raze-gles/source/glbackend/gl_samplers.cpp
Christoph Oelckers ad4527c8be - initialize the GL backend in the proper place.
As long as there are still video mode switches this needs to be in the video mode switching function.
2019-09-23 23:33:59 +02:00

104 lines
3.7 KiB
C++

//
//---------------------------------------------------------------------------
//
// 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 "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);
}