
The Context and Software Rasterizer now gets the array of texture units instead of a single texture object. _Technically_, we now support some primitive form of multi-texturing, though I'm not entirely sure how well it will work in its current state.
33 lines
894 B
C++
33 lines
894 B
C++
/*
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* Copyright (c) 2021, Jesse Buhagiar <jooster669@gmail.com>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#pragma once
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#include <AK/OwnPtr.h>
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#include <LibGL/Tex/Texture2D.h>
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namespace GL {
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class TextureUnit {
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public:
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TextureUnit() = default;
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void bind_texture_to_target(GLenum texture_target, const RefPtr<Texture>& texture);
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void unbind_texture(GLenum texture_target);
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RefPtr<Texture2D>& bound_texture_2d() const { return m_texture_target_2d; }
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RefPtr<Texture>& bound_texture() const { return m_currently_bound_texture; }
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GLenum currently_bound_target() const { return m_currently_bound_target; }
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bool is_bound() const { return !m_currently_bound_texture.is_null(); }
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private:
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mutable RefPtr<Texture2D> m_texture_target_2d { nullptr };
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mutable RefPtr<Texture> m_currently_bound_texture { nullptr };
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GLenum m_currently_bound_target;
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};
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}
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