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	 8298e406a4
			
		
	
	
		8298e406a4
		
	
	
	
	
		
			
			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.
		
			
				
	
	
		
			33 lines
		
	
	
	
		
			894 B
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			33 lines
		
	
	
	
		
			894 B
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*
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|  * Copyright (c) 2021, Jesse Buhagiar <jooster669@gmail.com>
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|  *
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|  * SPDX-License-Identifier: BSD-2-Clause
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|  */
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| 
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| #pragma once
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| 
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| #include <AK/OwnPtr.h>
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| #include <LibGL/Tex/Texture2D.h>
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| 
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| namespace GL {
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| 
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| class TextureUnit {
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| public:
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|     TextureUnit() = default;
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| 
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|     void bind_texture_to_target(GLenum texture_target, const RefPtr<Texture>& texture);
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|     void unbind_texture(GLenum texture_target);
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| 
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|     RefPtr<Texture2D>& bound_texture_2d() const { return m_texture_target_2d; }
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|     RefPtr<Texture>& bound_texture() const { return m_currently_bound_texture; }
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| 
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|     GLenum currently_bound_target() const { return m_currently_bound_target; }
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|     bool is_bound() const { return !m_currently_bound_texture.is_null(); }
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| 
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| private:
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|     mutable RefPtr<Texture2D> m_texture_target_2d { nullptr };
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|     mutable RefPtr<Texture> m_currently_bound_texture { nullptr };
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|     GLenum m_currently_bound_target;
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| };
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| 
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| }
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