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LibGL: Turn Sampler2D into an actual class
This extracts the sampler functionality into its own class. Beginning with OpenGL 3 samplers are actual objects, separate from textures. It makes sense to do this already as it also cleans up code organization quite a bit.
This commit is contained in:
parent
fdde19d616
commit
12785849aa
Notes:
sideshowbarker
2024-07-18 07:05:06 +09:00
Author: https://github.com/sunverwerth Commit: https://github.com/SerenityOS/serenity/commit/12785849aa5 Pull-request: https://github.com/SerenityOS/serenity/pull/9350
7 changed files with 164 additions and 49 deletions
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@ -1,5 +1,6 @@
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set(SOURCES
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Tex/NameAllocator.cpp
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Tex/Sampler2D.cpp
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Tex/Texture2D.cpp
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Tex/TextureUnit.cpp
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Clipper.cpp
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@ -435,7 +435,7 @@ void SoftwareRasterizer::submit_triangle(const GLTriangle& triangle, const Array
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continue;
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// FIXME: Don't assume Texture2D, _and_ work out how we blend/do multitexturing properly.....
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texel = texel * static_ptr_cast<Texture2D>(texture_unit.bound_texture())->sample_texel(uv);
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texel = texel * static_ptr_cast<Texture2D>(texture_unit.bound_texture())->sampler().sample(uv);
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}
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return texel;
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49
Userland/Libraries/LibGL/Tex/MipMap.h
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49
Userland/Libraries/LibGL/Tex/MipMap.h
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@ -0,0 +1,49 @@
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/*
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* Copyright (c) 2021, Jesse Buhagiar <jooster669@gmail.com>
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* Copyright (c) 2021, Stephan Unverwerth <s.unverwerth@serenityos.org>
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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/Vector.h>
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#include <LibGL/GL/gl.h>
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#include <LibGfx/Vector4.h>
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namespace GL {
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class MipMap {
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public:
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MipMap() = default;
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~MipMap() = default;
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void set_width(GLsizei width) { m_width = width; }
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void set_height(GLsizei height) { m_height = height; }
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GLsizei width() const { return m_width; }
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GLsizei height() const { return m_height; }
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Vector<u32>& pixel_data() { return m_pixel_data; }
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const Vector<u32>& pixel_data() const { return m_pixel_data; }
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FloatVector4 texel(unsigned x, unsigned y) const
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{
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if (x >= (unsigned)m_width || y >= (unsigned)m_height)
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return { 0, 0, 0, 0 };
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u32 texel = m_pixel_data.at(y * m_width + x);
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return {
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(texel & 0xff) / 255.f,
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((texel >> 8) & 0xff) / 255.f,
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((texel >> 16) & 0xff) / 255.f,
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((texel >> 24) & 0xff) / 255.f
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};
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}
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private:
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GLsizei m_width;
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GLsizei m_height;
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Vector<u32> m_pixel_data;
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};
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}
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53
Userland/Libraries/LibGL/Tex/Sampler2D.cpp
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Userland/Libraries/LibGL/Tex/Sampler2D.cpp
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/*
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* Copyright (c) 2021, Stephan Unverwerth <s.unverwerth@serenityos.org>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#include "Sampler2D.h"
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#include <LibGL/Tex/Texture2D.h>
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#include <math.h>
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namespace GL {
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static constexpr float wrap_repeat(float value)
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{
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return value - floorf(value);
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}
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FloatVector4 Sampler2D::sample(FloatVector2 const& uv) const
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{
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// FIXME: Calculate the correct mipmap level here, need to receive uv derivatives for that
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unsigned lod = 0;
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MipMap const& mip = m_texture.mipmap(lod);
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float x = uv.x();
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float y = uv.y();
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switch (m_wrap_s_mode) {
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case GL_REPEAT:
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x = wrap_repeat(x);
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break;
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default:
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VERIFY_NOT_REACHED();
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}
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switch (m_wrap_t_mode) {
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case GL_REPEAT:
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y = wrap_repeat(y);
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break;
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default:
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VERIFY_NOT_REACHED();
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}
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x *= mip.width() - 1;
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y *= mip.height() - 1;
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return mip.texel(static_cast<unsigned>(x), static_cast<unsigned>(y));
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}
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}
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44
Userland/Libraries/LibGL/Tex/Sampler2D.h
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44
Userland/Libraries/LibGL/Tex/Sampler2D.h
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/*
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* Copyright (c) 2021, Stephan Unverwerth <s.unverwerth@serenityos.org>
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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 <LibGL/GL/gl.h>
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#include <LibGfx/Vector2.h>
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#include <LibGfx/Vector4.h>
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namespace GL {
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class Texture2D;
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class Sampler2D final {
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public:
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Sampler2D(Texture2D const& texture)
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: m_texture(texture)
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{
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}
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GLint min_filter() const { return m_min_filter; }
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GLint mag_filter() const { return m_mag_filter; }
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GLint wrap_s_mode() const { return m_wrap_s_mode; }
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GLint wrap_t_mode() const { return m_wrap_t_mode; }
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void set_min_filter(GLint value) { m_min_filter = value; }
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void set_mag_filter(GLint value) { m_mag_filter = value; }
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void set_wrap_s_mode(GLint value) { m_wrap_s_mode = value; }
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void set_wrap_t_mode(GLint value) { m_wrap_t_mode = value; }
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FloatVector4 sample(FloatVector2 const& uv) const;
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private:
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Texture2D const& m_texture;
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GLint m_min_filter { GL_NEAREST_MIPMAP_LINEAR };
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GLint m_mag_filter { GL_LINEAR };
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GLint m_wrap_s_mode { GL_REPEAT };
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GLint m_wrap_t_mode { GL_REPEAT };
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};
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}
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@ -1,5 +1,6 @@
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/*
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* Copyright (c) 2021, Jesse Buhagiar <jooster669@gmail.com>
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* Copyright (c) 2021, Stephan Unverwerth <s.unverwerth@serenityos.org>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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@ -112,24 +113,12 @@ void Texture2D::upload_texture_data(GLenum, GLint lod, GLint internal_format, GL
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mip.set_height(height);
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}
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FloatVector4 Texture2D::sample_texel(const FloatVector2& uv) const
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MipMap const& Texture2D::mipmap(unsigned lod) const
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{
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auto& mip = m_mipmaps.at(0);
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if (lod >= m_mipmaps.size())
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return m_mipmaps.at(m_mipmaps.size() - 1);
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// FIXME: Remove this to prevent a crash when we have proper texture binding
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if (mip.width() == 0 || mip.height() == 0)
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return { 1.0f, 1.0f, 1.0f, 1.0f };
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u32 u = static_cast<u32>(uv.x() * mip.width());
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u32 v = static_cast<u32>(uv.y() * mip.height());
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u32 pixel = mip.pixel_data().at(v * mip.width() + u);
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float b0 = ((pixel)&0xff) / 255.0f;
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float b1 = ((pixel >> 8) & 0xff) / 255.0f;
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float b2 = ((pixel >> 16) & 0xff) / 255.0f;
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return { b0, b1, b2, 1.0f };
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return m_mipmaps.at(lod);
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}
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}
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/*
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* Copyright (c) 2021, Jesse Buhagiar <jooster669@gmail.com>
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* Copyright (c) 2021, Stephan Unverwerth <s.unverwerth@serenityos.org>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#include <AK/RefCounted.h>
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#include <AK/Vector.h>
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#include <LibGL/GL/gl.h>
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#include <LibGL/Tex/MipMap.h>
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#include <LibGL/Tex/Sampler2D.h>
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#include <LibGfx/Vector2.h>
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#include <LibGfx/Vector4.h>
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static constexpr u16 MAX_TEXTURE_SIZE = 2048;
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static constexpr u8 LOG2_MAX_TEXTURE_SIZE = 11;
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class MipMap {
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public:
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MipMap() = default;
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~MipMap() = default;
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void set_width(GLsizei width) { m_width = width; }
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void set_height(GLsizei height) { m_height = height; }
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GLsizei width() const { return m_width; }
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GLsizei height() const { return m_height; }
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Vector<u32>& pixel_data() { return m_pixel_data; }
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const Vector<u32>& pixel_data() const { return m_pixel_data; }
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private:
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GLsizei m_width;
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GLsizei m_height;
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Vector<u32> m_pixel_data;
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};
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// To quote the Khronos documentation:
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// "You could say that a texture object contains a sampler object, which you access through the texture interface."
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// FIXME: Better name?
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struct TextureSamplerParamaters {
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GLint m_min_filter { GL_NEAREST_MIPMAP_LINEAR };
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GLint m_mag_filter { GL_LINEAR };
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GLint m_wrap_s_mode { GL_REPEAT };
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GLint m_wrap_t_mode { GL_REPEAT };
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};
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public:
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Texture2D() = default;
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Texture2D()
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: m_sampler(*this)
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{
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}
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~Texture2D() { }
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virtual bool is_texture_2d() const override { return true; }
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void upload_texture_data(GLenum target, GLint lod, GLint internal_format, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid* pixels);
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void replace_sub_texture_data(GLint lod, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid* data);
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FloatVector4 sample_texel(const FloatVector2& uv) const;
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MipMap const& mipmap(unsigned lod) const;
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GLenum internal_format() const { return m_internal_format; }
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Sampler2D const& sampler() const { return m_sampler; }
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private:
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template<typename TCallback>
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// FIXME: Mipmaps are currently unused, but we have the plumbing for it at least
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Array<MipMap, LOG2_MAX_TEXTURE_SIZE> m_mipmaps;
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GLenum m_internal_format;
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TextureSamplerParamaters m_sampler_params;
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Sampler2D m_sampler;
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};
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}
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