#include <stdexcept>
-#include "arb_multitexture.h"
-#include "arb_vertex_shader.h"
+#include <msp/gl/extensions/arb_multitexture.h>
+#include <msp/gl/extensions/arb_vertex_shader.h>
#include "gl.h"
+#include "misc.h"
#include "texunit.h"
using namespace std;
return texgen[i];
}
+void TexUnit::bind()
+{
+ if(cur_unit!=this && (cur_unit || index))
+ glActiveTexture(GL_TEXTURE0+index);
+ cur_unit = this;
+}
+
unsigned TexUnit::get_n_units()
{
static int count = -1;
if(count<0)
{
if(ARB_vertex_shader)
- glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &count);
+ count = get_i(GL_MAX_TEXTURE_IMAGE_UNITS);
else if(ARB_multitexture)
- glGetIntegerv(GL_MAX_TEXTURE_UNITS, &count);
+ count = get_i(GL_MAX_TEXTURE_UNITS);
else
count = 1;
}
return count;
}
-TexUnit &TexUnit::activate(unsigned n)
+TexUnit &TexUnit::get_unit(unsigned n)
{
if(n>0)
static Require _req(ARB_multitexture);
if(n>=get_n_units())
- throw out_of_range("TexUnit::activate");
+ throw out_of_range("TexUnit::get_unit");
if(units.size()<=n)
+ {
+ unsigned i = units.size();
units.resize(n+1);
-
- if(cur_unit!=&units[n] && (cur_unit || n))
- glActiveTexture(GL_TEXTURE0+n);
- cur_unit = &units[n];
+ for(; i<units.size(); ++i)
+ units[i].index = i;
+ }
return units[n];
}
TexUnit &TexUnit::current()
{
if(!cur_unit)
- return activate(0);
+ get_unit(0).bind();
return *cur_unit;
}
+TexUnit *TexUnit::find_unit(const Texture *tex)
+{
+ for(vector<TexUnit>::iterator i=units.begin(); i!=units.end(); ++i)
+ if(i->texture==tex)
+ return &*i;
+ return 0;
+}
+
+TexUnit *TexUnit::find_unit(const TexEnv *env)
+{
+ for(vector<TexUnit>::iterator i=units.begin(); i!=units.end(); ++i)
+ if(i->texenv==env)
+ return &*i;
+ return 0;
+}
+
} // namespace GL
} // namespace Msp