
We were lacking support for default textures (i.e. calling `glBindTexture` with a `texture` argument of `0`) which caused our Quake2 port to render red screens whenever a video was playing. Every texture unit is now initialized with a default 2D texture. Additionally, we had this concept of a "currently bound target" on our texture units which is not how OpenGL wants us to handle targets. Calling `glBindTexture` should set the texture for the provided target only, making it sort of an alias for future operations on the same target. Finally, `glDeleteTextures` should not remove the bound texture from the target in the texture unit, but it should reset it to the default texture.
47 lines
1.7 KiB
C++
47 lines
1.7 KiB
C++
/*
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* Copyright (c) 2021, Jesse Buhagiar <jooster669@gmail.com>
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* Copyright (c) 2022, Jelle Raaijmakers <jelle@gmta.nl>
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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/RefPtr.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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RefPtr<Texture2D> texture_2d_target_texture() const { return m_texture_2d_target_texture; }
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void set_texture_2d_target_texture(RefPtr<Texture2D> const& texture) { m_texture_2d_target_texture = texture; }
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void set_env_mode(GLenum mode) { m_env_mode = mode; }
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GLenum env_mode() const { return m_env_mode; }
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bool texture_1d_enabled() const { return m_texture_1d_enabled; };
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void set_texture_1d_enabled(bool texture_1d_enabled) { m_texture_1d_enabled = texture_1d_enabled; }
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bool texture_2d_enabled() const { return m_texture_2d_enabled; };
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void set_texture_2d_enabled(bool texture_2d_enabled) { m_texture_2d_enabled = texture_2d_enabled; }
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bool texture_3d_enabled() const { return m_texture_3d_enabled; };
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void set_texture_3d_enabled(bool texture_3d_enabled) { m_texture_3d_enabled = texture_3d_enabled; }
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bool texture_cube_map_enabled() const { return m_texture_cube_map_enabled; };
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void set_texture_cube_map_enabled(bool texture_cube_map_enabled) { m_texture_cube_map_enabled = texture_cube_map_enabled; }
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private:
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GLenum m_env_mode { GL_MODULATE };
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// Bound textures
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RefPtr<Texture2D> m_texture_2d_target_texture {};
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// Texturing state per unit, in increasing priority:
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bool m_texture_1d_enabled { false };
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bool m_texture_2d_enabled { false };
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bool m_texture_3d_enabled { false };
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bool m_texture_cube_map_enabled { false };
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};
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}
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