/* ** gl_samplers.cpp ** ** Texture sampler handling ** **--------------------------------------------------------------------------- ** Copyright 2015-2019 Christoph Oelckers ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ #include "glad/glad.h" #include "glbackend.h" struct TexFilter_s { int minfilter; int magfilter; bool mipmapping; } ; TexFilter_s TexFilter[]={ {GL_NEAREST, GL_NEAREST, false}, {GL_LINEAR, GL_LINEAR, false}, {GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST, true}, {GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR, true}, {GL_NEAREST_MIPMAP_LINEAR, GL_NEAREST, true}, {GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, true}, //{GL_LINEAR_MIPMAP_LINEAR, GL_NEAREST, true}, }; FSamplerManager::FSamplerManager() { glGenSamplers(NumSamplers, mSamplers); 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[6], GL_TEXTURE_MIN_FILTER, GL_LINEAR); glSamplerParameteri(mSamplers[6], GL_TEXTURE_MAG_FILTER, GL_LINEAR); glSamplerParameterf(mSamplers[7], GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.f); glSamplerParameteri(mSamplers[7], GL_TEXTURE_MIN_FILTER, GL_NEAREST); glSamplerParameteri(mSamplers[7], GL_TEXTURE_MAG_FILTER, GL_NEAREST); 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); glSamplerParameteri(mSamplers[6], GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glSamplerParameteri(mSamplers[6], GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glSamplerParameteri(mSamplers[7], GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glSamplerParameteri(mSamplers[7], GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); } FSamplerManager::~FSamplerManager() { UnbindAll(); glDeleteSamplers(NumSamplers, mSamplers); } void FSamplerManager::UnbindAll() { for (int i = 0; i < 16 /* fixme */; i++) { glBindSampler(i, 0); } } uint8_t FSamplerManager::Bind(int texunit, int num, int lastval) { unsigned int samp = mSamplers[num]; glBindSampler(texunit, samp); return 255; } void FSamplerManager::SetTextureFilterMode(int filter, int anisotropy) { UnbindAll(); for (int i = 0; i < 4; i++) { glSamplerParameteri(mSamplers[i], GL_TEXTURE_MIN_FILTER, TexFilter[filter].minfilter); glSamplerParameteri(mSamplers[i], GL_TEXTURE_MAG_FILTER, TexFilter[filter].magfilter); glSamplerParameterf(mSamplers[i], GL_TEXTURE_MAX_ANISOTROPY_EXT, anisotropy); } glSamplerParameteri(mSamplers[4], GL_TEXTURE_MIN_FILTER, TexFilter[filter].magfilter); glSamplerParameteri(mSamplers[4], GL_TEXTURE_MAG_FILTER, TexFilter[filter].magfilter); }