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141 lines
5 KiB
C++
141 lines
5 KiB
C++
/*
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** gl_samplers.cpp
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**
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** Texture sampler handling
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**
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**---------------------------------------------------------------------------
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** Copyright 2015-2019 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "gl_system.h"
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#include "c_cvars.h"
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#include "gl_interface.h"
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#include "hw_cvars.h"
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#include "gl_debug.h"
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#include "gl_renderer.h"
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#include "gl_samplers.h"
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#include "hw_material.h"
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#include "i_interface.h"
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namespace OpenGLRenderer
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{
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extern TexFilter_s TexFilter[];
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FSamplerManager::FSamplerManager()
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{
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glGenSamplers(NUMSAMPLERS, mSamplers);
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glSamplerParameteri(mSamplers[CLAMP_X], GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glSamplerParameteri(mSamplers[CLAMP_Y], GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glSamplerParameteri(mSamplers[CLAMP_XY], GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glSamplerParameteri(mSamplers[CLAMP_XY], GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glSamplerParameteri(mSamplers[CLAMP_NOFILTER_X], GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glSamplerParameteri(mSamplers[CLAMP_NOFILTER_Y], GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glSamplerParameteri(mSamplers[CLAMP_NOFILTER_XY], GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glSamplerParameteri(mSamplers[CLAMP_NOFILTER_XY], GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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for (int i = CLAMP_NOFILTER; i <= CLAMP_NOFILTER_XY; i++)
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{
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glSamplerParameteri(mSamplers[i], GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glSamplerParameteri(mSamplers[i], GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glSamplerParameterf(mSamplers[i], GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.f);
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}
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glSamplerParameteri(mSamplers[CLAMP_XY_NOMIP], GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glSamplerParameteri(mSamplers[CLAMP_XY_NOMIP], GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glSamplerParameterf(mSamplers[CLAMP_XY_NOMIP], GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.f);
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glSamplerParameterf(mSamplers[CLAMP_CAMTEX], GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.f);
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SetTextureFilterMode();
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for (int i = 0; i < NUMSAMPLERS; i++)
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{
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FString name;
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name.Format("mSamplers[%d]", i);
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FGLDebug::LabelObject(GL_SAMPLER, mSamplers[i], name.GetChars());
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}
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}
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FSamplerManager::~FSamplerManager()
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{
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UnbindAll();
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glDeleteSamplers(NUMSAMPLERS, mSamplers);
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}
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void FSamplerManager::UnbindAll()
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{
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for (int i = 0; i < IHardwareTexture::MAX_TEXTURES; i++)
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{
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glBindSampler(i, 0);
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}
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}
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uint8_t FSamplerManager::Bind(int texunit, int num, int lastval)
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{
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unsigned int samp = mSamplers[num];
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glBindSampler(texunit, samp);
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return 255;
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}
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void FSamplerManager::SetTextureFilterMode()
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{
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GLint bounds[IHardwareTexture::MAX_TEXTURES];
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// Unbind all
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for(int i = IHardwareTexture::MAX_TEXTURES-1; i >= 0; i--)
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{
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glActiveTexture(GL_TEXTURE0 + i);
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glGetIntegerv(GL_SAMPLER_BINDING, &bounds[i]);
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glBindSampler(i, 0);
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}
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int filter = sysCallbacks.DisableTextureFilter && sysCallbacks.DisableTextureFilter() ? 0 : gl_texture_filter;
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for (int i = 0; i < 4; i++)
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{
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glSamplerParameteri(mSamplers[i], GL_TEXTURE_MIN_FILTER, TexFilter[filter].minfilter);
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glSamplerParameteri(mSamplers[i], GL_TEXTURE_MAG_FILTER, TexFilter[filter].magfilter);
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glSamplerParameterf(mSamplers[i], GL_TEXTURE_MAX_ANISOTROPY_EXT, gl_texture_filter_anisotropic);
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}
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glSamplerParameteri(mSamplers[CLAMP_XY_NOMIP], GL_TEXTURE_MIN_FILTER, TexFilter[filter].magfilter);
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glSamplerParameteri(mSamplers[CLAMP_XY_NOMIP], GL_TEXTURE_MAG_FILTER, TexFilter[filter].magfilter);
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glSamplerParameteri(mSamplers[CLAMP_CAMTEX], GL_TEXTURE_MIN_FILTER, TexFilter[filter].magfilter);
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glSamplerParameteri(mSamplers[CLAMP_CAMTEX], GL_TEXTURE_MAG_FILTER, TexFilter[filter].magfilter);
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for(int i = 0; i < IHardwareTexture::MAX_TEXTURES; i++)
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{
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glBindSampler(i, bounds[i]);
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}
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}
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}
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