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https://github.com/MadeOfJelly/MushMachine.git
synced 2024-12-04 19:23:28 +01:00
add multisampled textures
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parent
f5eb0e0dfa
commit
601e1ca99d
@ -16,28 +16,41 @@ uint32_t Texture::getHandle(void) const {
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Texture::Texture(
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uint32_t handle,
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int32_t width_, int32_t height_,
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int32_t internalFormat, int32_t format, int32_t type
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int32_t internalFormat, int32_t format, int32_t type,
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uint32_t samples
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) : _handle(handle), width(width_), height(height_),
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_internalFormat(internalFormat), _format(format), _type(type) {}
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_internalFormat(internalFormat), _format(format), _type(type),
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_samples(samples) {
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}
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Texture::~Texture(void) {
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glDeleteTextures(1, &_handle);
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}
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void Texture::unbind(void) const {
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// TODO: do i need ms variant?
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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void Texture::bind(uint32_t slot) const {
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glActiveTexture(GL_TEXTURE0 + slot);
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glBindTexture(GL_TEXTURE_2D, _handle);
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if (_samples == 0) {
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glBindTexture(GL_TEXTURE_2D, _handle);
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} else {
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glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, _handle);
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}
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}
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void Texture::resize(int32_t new_width, int32_t new_height) {
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// if (glTexImage2D == true)
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glBindTexture(GL_TEXTURE_2D, _handle);
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glTexImage2D(GL_TEXTURE_2D, 0, _internalFormat, new_width, new_height, 0, _format, _type, NULL);
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if (_samples == 0) {
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glBindTexture(GL_TEXTURE_2D, _handle);
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glTexImage2D(GL_TEXTURE_2D, 0, _internalFormat, new_width, new_height, 0, _format, _type, NULL);
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} else {
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glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, _handle);
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glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, _samples, _internalFormat, new_width, new_height, 0);
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}
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// HACK: super dirty
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*(const_cast<int32_t*>(&width)) = new_width;
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@ -57,5 +70,19 @@ Texture::handle_t Texture::createEmpty(int32_t internalFormat, int32_t width, in
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return handle_t(new Texture(id, width, height, internalFormat, format, type));
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}
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Texture::handle_t Texture::createEmptyMultiSampled(int32_t internalFormat, int32_t width, int32_t height, uint32_t samples) {
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uint32_t id;
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glGenTextures(1, &id);
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glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, id);
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glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, samples, internalFormat, width, height, GL_TRUE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0);
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// HACK: format + type?
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return handle_t(new Texture(id, width, height, internalFormat, 0, 0, samples));
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}
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} // MM::OpenGL
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@ -20,7 +20,8 @@ namespace MM::OpenGL {
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Texture(
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uint32_t handle,
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int32_t width_, int32_t height_,
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int32_t internalFormat, int32_t format, int32_t type
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int32_t internalFormat, int32_t format, int32_t type,
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uint32_t samples = 0u
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);
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public:
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@ -33,6 +34,7 @@ namespace MM::OpenGL {
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int32_t const _internalFormat;
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int32_t const _format;
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int32_t const _type;
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uint32_t const _samples{0u}; // sample count, 0 == off
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public:
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~Texture();
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@ -45,6 +47,7 @@ namespace MM::OpenGL {
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void resize(int32_t new_width, int32_t new_height);
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static handle_t createEmpty(int32_t internalFormat, int32_t width, int32_t height, int32_t format, int32_t type);
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static handle_t createEmptyMultiSampled(int32_t internalFormat, int32_t width, int32_t height, uint32_t samples);
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};
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} // MM::OpenGL
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