add multisampled textures

This commit is contained in:
Green Sky 2022-02-16 19:22:25 +01:00
parent f5eb0e0dfa
commit 601e1ca99d
2 changed files with 36 additions and 6 deletions

View File

@ -16,28 +16,41 @@ uint32_t Texture::getHandle(void) const {
Texture::Texture(
uint32_t handle,
int32_t width_, int32_t height_,
int32_t internalFormat, int32_t format, int32_t type
int32_t internalFormat, int32_t format, int32_t type,
uint32_t samples
) : _handle(handle), width(width_), height(height_),
_internalFormat(internalFormat), _format(format), _type(type) {}
_internalFormat(internalFormat), _format(format), _type(type),
_samples(samples) {
}
Texture::~Texture(void) {
glDeleteTextures(1, &_handle);
}
void Texture::unbind(void) const {
// TODO: do i need ms variant?
glBindTexture(GL_TEXTURE_2D, 0);
}
void Texture::bind(uint32_t slot) const {
glActiveTexture(GL_TEXTURE0 + slot);
glBindTexture(GL_TEXTURE_2D, _handle);
if (_samples == 0) {
glBindTexture(GL_TEXTURE_2D, _handle);
} else {
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, _handle);
}
}
void Texture::resize(int32_t new_width, int32_t new_height) {
// if (glTexImage2D == true)
glBindTexture(GL_TEXTURE_2D, _handle);
glTexImage2D(GL_TEXTURE_2D, 0, _internalFormat, new_width, new_height, 0, _format, _type, NULL);
if (_samples == 0) {
glBindTexture(GL_TEXTURE_2D, _handle);
glTexImage2D(GL_TEXTURE_2D, 0, _internalFormat, new_width, new_height, 0, _format, _type, NULL);
} else {
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, _handle);
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, _samples, _internalFormat, new_width, new_height, 0);
}
// HACK: super dirty
*(const_cast<int32_t*>(&width)) = new_width;
@ -57,5 +70,19 @@ Texture::handle_t Texture::createEmpty(int32_t internalFormat, int32_t width, in
return handle_t(new Texture(id, width, height, internalFormat, format, type));
}
Texture::handle_t Texture::createEmptyMultiSampled(int32_t internalFormat, int32_t width, int32_t height, uint32_t samples) {
uint32_t id;
glGenTextures(1, &id);
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, id);
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, samples, internalFormat, width, height, GL_TRUE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0);
// HACK: format + type?
return handle_t(new Texture(id, width, height, internalFormat, 0, 0, samples));
}
} // MM::OpenGL

View File

@ -20,7 +20,8 @@ namespace MM::OpenGL {
Texture(
uint32_t handle,
int32_t width_, int32_t height_,
int32_t internalFormat, int32_t format, int32_t type
int32_t internalFormat, int32_t format, int32_t type,
uint32_t samples = 0u
);
public:
@ -33,6 +34,7 @@ namespace MM::OpenGL {
int32_t const _internalFormat;
int32_t const _format;
int32_t const _type;
uint32_t const _samples{0u}; // sample count, 0 == off
public:
~Texture();
@ -45,6 +47,7 @@ namespace MM::OpenGL {
void resize(int32_t new_width, int32_t new_height);
static handle_t createEmpty(int32_t internalFormat, int32_t width, int32_t height, int32_t format, int32_t type);
static handle_t createEmptyMultiSampled(int32_t internalFormat, int32_t width, int32_t height, uint32_t samples);
};
} // MM::OpenGL