void Texture::update_parameter(int mask) const
{
- if(current()==this)
+ if(TexUnit::current().get_texture()!=this)
{
- if(mask&MIN_FILTER)
- glTexParameteri(target, GL_TEXTURE_MIN_FILTER, min_filter);
- if(mask&MAG_FILTER)
- glTexParameteri(target, GL_TEXTURE_MAG_FILTER, mag_filter);
- if(mask&MAX_ANISOTROPY)
- glTexParameteri(target, GL_TEXTURE_MAX_ANISOTROPY_EXT, max_anisotropy);
- if(mask&WRAP_S)
- glTexParameteri(target, GL_TEXTURE_WRAP_S, wrap_s);
- if(mask&WRAP_T)
- glTexParameteri(target, GL_TEXTURE_WRAP_T, wrap_t);
- if(mask&WRAP_R)
- glTexParameteri(target, GL_TEXTURE_WRAP_R, wrap_r);
- if(mask&GENERATE_MIPMAP)
- glTexParameteri(target, GL_GENERATE_MIPMAP_SGIS, gen_mipmap);
- if(mask&COMPARE)
- glTexParameteri(target, GL_TEXTURE_COMPARE_MODE, (compare ? GL_COMPARE_R_TO_TEXTURE : GL_NONE));
- if(mask&COMPARE_FUNC)
- glTexParameteri(target, GL_TEXTURE_COMPARE_FUNC, cmp_func);
+ TexUnit *unit = TexUnit::find_unit(this);
+ if(!unit)
+ {
+ dirty_params |= mask;
+ return;
+ }
+
+ unit->bind();
}
- else
- dirty_params |= mask;
+
+ if(mask&MIN_FILTER)
+ glTexParameteri(target, GL_TEXTURE_MIN_FILTER, min_filter);
+ if(mask&MAG_FILTER)
+ glTexParameteri(target, GL_TEXTURE_MAG_FILTER, mag_filter);
+ if(mask&MAX_ANISOTROPY)
+ glTexParameteri(target, GL_TEXTURE_MAX_ANISOTROPY_EXT, max_anisotropy);
+ if(mask&WRAP_S)
+ glTexParameteri(target, GL_TEXTURE_WRAP_S, wrap_s);
+ if(mask&WRAP_T)
+ glTexParameteri(target, GL_TEXTURE_WRAP_T, wrap_t);
+ if(mask&WRAP_R)
+ glTexParameteri(target, GL_TEXTURE_WRAP_R, wrap_r);
+ if(mask&GENERATE_MIPMAP)
+ glTexParameteri(target, GL_GENERATE_MIPMAP_SGIS, gen_mipmap);
+ if(mask&COMPARE)
+ glTexParameteri(target, GL_TEXTURE_COMPARE_MODE, (compare ? GL_COMPARE_R_TO_TEXTURE : GL_NONE));
+ if(mask&COMPARE_FUNC)
+ glTexParameteri(target, GL_TEXTURE_COMPARE_FUNC, cmp_func);
}
void Texture::set_min_filter(TextureFilter f)
update_parameter(COMPARE_FUNC);
}
-void Texture::bind() const
+void Texture::bind_to(unsigned i) const
{
- const Texture *cur = TexUnit::current().get_texture();
- if(cur!=this)
+ TexUnit &unit = TexUnit::get_unit(i);
+ const Texture *cur = unit.get_texture();
+ if(unit.set_texture(this))
{
+ unit.bind();
if(cur && cur->target!=target)
glDisable(cur->target);
if(!cur || cur->target!=target)
glEnable(target);
-
glBindTexture(target, id);
- TexUnit::current().set_texture(this);
if(dirty_params)
{
}
}
-void Texture::bind_to(unsigned i) const
+const Texture *Texture::current(unsigned i)
{
- TexUnit::activate(i);
- bind();
-}
-
-const Texture *Texture::current()
-{
- return TexUnit::current().get_texture();
-}
-
-void Texture::unbind()
-{
- const Texture *cur = TexUnit::current().get_texture();
- if(!cur)
- return;
-
- glBindTexture(cur->target, 0);
- glDisable(cur->target);
- TexUnit::current().set_texture(0);
+ return TexUnit::get_unit(i).get_texture();
}
void Texture::unbind_from(unsigned i)
{
- TexUnit::activate(i);
- unbind();
+ TexUnit &unit = TexUnit::get_unit(i);
+ const Texture *cur = unit.get_texture();
+ if(unit.set_texture(0))
+ {
+ unit.bind();
+ glBindTexture(cur->target, 0);
+ glDisable(cur->target);
+ }
}