These files are not part of the actual renderer but part of the system code. This means, for separated modern and legacy GL renderers, there still will only be one set of this, unlike everything else.
197 lines
6.9 KiB
C++
197 lines
6.9 KiB
C++
//
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//---------------------------------------------------------------------------
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//
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// Copyright(C) 2014-2016 Christoph Oelckers
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// All rights reserved.
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//--------------------------------------------------------------------------
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//
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#include "gl/system/gl_system.h"
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#include "c_cvars.h"
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#include "gl_load/gl_interface.h"
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#include "hwrenderer/utility/hw_cvars.h"
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#include "gl/system/gl_debug.h"
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#include "gl/renderer/gl_renderer.h"
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#include "gl_samplers.h"
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#include "hwrenderer/textures/hw_material.h"
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extern TexFilter_s TexFilter[];
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FSamplerManager::FSamplerManager()
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{
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if (gl.flags & RFL_SAMPLER_OBJECTS)
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{
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glGenSamplers(7, mSamplers);
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SetTextureFilterMode();
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glSamplerParameteri(mSamplers[5], GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glSamplerParameteri(mSamplers[5], GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glSamplerParameterf(mSamplers[5], GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.f);
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glSamplerParameterf(mSamplers[4], GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.f);
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glSamplerParameterf(mSamplers[6], GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.f);
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glSamplerParameteri(mSamplers[1], GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glSamplerParameteri(mSamplers[2], GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glSamplerParameteri(mSamplers[3], GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glSamplerParameteri(mSamplers[3], GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glSamplerParameteri(mSamplers[4], GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glSamplerParameteri(mSamplers[4], GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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for (int i = 0; i < 7; i++)
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{
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FString name;
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name.Format("mSamplers[%d]", i);
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FGLDebug::LabelObject(GL_SAMPLER, mSamplers[i], name.GetChars());
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}
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}
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}
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FSamplerManager::~FSamplerManager()
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{
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if (gl.flags & RFL_SAMPLER_OBJECTS)
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{
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UnbindAll();
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glDeleteSamplers(7, mSamplers);
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}
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}
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void FSamplerManager::UnbindAll()
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{
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if (gl.flags & RFL_SAMPLER_OBJECTS)
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{
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for (int i = 0; i < FHardwareTexture::MAX_TEXTURES; i++)
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{
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glBindSampler(i, 0);
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}
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}
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}
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uint8_t FSamplerManager::Bind(int texunit, int num, int lastval)
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{
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if (gl.flags & RFL_SAMPLER_OBJECTS)
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{
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unsigned int samp = mSamplers[num];
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glBindSampler(texunit, samp);
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return 255;
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}
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else
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{
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int filter = V_IsHardwareRenderer() ? gl_texture_filter : 0;
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glActiveTexture(GL_TEXTURE0 + texunit);
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switch (num)
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{
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case CLAMP_NONE:
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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if (lastval >= CLAMP_XY_NOMIP)
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{
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, TexFilter[filter].minfilter);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, TexFilter[filter].magfilter);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, gl_texture_filter_anisotropic);
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}
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break;
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case CLAMP_X:
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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if (lastval >= CLAMP_XY_NOMIP)
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{
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, TexFilter[filter].minfilter);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, TexFilter[filter].magfilter);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, gl_texture_filter_anisotropic);
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}
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break;
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case CLAMP_Y:
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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if (lastval >= CLAMP_XY_NOMIP)
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{
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, TexFilter[filter].minfilter);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, TexFilter[filter].magfilter);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, gl_texture_filter_anisotropic);
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}
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break;
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case CLAMP_XY:
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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if (lastval >= CLAMP_XY_NOMIP)
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{
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, TexFilter[filter].minfilter);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, TexFilter[filter].magfilter);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, gl_texture_filter_anisotropic);
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}
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break;
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case CLAMP_XY_NOMIP:
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, TexFilter[filter].magfilter);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, TexFilter[filter].magfilter);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1);
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break;
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case CLAMP_NOFILTER:
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1);
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break;
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case CLAMP_CAMTEX:
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, TexFilter[filter].magfilter);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, TexFilter[filter].magfilter);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1);
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break;
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}
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glActiveTexture(GL_TEXTURE0);
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return num;
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}
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}
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void FSamplerManager::SetTextureFilterMode()
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{
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if (gl.flags & RFL_SAMPLER_OBJECTS)
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{
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UnbindAll();
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int filter = V_IsHardwareRenderer() ? gl_texture_filter : 0;
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for (int i = 0; i < 4; i++)
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{
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glSamplerParameteri(mSamplers[i], GL_TEXTURE_MIN_FILTER, TexFilter[filter].minfilter);
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glSamplerParameteri(mSamplers[i], GL_TEXTURE_MAG_FILTER, TexFilter[filter].magfilter);
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glSamplerParameterf(mSamplers[i], GL_TEXTURE_MAX_ANISOTROPY_EXT, gl_texture_filter_anisotropic);
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}
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glSamplerParameteri(mSamplers[4], GL_TEXTURE_MIN_FILTER, TexFilter[filter].magfilter);
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glSamplerParameteri(mSamplers[4], GL_TEXTURE_MAG_FILTER, TexFilter[filter].magfilter);
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glSamplerParameteri(mSamplers[6], GL_TEXTURE_MIN_FILTER, TexFilter[filter].magfilter);
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glSamplerParameteri(mSamplers[6], GL_TEXTURE_MAG_FILTER, TexFilter[filter].magfilter);
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}
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else
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{
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GLRenderer->FlushTextures();
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}
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}
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