2 #include <msp/gl/extensions/arb_multitexture.h>
3 #include <msp/gl/extensions/arb_vertex_shader.h>
4 #include <msp/gl/extensions/msp_legacy_features.h>
14 vector<TexUnit> TexUnit::units;
15 TexUnit *TexUnit::cur_unit = 0;
23 bool TexUnit::set_texture(const Texture *tex, bool lgc)
25 lgc = (lgc && legacy && tex);
26 bool result = (tex!=texture || lgc!=tex_legacy);
34 if(cur_unit!=this && (cur_unit || index))
35 glActiveTexture(GL_TEXTURE0+index);
39 unsigned TexUnit::get_n_units()
41 static int count = -1;
45 count = get_i(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS);
46 else if(ARB_multitexture)
47 count = get_i(GL_MAX_TEXTURE_UNITS);
54 unsigned TexUnit::get_n_legacy_units()
56 static int count = -1;
59 if(MSP_legacy_features)
60 count = get_i(GL_MAX_TEXTURE_UNITS);
67 TexUnit &TexUnit::get_unit(unsigned n)
70 static Require _req(ARB_multitexture);
72 throw out_of_range("TexUnit::get_unit");
76 unsigned i = units.size();
77 unsigned n_legacy = get_n_legacy_units();
78 units.resize(n+1, TexUnit());
79 for(; i<units.size(); ++i)
82 units[i].legacy = (i<n_legacy);
89 TexUnit &TexUnit::current()
96 TexUnit *TexUnit::find_unit(const Texture *tex)
98 for(vector<TexUnit>::iterator i=units.begin(); i!=units.end(); ++i)