]> git.tdb.fi Git - libs/gl.git/blobdiff - source/core/texunit.cpp
Rearrange soucre files into subdirectories
[libs/gl.git] / source / core / texunit.cpp
diff --git a/source/core/texunit.cpp b/source/core/texunit.cpp
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+#include <stdexcept>
+#include <msp/gl/extensions/arb_multitexture.h>
+#include <msp/gl/extensions/arb_vertex_shader.h>
+#include "gl.h"
+#include "misc.h"
+#include "texture.h"
+#include "texunit.h"
+
+using namespace std;
+
+namespace Msp {
+namespace GL {
+
+vector<TexUnit> TexUnit::units;
+TexUnit *TexUnit::cur_unit = 0;
+
+TexUnit::TexUnit():
+       texture(0),
+       sampler(0)
+{ }
+
+bool TexUnit::set_texture(const Texture *tex)
+{
+       bool result = (tex!=texture);
+       texture = tex;
+       return result;
+}
+
+bool TexUnit::set_sampler(const Sampler *samp)
+{
+       bool result = (samp!=sampler);
+       sampler = samp;
+       return result;
+}
+
+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)
+                       count = get_i(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS);
+               else if(ARB_multitexture)
+                       count = get_i(GL_MAX_TEXTURE_UNITS);
+               else
+                       count = 1;
+       }
+       return count;
+}
+
+TexUnit &TexUnit::get_unit(unsigned n)
+{
+       if(n>0)
+               static Require _req(ARB_multitexture);
+       if(n>=get_n_units())
+               throw out_of_range("TexUnit::get_unit");
+
+       if(units.size()<=n)
+       {
+               unsigned i = units.size();
+               units.resize(n+1, TexUnit());
+               for(; i<units.size(); ++i)
+                       units[i].index = i;
+       }
+
+       return units[n];
+}
+
+TexUnit &TexUnit::current()
+{
+       if(!cur_unit)
+               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;
+}
+
+} // namespace GL
+} // namespace Msp