabled = texture_cube_map_enabled; }
 | |
| 
 | |
| 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 };
 | |
| 
 | |
|     // Texturing state per unit, in increasing priority:
 | |
|     bool m_texture_1d_enabled { false };
 | |
|     bool m_texture_2d_enabled { false };
 | |
|     bool m_texture_3d_enabled { false };
 | |
|     bool m_texture_cube_map_enabled { false };
 | |
| };
 | |
| 
 | |
| }
 |