--- /dev/null
+#include <msp/core/hash.h>
+#include "texture.h"
+#include "texturing.h"
+#include "texunit.h"
+
+using namespace std;
+
+namespace Msp {
+namespace GL {
+
+Texturing::~Texturing()
+{
+ if(current()==this)
+ unbind();
+}
+
+int Texturing::find_free_unit(const string &name_hint) const
+{
+ unsigned max_unit = TexUnit::get_n_units();
+ // Leave some space for effect textures
+ max_unit -= min(max_unit/4, 8U);
+ unsigned initial_unit = (name_hint.empty() ? 0 : hash32(name_hint)%max_unit);
+ unsigned unit = initial_unit;
+ while(get_attached_texture(unit) || get_attached_sampler(unit))
+ {
+ unit = (unit+1)%max_unit;
+ if(unit==initial_unit)
+ return -1;
+ }
+
+ return unit;
+}
+
+void Texturing::attach(unsigned attch, const Texture &tex, const Sampler *samp)
+{
+ set_attachment(attch, &tex, samp);
+}
+
+void Texturing::attach(unsigned attch, const Sampler &samp)
+{
+ set_attachment(attch, 0, &samp);
+}
+
+void Texturing::detach(unsigned attch)
+{
+ set_attachment(attch, 0, 0);
+}
+
+void Texturing::set_attachment(unsigned unit, const Texture *tex, const Sampler *samp)
+{
+ if(unit>=TexUnit::get_n_units())
+ throw out_of_range("Texturing::set_attachment");
+
+ if(tex || samp)
+ {
+ vector<Attachment>::iterator i;
+ for(i=attachments.begin(); (i!=attachments.end() && i->unit<=unit); ++i)
+ if(i->unit==unit)
+ {
+ i->texture = tex;
+ i->sampler = samp;
+ if(current()==this)
+ bind_attachment(*i);
+ return;
+ }
+
+ attachments.insert(i, Attachment(unit, tex, samp));
+ if(current()==this)
+ tex->bind_to(unit);
+ }
+ else
+ {
+ for(vector<Attachment>::iterator i=attachments.begin(); (i!=attachments.end() && i->unit<=unit); ++i)
+ if(i->unit==unit)
+ {
+ attachments.erase(i);
+ if(current()==this)
+ unbind_attachment(unit);
+ return;
+ }
+ }
+}
+
+const Texture *Texturing::get_attached_texture(unsigned unit) const
+{
+ for(vector<Attachment>::const_iterator i=attachments.begin(); (i!=attachments.end() && i->unit<=unit); ++i)
+ if(i->unit==unit)
+ return i->texture;
+ return 0;
+}
+
+const Sampler *Texturing::get_attached_sampler(unsigned unit) const
+{
+ for(vector<Attachment>::const_iterator i=attachments.begin(); (i!=attachments.end() && i->unit<=unit); ++i)
+ if(i->unit==unit)
+ return i->sampler;
+ return 0;
+}
+
+void Texturing::bind() const
+{
+ const Texturing *old = current();
+ if(set_current(this))
+ {
+ if(old)
+ {
+ vector<Attachment>::const_iterator i = attachments.begin();
+ vector<Attachment>::const_iterator j = old->attachments.begin();
+ while(i!=attachments.end() || j!=old->attachments.end())
+ {
+ if(i!=attachments.end() && (j==old->attachments.end() || i->unit<=j->unit))
+ {
+ bind_attachment(*i);
+ if(j!=old->attachments.end() && j->unit==i->unit)
+ ++j;
+ ++i;
+ }
+ else
+ {
+ unbind_attachment(j->unit);
+ ++j;
+ }
+ }
+ }
+ else
+ {
+ for(vector<Attachment>::const_iterator i=attachments.begin(); i!=attachments.end(); ++i)
+ bind_attachment(*i);
+ }
+ }
+}
+
+void Texturing::bind_attachment(const Attachment &attch) const
+{
+ if(attch.sampler)
+ attch.sampler->bind_to(attch.unit);
+ else
+ Sampler::unbind_from(attch.unit);
+ attch.texture->bind_to(attch.unit);
+}
+
+void Texturing::unbind()
+{
+ const Texturing *old = current();
+ if(set_current(0))
+ {
+ for(vector<Attachment>::const_iterator i=old->attachments.begin(); i!=old->attachments.end(); ++i)
+ unbind_attachment(i->unit);
+ }
+}
+
+void Texturing::unbind_attachment(unsigned unit)
+{
+ Texture::unbind_from(unit);
+ Sampler::unbind_from(unit);
+}
+
+
+Texturing::Attachment::Attachment(unsigned u, const Texture *t, const Sampler *s):
+ unit(u),
+ texture(t),
+ sampler(s)
+{ }
+
+} // namespace GL
+} // namespace Msp;