mirror of
https://github.com/ZDoom/Raze.git
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d63cf04e06
This is a pointless relic from the past and makes zero sense with modern graphics hardware.
104 lines
3.7 KiB
C++
104 lines
3.7 KiB
C++
//
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//---------------------------------------------------------------------------
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//
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// Copyright(C) 2014-2016 Christoph Oelckers
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// All rights reserved.
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//--------------------------------------------------------------------------
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//
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#include "glad/glad.h"
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#include "glbackend.h"
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struct TexFilter_s
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{
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int minfilter;
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int magfilter;
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bool mipmapping;
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} ;
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TexFilter_s TexFilter[]={
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{GL_NEAREST, GL_NEAREST, false},
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{GL_LINEAR, GL_LINEAR, false},
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{GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST, true},
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{GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR, true},
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{GL_NEAREST_MIPMAP_LINEAR, GL_NEAREST, true},
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{GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, true},
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//{GL_LINEAR_MIPMAP_LINEAR, GL_NEAREST, true},
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};
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FSamplerManager::FSamplerManager()
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{
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glGenSamplers(NumSamplers, mSamplers);
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glSamplerParameteri(mSamplers[5], GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glSamplerParameteri(mSamplers[5], GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glSamplerParameterf(mSamplers[5], GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.f);
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glSamplerParameterf(mSamplers[4], GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.f);
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glSamplerParameterf(mSamplers[6], GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.f);
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glSamplerParameteri(mSamplers[6], GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glSamplerParameteri(mSamplers[6], GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glSamplerParameterf(mSamplers[7], GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.f);
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glSamplerParameteri(mSamplers[7], GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glSamplerParameteri(mSamplers[7], GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glSamplerParameteri(mSamplers[1], GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glSamplerParameteri(mSamplers[2], GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glSamplerParameteri(mSamplers[3], GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glSamplerParameteri(mSamplers[3], GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glSamplerParameteri(mSamplers[4], GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glSamplerParameteri(mSamplers[4], GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glSamplerParameteri(mSamplers[6], GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glSamplerParameteri(mSamplers[6], GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glSamplerParameteri(mSamplers[7], GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glSamplerParameteri(mSamplers[7], GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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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 < 8 /* fixme */; 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(int filter, int anisotropy)
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{
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UnbindAll();
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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, anisotropy);
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}
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glSamplerParameteri(mSamplers[4], GL_TEXTURE_MIN_FILTER, TexFilter[filter].magfilter);
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glSamplerParameteri(mSamplers[4], GL_TEXTURE_MAG_FILTER, TexFilter[filter].magfilter);
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}
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