mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-22 13:44:44 +00:00
112 lines
4.3 KiB
C++
112 lines
4.3 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef TORQUE_GFX_GL_GFXGLUTILS_H_
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#define TORQUE_GFX_GL_GFXGLUTILS_H_
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#include "core/util/preprocessorHelpers.h"
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#include "gfx/gl/gfxGLEnumTranslate.h"
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static inline GLenum minificationFilter(U32 minFilter, U32 mipFilter, U32 mipLevels)
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{
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if(mipLevels == 1)
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return GFXGLTextureFilter[minFilter];
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// the compiler should interpret this as array lookups
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switch( minFilter )
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{
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case GFXTextureFilterLinear:
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switch( mipFilter )
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{
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case GFXTextureFilterLinear:
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return GL_LINEAR_MIPMAP_LINEAR;
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case GFXTextureFilterPoint:
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return GL_LINEAR_MIPMAP_NEAREST;
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default:
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return GL_LINEAR;
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}
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default:
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switch( mipFilter ) {
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case GFXTextureFilterLinear:
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return GL_NEAREST_MIPMAP_LINEAR;
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case GFXTextureFilterPoint:
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return GL_NEAREST_MIPMAP_NEAREST;
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default:
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return GL_NEAREST;
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}
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}
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}
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/// Simple class which preserves a given GL integer.
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/// This class determines the integer to preserve on construction and restores
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/// it on destruction.
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class GFXGLPreserveInteger
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{
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public:
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typedef void(*BindFn)(GLenum, GLuint);
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/// Preserve the integer.
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/// @param binding The binding which should be set on destruction.
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/// @param getBinding The parameter to be passed to glGetIntegerv to determine
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/// the integer to be preserved.
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/// @param binder The gl function to call to restore the integer.
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GFXGLPreserveInteger(GLenum binding, GLint getBinding, BindFn binder) :
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mBinding(binding), mPreserved(0), mBinder(binder)
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{
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AssertFatal(mBinder, "GFXGLPreserveInteger - Need a valid binder function");
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glGetIntegerv(getBinding, &mPreserved);
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}
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/// Restores the integer.
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~GFXGLPreserveInteger()
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{
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mBinder(mBinding, mPreserved);
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}
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private:
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GLenum mBinding;
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GLint mPreserved;
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BindFn mBinder;
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};
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/// Helper macro to preserve the current VBO binding.
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#define PRESERVE_VERTEX_BUFFER() \
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GFXGLPreserveInteger TORQUE_CONCAT(preserve_, __LINE__) (GL_ARRAY_BUFFER, GL_ARRAY_BUFFER_BINDING, glBindBuffer)
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/// Helper macro to preserve the current element array binding.
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#define PRESERVE_INDEX_BUFFER() \
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GFXGLPreserveInteger TORQUE_CONCAT(preserve_, __LINE__) (GL_ELEMENT_ARRAY_BUFFER, GL_ELEMENT_ARRAY_BUFFER_BINDING, glBindBuffer)
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/// Helper macro to preserve the current 2D texture binding.
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#define PRESERVE_2D_TEXTURE() \
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GFXGLPreserveInteger TORQUE_CONCAT(preserve_, __LINE__) (GL_TEXTURE_2D, GL_TEXTURE_BINDING_2D, glBindTexture)
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/// Helper macro to preserve the current 3D texture binding.
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#define PRESERVE_3D_TEXTURE() \
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GFXGLPreserveInteger TORQUE_CONCAT(preserve_, __LINE__) (GL_TEXTURE_3D, GL_TEXTURE_BINDING_3D, glBindTexture)
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#define PRESERVE_FRAMEBUFFER() \
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GFXGLPreserveInteger TORQUE_CONCAT(preserve_, __LINE__) (GL_READ_FRAMEBUFFER_EXT, GL_READ_FRAMEBUFFER_BINDING_EXT, glBindFramebufferEXT);\
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GFXGLPreserveInteger TORQUE_CONCAT(preserve2_, __LINE__) (GL_DRAW_FRAMEBUFFER_EXT, GL_DRAW_FRAMEBUFFER_BINDING_EXT, glBindFramebufferEXT)
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#endif
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