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