//----------------------------------------------------------------------------- // 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