/* * Copyright (c) 2021, Jesse Buhagiar * * SPDX-License-Identifier: BSD-2-Clause */ #pragma once #include "Texture.h" #include #include #include #include #include #include namespace GL { class Texture2D final : public Texture { public: // FIXME: These shouldn't really belong here, they're context specific. static constexpr u16 MAX_TEXTURE_SIZE = 2048; static constexpr u8 LOG2_MAX_TEXTURE_SIZE = 11; class MipMap { public: MipMap() = default; ~MipMap() = default; void set_width(GLsizei width) { m_width = width; } void set_height(GLsizei height) { m_height = height; } GLsizei width() const { return m_width; } GLsizei height() const { return m_height; } Vector& pixel_data() { return m_pixel_data; } const Vector& pixel_data() const { return m_pixel_data; } private: GLsizei m_width; GLsizei m_height; Vector m_pixel_data; }; // To quote the Khronos documentation: // "You could say that a texture object contains a sampler object, which you access through the texture interface." // FIXME: Better name? struct TextureSamplerParamaters { GLint m_min_filter { GL_NEAREST_MIPMAP_LINEAR }; GLint m_mag_filter { GL_LINEAR }; GLint m_wrap_s_mode { GL_REPEAT }; GLint m_wrap_t_mode { GL_REPEAT }; }; public: Texture2D() = default; ~Texture2D() { } virtual bool is_texture_2d() const override { return true; } void upload_texture_data(GLenum target, GLint lod, GLint internal_format, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid* pixels); void replace_sub_texture_data(GLint lod, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid* data); FloatVector4 sample_texel(const FloatVector2& uv) const; GLenum internal_format() const { return m_internal_format; } private: template void swizzle(Vector& pixels, TCallback&& callback) { for (auto& pixel : pixels) pixel = callback(pixel); } private: // FIXME: Mipmaps are currently unused, but we have the plumbing for it at least Array m_mipmaps; GLenum m_internal_format; TextureSamplerParamaters m_sampler_params; }; }