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ACGL
acgl
Commits
86468e94
Commit
86468e94
authored
Feb 05, 2012
by
Robert Menzel
Browse files
added more Sampler wrappers
parent
4cf80dd6
Changes
4
Hide whitespace changes
Inline
Side-by-side
include/ACGL/OpenGL/Objects/Sampler.hh
View file @
86468e94
...
...
@@ -12,6 +12,7 @@
#include <ACGL/OpenGL/GL.hh>
#include <ACGL/OpenGL/Tools.hh>
#include <ACGL/Math/Math.hh>
namespace
ACGL
{
namespace
OpenGL
{
...
...
@@ -58,10 +59,38 @@ public:
openGLRareError
();
}
//! unbinds the texture sampler (if there is one bound) from _textureUnit
inline
static
void
unBind
(
GLuint
_textureUnit
)
{
glBindSampler
(
_textureUnit
,
0
);
}
//! generic parameter setting
inline
void
parameter
(
GLenum
_parameterName
,
GLint
_parameter
)
{
glSamplerParameteri
(
mObjectName
,
_parameterName
,
_parameter
);
}
inline
void
parameter
(
GLenum
_parameterName
,
GLfloat
_parameter
)
{
glSamplerParameterf
(
mObjectName
,
_parameterName
,
_parameter
);
}
inline
void
setBorderColor
(
glm
::
vec4
_color
=
glm
::
vec4
(
0.0
f
,
0.0
f
,
0.0
f
,
0.0
f
)
)
{
glSamplerParameterfv
(
mObjectName
,
GL_TEXTURE_BORDER_COLOR
,
glm
::
value_ptr
(
_color
)
);
}
inline
void
setMinFilter
(
GLenum
_value
=
GL_NEAREST_MIPMAP_LINEAR
)
{
glSamplerParameteri
(
mObjectName
,
GL_TEXTURE_MIN_FILTER
,
_value
);
}
inline
void
setMagFilter
(
GLenum
_value
=
GL_LINEAR
)
{
glSamplerParameteri
(
mObjectName
,
GL_TEXTURE_MAG_FILTER
,
_value
);
}
inline
void
setWrapS
(
GLenum
_wrapS
=
GL_REPEAT
)
{
glSamplerParameteri
(
mObjectName
,
GL_TEXTURE_WRAP_S
,
_wrapS
);
}
inline
void
setWrapT
(
GLenum
_wrapT
=
GL_REPEAT
)
{
glSamplerParameteri
(
mObjectName
,
GL_TEXTURE_WRAP_T
,
_wrapT
);
}
inline
void
setWrapR
(
GLenum
_wrapR
=
GL_REPEAT
)
{
glSamplerParameteri
(
mObjectName
,
GL_TEXTURE_WRAP_R
,
_wrapR
);
}
void
setWrap
(
GLenum
_wrapS
,
GLenum
_wrapT
=
0
,
GLenum
_wrapR
=
0
)
{
setWrapS
(
_wrapS
);
if
(
_wrapT
!=
0
)
setWrapT
(
_wrapT
);
if
(
_wrapR
!=
0
)
setWrapR
(
_wrapR
);
}
inline
void
setMinLOD
(
GLint
_lod
=
-
1000
)
{
glSamplerParameteri
(
mObjectName
,
GL_TEXTURE_MIN_LOD
,
_lod
);
}
inline
void
setMaxLOD
(
GLint
_lod
=
1000
)
{
glSamplerParameteri
(
mObjectName
,
GL_TEXTURE_MAX_LOD
,
_lod
);
}
inline
void
setLODBias
(
GLfloat
_bias
=
0.0
f
)
{
glSamplerParameterf
(
mObjectName
,
GL_TEXTURE_LOD_BIAS
,
_bias
);
}
inline
void
setCompareMode
(
GLenum
_mode
=
GL_NONE
)
{
glSamplerParameteri
(
mObjectName
,
GL_TEXTURE_COMPARE_MODE
,
_mode
);
}
inline
void
setCompareFunc
(
GLenum
_func
=
GL_LEQUAL
)
{
glSamplerParameteri
(
mObjectName
,
GL_TEXTURE_COMPARE_FUNC
,
_func
);
}
//! _sampleCount = 1.0 to deactivate anisotrop filtering, maximum is often 16. If a value is too high it will get clamped to the maximum
void
setMaxAnisotropy
(
GLfloat
_sampleCount
=
1.0
f
);
private:
GLuint
mObjectName
;
};
...
...
include/ACGL/OpenGL/Objects/Texture.hh
View file @
86468e94
...
...
@@ -119,48 +119,10 @@ public:
}
//! Note: The function is not const, because it changes the corresponding GPU data
inline
void
setWrap
(
GLenum
_wrapS
,
GLenum
_wrapT
=
0
,
GLenum
_wrapR
=
0
)
{
glBindTexture
(
mTarget
,
mObjectName
);
mWrapS
=
_wrapS
;
glTexParameteri
(
mTarget
,
GL_TEXTURE_WRAP_S
,
mWrapS
);
if
(
_wrapT
!=
0
)
{
mWrapT
=
_wrapT
;
glTexParameteri
(
mTarget
,
GL_TEXTURE_WRAP_T
,
mWrapT
);
}
if
(
_wrapR
!=
0
)
{
mWrapR
=
_wrapR
;
glTexParameteri
(
mTarget
,
GL_TEXTURE_WRAP_R
,
mWrapR
);
}
openGLRareError
();
}
void
setWrap
(
GLenum
_wrapS
,
GLenum
_wrapT
=
0
,
GLenum
_wrapR
=
0
);
//! _sampleCount = 1.0 to deactivate anisotrop filtering, maximum is often 16. If a value is too high it will get clamped to the maximum
void
setAnisotropicFilter
(
GLfloat
_sampleCount
)
{
#ifdef ACGL_USE_GLEW
if
(
GLEW_EXT_texture_filter_anisotropic
)
{
GLfloat
maxAnisotropicSamples
;
glGetFloatv
(
GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT
,
&
maxAnisotropicSamples
);
_sampleCount
=
std
::
max
(
1.0
f
,
_sampleCount
);
_sampleCount
=
std
::
min
(
maxAnisotropicSamples
,
_sampleCount
);
glBindTexture
(
mTarget
,
mObjectName
);
glTexParameterf
(
mTarget
,
GL_TEXTURE_MAX_ANISOTROPY_EXT
,
_sampleCount
);
openGLRareError
();
}
else
#endif
{
// anisotropic filtering will just increase the image quality, so this is just
// a warning and no error
ACGL
::
Utils
::
warning
()
<<
"Anisotropic filtering is not supported, ignored"
<<
std
::
endl
;
}
}
void
setAnisotropicFilter
(
GLfloat
_sampleCount
);
//! Set texture data for 1D, 2D or 3D textures
inline
void
setImageData
(
const
GLvoid
*
_pData
=
NULL
)
...
...
src/ACGL/OpenGL/Objects/Sampler.cc
View file @
86468e94
////////////////////////////////////////////////////////////////////////////////
// Copyright (c) 2012, Computer Graphics Group RWTH Aachen University //
// All rights reserved. //
////////////////////////////////////////////////////////////////////////////////
#include <ACGL/OpenGL/Objects/Sampler.hh>
using
namespace
ACGL
::
OpenGL
;
Sampler
::
Sampler
()
{
glGenSamplers
(
1
,
&
mObjectName
);
if
(
openGLCriticalErrorOccured
()
)
{
ACGL
::
Utils
::
error
()
<<
"could not generate sampler!"
<<
std
::
endl
;
mObjectName
=
0
;
return
;
}
}
Sampler
::~
Sampler
(
void
)
{
// sampler 0 will get ignored by OpenGL
glDeleteSamplers
(
1
,
&
mObjectName
);
}
void
Sampler
::
setMaxAnisotropy
(
GLfloat
_sampleCount
)
{
#ifdef ACGL_USE_GLEW
if
(
GLEW_EXT_texture_filter_anisotropic
)
{
// anisotrophic filtering is supported:
GLfloat
maxAnisotropicSamples
;
glGetFloatv
(
GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT
,
&
maxAnisotropicSamples
);
_sampleCount
=
std
::
max
(
1.0
f
,
_sampleCount
);
_sampleCount
=
std
::
min
(
maxAnisotropicSamples
,
_sampleCount
);
glSamplerParameterf
(
mObjectName
,
GL_TEXTURE_MAX_ANISOTROPY_EXT
,
_sampleCount
);
openGLRareError
();
}
else
#endif
{
if
(
_sampleCount
!=
1.0
f
)
{
// anisotropic filtering will just increase the image quality, so this is just
// a warning and no error, 1 sample is equal to no anisotrophic filtering, so ignore
// that case entirely!
ACGL
::
Utils
::
warning
()
<<
"Anisotropic filtering is not supported, ignored"
<<
std
::
endl
;
}
}
}
src/ACGL/OpenGL/Objects/Texture.cc
View file @
86468e94
...
...
@@ -6,3 +6,49 @@
#include <ACGL/OpenGL/Objects/Texture.hh>
using
namespace
ACGL
::
OpenGL
;
void
Texture
::
setWrap
(
GLenum
_wrapS
,
GLenum
_wrapT
,
GLenum
_wrapR
)
{
glBindTexture
(
mTarget
,
mObjectName
);
mWrapS
=
_wrapS
;
glTexParameteri
(
mTarget
,
GL_TEXTURE_WRAP_S
,
mWrapS
);
if
(
_wrapT
!=
0
)
{
mWrapT
=
_wrapT
;
glTexParameteri
(
mTarget
,
GL_TEXTURE_WRAP_T
,
mWrapT
);
}
if
(
_wrapR
!=
0
)
{
mWrapR
=
_wrapR
;
glTexParameteri
(
mTarget
,
GL_TEXTURE_WRAP_R
,
mWrapR
);
}
openGLRareError
();
}
void
Texture
::
setAnisotropicFilter
(
GLfloat
_sampleCount
)
{
#ifdef ACGL_USE_GLEW
if
(
GLEW_EXT_texture_filter_anisotropic
)
{
// anisotrophic filtering is supported:
GLfloat
maxAnisotropicSamples
;
glGetFloatv
(
GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT
,
&
maxAnisotropicSamples
);
_sampleCount
=
std
::
max
(
1.0
f
,
_sampleCount
);
_sampleCount
=
std
::
min
(
maxAnisotropicSamples
,
_sampleCount
);
glBindTexture
(
mTarget
,
mObjectName
);
glTexParameterf
(
mTarget
,
GL_TEXTURE_MAX_ANISOTROPY_EXT
,
_sampleCount
);
openGLRareError
();
}
else
#endif
{
if
(
_sampleCount
!=
1.0
f
)
{
// anisotropic filtering will just increase the image quality, so this is just
// a warning and no error, 1 sample is equal to no anisotrophic filtering, so ignore
// that case entirely!
ACGL
::
Utils
::
warning
()
<<
"Anisotropic filtering is not supported, ignored"
<<
std
::
endl
;
}
}
}
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