// //--------------------------------------------------------------------------- // // Copyright(C) 2014-2016 Christoph Oelckers // All rights reserved. // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Lesser General Public License as published by // the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Lesser General Public License for more details. // // You should have received a copy of the GNU Lesser General Public License // along with this program. If not, see http://www.gnu.org/licenses/ // //-------------------------------------------------------------------------- // #include "gl/system/gl_system.h" #include "templates.h" #include "c_cvars.h" #include "c_dispatch.h" #include "gl/system/gl_interface.h" #include "gl/system/gl_cvars.h" #include "gl/system/gl_debug.h" #include "gl/renderer/gl_renderer.h" #include "gl_samplers.h" #include "gl_material.h" extern TexFilter_s TexFilter[]; FSamplerManager::FSamplerManager() { if (gl.flags & RFL_SAMPLER_OBJECTS) { glGenSamplers(7, mSamplers); SetTextureFilterMode(); glSamplerParameteri(mSamplers[5], GL_TEXTURE_MIN_FILTER, GL_NEAREST); glSamplerParameteri(mSamplers[5], GL_TEXTURE_MAG_FILTER, GL_NEAREST); glSamplerParameterf(mSamplers[5], GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.f); glSamplerParameterf(mSamplers[4], GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.f); glSamplerParameterf(mSamplers[6], GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.f); glSamplerParameteri(mSamplers[1], GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glSamplerParameteri(mSamplers[2], GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glSamplerParameteri(mSamplers[3], GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glSamplerParameteri(mSamplers[3], GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glSamplerParameteri(mSamplers[4], GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glSamplerParameteri(mSamplers[4], GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); for (int i = 0; i < 7; i++) { FString name; name.Format("mSamplers[%d]", i); FGLDebug::LabelObject(GL_SAMPLER, mSamplers[i], name); } } } FSamplerManager::~FSamplerManager() { if (gl.flags & RFL_SAMPLER_OBJECTS) { UnbindAll(); glDeleteSamplers(7, mSamplers); } } void FSamplerManager::UnbindAll() { if (gl.flags & RFL_SAMPLER_OBJECTS) { for (int i = 0; i < FHardwareTexture::MAX_TEXTURES; i++) { glBindSampler(i, 0); } } } BYTE FSamplerManager::Bind(int texunit, int num, int lastval) { if (gl.flags & RFL_SAMPLER_OBJECTS) { unsigned int samp = mSamplers[num]; glBindSampler(texunit, samp); return 255; } else { glActiveTexture(GL_TEXTURE0 + texunit); switch (num) { case CLAMP_NONE: glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); if (lastval >= CLAMP_XY_NOMIP) { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, TexFilter[gl_texture_filter].minfilter); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, TexFilter[gl_texture_filter].magfilter); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, gl_texture_filter_anisotropic); } break; case CLAMP_X: glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); if (lastval >= CLAMP_XY_NOMIP) { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, TexFilter[gl_texture_filter].minfilter); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, TexFilter[gl_texture_filter].magfilter); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, gl_texture_filter_anisotropic); } break; case CLAMP_Y: glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); if (lastval >= CLAMP_XY_NOMIP) { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, TexFilter[gl_texture_filter].minfilter); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, TexFilter[gl_texture_filter].magfilter); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, gl_texture_filter_anisotropic); } break; case CLAMP_XY: glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); if (lastval >= CLAMP_XY_NOMIP) { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, TexFilter[gl_texture_filter].minfilter); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, TexFilter[gl_texture_filter].magfilter); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, gl_texture_filter_anisotropic); } break; case CLAMP_XY_NOMIP: glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, TexFilter[gl_texture_filter].magfilter); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, TexFilter[gl_texture_filter].magfilter); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1); break; case CLAMP_NOFILTER: glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1); break; case CLAMP_CAMTEX: glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, TexFilter[gl_texture_filter].magfilter); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, TexFilter[gl_texture_filter].magfilter); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1); break; } glActiveTexture(GL_TEXTURE0); return num; } } void FSamplerManager::SetTextureFilterMode() { if (gl.flags & RFL_SAMPLER_OBJECTS) { UnbindAll(); for (int i = 0; i < 4; i++) { glSamplerParameteri(mSamplers[i], GL_TEXTURE_MIN_FILTER, TexFilter[gl_texture_filter].minfilter); glSamplerParameteri(mSamplers[i], GL_TEXTURE_MAG_FILTER, TexFilter[gl_texture_filter].magfilter); glSamplerParameterf(mSamplers[i], GL_TEXTURE_MAX_ANISOTROPY_EXT, gl_texture_filter_anisotropic); } glSamplerParameteri(mSamplers[4], GL_TEXTURE_MIN_FILTER, TexFilter[gl_texture_filter].magfilter); glSamplerParameteri(mSamplers[4], GL_TEXTURE_MAG_FILTER, TexFilter[gl_texture_filter].magfilter); glSamplerParameteri(mSamplers[6], GL_TEXTURE_MIN_FILTER, TexFilter[gl_texture_filter].magfilter); glSamplerParameteri(mSamplers[6], GL_TEXTURE_MAG_FILTER, TexFilter[gl_texture_filter].magfilter); } else { GLRenderer->FlushTextures(); } }