Torque3D/Engine/source/gfx/gl/gfxGLUtils.h
2012-09-19 11:15:01 -04:00

112 lines
4.3 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#ifndef TORQUE_GFX_GL_GFXGLUTILS_H_
#define TORQUE_GFX_GL_GFXGLUTILS_H_
#include "core/util/preprocessorHelpers.h"
#include "gfx/gl/gfxGLEnumTranslate.h"
static inline GLenum minificationFilter(U32 minFilter, U32 mipFilter, U32 mipLevels)
{
if(mipLevels == 1)
return GFXGLTextureFilter[minFilter];
// the compiler should interpret this as array lookups
switch( minFilter )
{
case GFXTextureFilterLinear:
switch( mipFilter )
{
case GFXTextureFilterLinear:
return GL_LINEAR_MIPMAP_LINEAR;
case GFXTextureFilterPoint:
return GL_LINEAR_MIPMAP_NEAREST;
default:
return GL_LINEAR;
}
default:
switch( mipFilter ) {
case GFXTextureFilterLinear:
return GL_NEAREST_MIPMAP_LINEAR;
case GFXTextureFilterPoint:
return GL_NEAREST_MIPMAP_NEAREST;
default:
return GL_NEAREST;
}
}
}
/// Simple class which preserves a given GL integer.
/// This class determines the integer to preserve on construction and restores
/// it on destruction.
class GFXGLPreserveInteger
{
public:
typedef void(*BindFn)(GLenum, GLuint);
/// Preserve the integer.
/// @param binding The binding which should be set on destruction.
/// @param getBinding The parameter to be passed to glGetIntegerv to determine
/// the integer to be preserved.
/// @param binder The gl function to call to restore the integer.
GFXGLPreserveInteger(GLenum binding, GLint getBinding, BindFn binder) :
mBinding(binding), mPreserved(0), mBinder(binder)
{
AssertFatal(mBinder, "GFXGLPreserveInteger - Need a valid binder function");
glGetIntegerv(getBinding, &mPreserved);
}
/// Restores the integer.
~GFXGLPreserveInteger()
{
mBinder(mBinding, mPreserved);
}
private:
GLenum mBinding;
GLint mPreserved;
BindFn mBinder;
};
/// Helper macro to preserve the current VBO binding.
#define PRESERVE_VERTEX_BUFFER() \
GFXGLPreserveInteger TORQUE_CONCAT(preserve_, __LINE__) (GL_ARRAY_BUFFER, GL_ARRAY_BUFFER_BINDING, glBindBuffer)
/// Helper macro to preserve the current element array binding.
#define PRESERVE_INDEX_BUFFER() \
GFXGLPreserveInteger TORQUE_CONCAT(preserve_, __LINE__) (GL_ELEMENT_ARRAY_BUFFER, GL_ELEMENT_ARRAY_BUFFER_BINDING, glBindBuffer)
/// Helper macro to preserve the current 2D texture binding.
#define PRESERVE_2D_TEXTURE() \
GFXGLPreserveInteger TORQUE_CONCAT(preserve_, __LINE__) (GL_TEXTURE_2D, GL_TEXTURE_BINDING_2D, glBindTexture)
/// Helper macro to preserve the current 3D texture binding.
#define PRESERVE_3D_TEXTURE() \
GFXGLPreserveInteger TORQUE_CONCAT(preserve_, __LINE__) (GL_TEXTURE_3D, GL_TEXTURE_BINDING_3D, glBindTexture)
#define PRESERVE_FRAMEBUFFER() \
GFXGLPreserveInteger TORQUE_CONCAT(preserve_, __LINE__) (GL_READ_FRAMEBUFFER_EXT, GL_READ_FRAMEBUFFER_BINDING_EXT, glBindFramebufferEXT);\
GFXGLPreserveInteger TORQUE_CONCAT(preserve2_, __LINE__) (GL_DRAW_FRAMEBUFFER_EXT, GL_DRAW_FRAMEBUFFER_BINDING_EXT, glBindFramebufferEXT)
#endif