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