Texture sampler abstraction

This commit is contained in:
Emmanuel BENOîT 2017-10-02 10:42:06 +02:00
parent 080eb3b29b
commit 456affe784
2 changed files with 178 additions and 0 deletions

View file

@ -3,6 +3,8 @@
#include "texture.hh"
/*==============================================================================*/
T_Texture::T_Texture(
__rd__ const uint32_t width ,
__rd__ const uint32_t height ,
@ -124,6 +126,134 @@ T_Texture& T_Texture::wrap(
return *this;
}
/*==============================================================================*/
T_TextureSampler::T_TextureSampler( )
{
glGenSamplers( 1 , &id_ );
GL_CHECK( );
}
T_TextureSampler::T_TextureSampler(
__rw__ T_TextureSampler&& other ) noexcept
{
std::swap( id_ , other.id_ );
std::swap( sampling_ , other.sampling_ );
std::swap( lodSampling_ , other.lodSampling_ );
std::swap( hasLOD_ , other.hasLOD_ );
setSamplingMode( );
}
T_TextureSampler& T_TextureSampler::operator =(
__rw__ T_TextureSampler&& other ) noexcept
{
std::swap( id_ , other.id_ );
std::swap( sampling_ , other.sampling_ );
std::swap( lodSampling_ , other.lodSampling_ );
std::swap( hasLOD_ , other.hasLOD_ );
return *this;
}
T_TextureSampler::~T_TextureSampler( )
{
if ( id_ != 0 ) {
glDeleteSamplers( 1 , &id_ );
}
}
/*----------------------------------------------------------------------------*/
T_TextureSampler& T_TextureSampler::sampling(
__rd__ const E_TexSampling mode )
{
sampling_ = mode;
setSamplingMode( );
return *this;
}
T_TextureSampler& T_TextureSampler::noMipmap( )
{
hasLOD_ = false;
setSamplingMode( );
return *this;
}
T_TextureSampler& T_TextureSampler::mipmap(
__rd__ const E_TexSampling mode )
{
hasLOD_ = true;
lodSampling_ = mode;
setSamplingMode( );
return *this;
}
T_TextureSampler& T_TextureSampler::wrap(
__rd__ const E_TexWrap mode )
{
GLenum gm;
switch ( mode ) {
case E_TexWrap::REPEAT:
gm = GL_REPEAT;
break;
case E_TexWrap::CLAMP_EDGE:
gm = GL_CLAMP_TO_EDGE;
break;
case E_TexWrap::CLAMP_BORDER:
gm = GL_CLAMP_TO_BORDER;
break;
}
glSamplerParameteri( id_ , GL_TEXTURE_WRAP_S , gm );
glSamplerParameteri( id_ , GL_TEXTURE_WRAP_T , gm );
GL_CHECK( );
return *this;
}
T_TextureSampler& T_TextureSampler::lod(
__rd__ const float min ,
__rd__ const float max )
{
glSamplerParameterf( id_ , GL_TEXTURE_MIN_LOD , min );
glSamplerParameterf( id_ , GL_TEXTURE_MAX_LOD , max );
GL_CHECK( );
return *this;
}
/*----------------------------------------------------------------------------*/
void T_TextureSampler::setSamplingMode( ) const
{
GLenum min , max;
if ( hasLOD_ ) {
switch ( sampling_ ) {
case E_TexSampling::NEAREST:
min = lodSampling_ == E_TexSampling::LINEAR
? GL_NEAREST_MIPMAP_LINEAR
: GL_NEAREST_MIPMAP_NEAREST;
max = GL_NEAREST;
break;
case E_TexSampling::LINEAR:
min = lodSampling_ == E_TexSampling::LINEAR
? GL_LINEAR_MIPMAP_LINEAR
: GL_LINEAR_MIPMAP_NEAREST;
max = GL_LINEAR;
break;
}
} else {
min = ( sampling_ == E_TexSampling::LINEAR )
? GL_LINEAR
: GL_NEAREST;
max = min;
}
glSamplerParameteri( id_ , GL_TEXTURE_MIN_FILTER , min );
glSamplerParameteri( id_ , GL_TEXTURE_MAG_FILTER , max );
GL_CHECK( );
}
/*============================================================================*/

View file

@ -52,6 +52,54 @@ struct T_Texture
uint32_t levels_ , width_ , height_;
};
struct T_TextureSampler
{
T_TextureSampler( T_TextureSampler const& ) = delete;
// --------------------------------------------------------------------
// Initialisation, destruction & move
T_TextureSampler( );
T_TextureSampler(
__rw__ T_TextureSampler&& other ) noexcept;
T_TextureSampler& operator=(
__rw__ T_TextureSampler&& other ) noexcept;
~T_TextureSampler( );
// --------------------------------------------------------------------
// Configuration
T_TextureSampler& sampling(
__rd__ const E_TexSampling mode );
T_TextureSampler& noMipmap( );
T_TextureSampler& mipmap(
__rd__ const E_TexSampling mode );
T_TextureSampler& wrap(
__rd__ const E_TexWrap mode );
T_TextureSampler& lod(
__rd__ const float min ,
__rd__ const float max );
// --------------------------------------------------------------------
// Usage
void bind( __rd__ const GLuint unit )
{ glBindSampler( unit , id_ ); }
private:
void setSamplingMode( ) const;
GLuint id_ = 0;
E_TexSampling sampling_ = E_TexSampling::NEAREST;
E_TexSampling lodSampling_ = E_TexSampling::NEAREST;
bool hasLOD_ = false;
};
struct T_TextureBinding
{
T_TextureBinding( ) = delete;