Files
ResInsight/VisualizationModules/LibRender/cvfRenderStateTextureBindings.h
Magne Sjaastad 9c1ce7591e Upgraded visualization libraries
Major refactoring of color legend framework
Added discrete log color legend
p4#: 18989
2012-10-02 10:17:52 +02:00

74 lines
2.4 KiB
C++

//##################################################################################################
//
// Custom Visualization Core library
// Copyright (C) 2011-2012 Ceetron AS
//
// 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 <<http://www.gnu.org/licenses/gpl.html>>
// 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> texture;
ref<Sampler> sampler;
String samplerUniformName;
};
BindingEntry m_bindings[MAX_TEXTURE_UNITS];
int m_bindingCount;
};
} // namespace cvf