class Texturing: public Bindable<Texturing>
{
private:
- std::vector<const Texture *> attachments;
+ struct Attachment
+ {
+ unsigned unit;
+ const Texture *texture;
+ const Sampler *sampler;
+
+ Attachment(unsigned, const Texture *, const Sampler *);
+ };
+
+ std::vector<Attachment> attachments;
public:
~Texturing();
- void attach(unsigned, const Texture &);
+ int find_free_unit(const std::string & = std::string()) const;
+ void attach(unsigned, const Texture &, const Sampler * = 0);
+ void attach(unsigned, const Sampler &);
void detach(unsigned);
private:
- void set_attachment(unsigned, const Texture *);
+ void set_attachment(unsigned, const Texture *, const Sampler *);
public:
const Texture *get_attached_texture(unsigned) const;
+ const Sampler *get_attached_sampler(unsigned) const;
-private:
- void bind_attachment(unsigned) const;
-
- static void unbind_attachment(unsigned);
-
-public:
void bind() const;
static void unbind();
+
+private:
+ void bind_attachment(const Attachment &) const;
+ static void unbind_attachment(unsigned);
};
} // namespace GL