//################################################################################################## // // Custom Visualization Core library // Copyright (C) 2011-2013 Ceetron AS // // This library may be used under the terms of either the GNU General Public License or // the GNU Lesser General Public License as follows: // // GNU General Public License Usage // This library is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This library is distributed in the hope that it will be useful, but WITHOUT ANY // WARRANTY; without even the implied warranty of MERCHANTABILITY or // FITNESS FOR A PARTICULAR PURPOSE. // // See the GNU General Public License at <> // for more details. // // GNU Lesser General Public License Usage // This library is free software; you can redistribute it and/or modify // it under the terms of the GNU Lesser General Public License as published by // the Free Software Foundation; either version 2.1 of the License, or // (at your option) any later version. // // This library is distributed in the hope that it will be useful, but WITHOUT ANY // WARRANTY; without even the implied warranty of MERCHANTABILITY or // FITNESS FOR A PARTICULAR PURPOSE. // // See the GNU Lesser General Public License at <> // for more details. // //################################################################################################## #pragma once #include "cvfRenderState.h" #include "cvfString.h" namespace cvf { class Sampler; class Texture; class ShaderProgram; //================================================================================================== // // Binds a texture and a sampler to a texture unit // //================================================================================================== class RenderStateTextureBindings : public RenderState { public: RenderStateTextureBindings(); RenderStateTextureBindings(Texture* texture, Sampler* sampler, const char* samplerUniformName); ~RenderStateTextureBindings(); void addBinding(Texture* texture, Sampler* sampler, const char* samplerUniformName); int bindingCount() const; Texture* texture(int bindingIdx); const Texture* texture(int bindingIdx) const; Sampler* sampler(int bindingIdx); const Sampler* sampler(int bindingIdx) const; String samplerUniformName(int bindingIdx) const; virtual void applyOpenGL(OpenGLContext* oglContext) const; void setupTextures(OpenGLContext* oglContext); void applySamplerTextureUnitUniforms(OpenGLContext* oglContext, ShaderProgram* shaderProgram) const; public: static const int MAX_TEXTURE_UNITS = 16; private: struct BindingEntry { ref texture; ref sampler; String samplerUniformName; }; BindingEntry m_bindings[MAX_TEXTURE_UNITS]; int m_bindingCount; }; } // namespace cvf