TextureUnit.h 4.0 KB

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  1. /*
  2. * Copyright (c) 2021, Jesse Buhagiar <jooster669@gmail.com>
  3. * Copyright (c) 2022, Jelle Raaijmakers <jelle@gmta.nl>
  4. *
  5. * SPDX-License-Identifier: BSD-2-Clause
  6. */
  7. #pragma once
  8. #include <AK/RefPtr.h>
  9. #include <AK/Vector.h>
  10. #include <LibGL/Tex/Texture2D.h>
  11. #include <LibGfx/Matrix4x4.h>
  12. namespace GL {
  13. class TextureUnit {
  14. public:
  15. TextureUnit() = default;
  16. RefPtr<Texture2D> texture_2d_target_texture() const { return m_texture_2d_target_texture; }
  17. void set_texture_2d_target_texture(RefPtr<Texture2D> const& texture) { m_texture_2d_target_texture = texture; }
  18. void set_alpha_combinator(GLenum combinator) { m_alpha_combinator = combinator; }
  19. GLenum alpha_combinator() const { return m_alpha_combinator; }
  20. void set_alpha_operand(size_t index, GLenum operand) { m_alpha_operand[index] = operand; }
  21. GLenum alpha_operand(size_t index) const { return m_alpha_operand[index]; }
  22. void set_alpha_scale(float scale) { m_alpha_scale = scale; }
  23. float alpha_scale() const { return m_alpha_scale; }
  24. void set_alpha_source(size_t index, GLenum source) { m_alpha_source[index] = source; }
  25. GLenum alpha_source(size_t index) const { return m_alpha_source[index]; }
  26. void set_color(FloatVector4 color) { m_color = color; }
  27. FloatVector4 color() const { return m_color; }
  28. void set_env_mode(GLenum mode) { m_env_mode = mode; }
  29. GLenum env_mode() const { return m_env_mode; }
  30. void set_level_of_detail_bias(float bias) { m_level_of_detail_bias = bias; }
  31. float level_of_detail_bias() const { return m_level_of_detail_bias; }
  32. void set_rgb_combinator(GLenum combinator) { m_rgb_combinator = combinator; }
  33. GLenum rgb_combinator() const { return m_rgb_combinator; }
  34. void set_rgb_operand(size_t index, GLenum operand) { m_rgb_operand[index] = operand; }
  35. GLenum rgb_operand(size_t index) const { return m_rgb_operand[index]; }
  36. void set_rgb_scale(float scale) { m_rgb_scale = scale; }
  37. float rgb_scale() const { return m_rgb_scale; }
  38. void set_rgb_source(size_t index, GLenum source) { m_rgb_source[index] = source; }
  39. GLenum rgb_source(size_t index) const { return m_rgb_source[index]; }
  40. bool texture_1d_enabled() const { return m_texture_1d_enabled; }
  41. void set_texture_1d_enabled(bool texture_1d_enabled) { m_texture_1d_enabled = texture_1d_enabled; }
  42. bool texture_2d_enabled() const { return m_texture_2d_enabled; }
  43. void set_texture_2d_enabled(bool texture_2d_enabled) { m_texture_2d_enabled = texture_2d_enabled; }
  44. bool texture_3d_enabled() const { return m_texture_3d_enabled; }
  45. void set_texture_3d_enabled(bool texture_3d_enabled) { m_texture_3d_enabled = texture_3d_enabled; }
  46. bool texture_cube_map_enabled() const { return m_texture_cube_map_enabled; }
  47. void set_texture_cube_map_enabled(bool texture_cube_map_enabled) { m_texture_cube_map_enabled = texture_cube_map_enabled; }
  48. FloatMatrix4x4& texture_matrix() { return m_texture_matrix_stack.last(); }
  49. Vector<FloatMatrix4x4>& texture_matrix_stack() { return m_texture_matrix_stack; }
  50. private:
  51. GLenum m_alpha_combinator { GL_MODULATE };
  52. Array<GLenum, 3> m_alpha_operand { GL_SRC_ALPHA, GL_SRC_ALPHA, GL_SRC_ALPHA };
  53. float m_alpha_scale { 1.f };
  54. Array<GLenum, 3> m_alpha_source { GL_TEXTURE, GL_PREVIOUS, GL_CONSTANT };
  55. FloatVector4 m_color { 0.f, 0.f, 0.f, 0.f };
  56. GLenum m_env_mode { GL_MODULATE };
  57. float m_level_of_detail_bias { 0.f };
  58. GLenum m_rgb_combinator { GL_MODULATE };
  59. Array<GLenum, 3> m_rgb_operand { GL_SRC_COLOR, GL_SRC_COLOR, GL_SRC_ALPHA };
  60. float m_rgb_scale { 1.f };
  61. Array<GLenum, 3> m_rgb_source { GL_TEXTURE, GL_PREVIOUS, GL_CONSTANT };
  62. // Bound textures
  63. RefPtr<Texture2D> m_texture_2d_target_texture {};
  64. // Texturing state per unit, in increasing priority:
  65. bool m_texture_1d_enabled { false };
  66. bool m_texture_2d_enabled { false };
  67. bool m_texture_3d_enabled { false };
  68. bool m_texture_cube_map_enabled { false };
  69. // Matrix stack for this unit
  70. Vector<FloatMatrix4x4> m_texture_matrix_stack { FloatMatrix4x4::identity() };
  71. };
  72. }