raze-gles/source/glbackend/gl_samplers.cpp
Christoph Oelckers a1f7f0cc30 - added the GL framebuffer class.
Everything compiles again but obviously no init code will run for now.
2019-12-23 15:40:17 +01:00

117 lines
4.3 KiB
C++

/*
** 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 "gl_load.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);
for (int i = SamplerNoFilterRepeat; i <= SamplerNoFilterClampXY; i++)
{
glSamplerParameteri(mSamplers[i], GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glSamplerParameteri(mSamplers[i], GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glSamplerParameterf(mSamplers[i], GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.f);
}
glSamplerParameteri(mSamplers[SamplerClampX], GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glSamplerParameteri(mSamplers[SamplerClampY], GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glSamplerParameteri(mSamplers[SamplerClampXY], GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glSamplerParameteri(mSamplers[SamplerClampXY], GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glSamplerParameteri(mSamplers[SamplerNoFilterClampX], GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glSamplerParameteri(mSamplers[SamplerNoFilterClampY], GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glSamplerParameteri(mSamplers[SamplerNoFilterClampXY], GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glSamplerParameteri(mSamplers[SamplerNoFilterClampXY], GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glSamplerParameteri(mSamplers[Sampler2DFiltered], GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glSamplerParameteri(mSamplers[Sampler2DFiltered], 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 = SamplerRepeat; i <= SamplerClampXY; 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[Sampler2DFiltered], GL_TEXTURE_MIN_FILTER, TexFilter[filter].magfilter);
glSamplerParameteri(mSamplers[Sampler2DFiltered], GL_TEXTURE_MAG_FILTER, TexFilter[filter].magfilter);
}