/* * Copyright (c) 2021, Jesse Buhagiar * * SPDX-License-Identifier: BSD-2-Clause */ #pragma once #include #include #include namespace GL { class TextureUnit { public: TextureUnit() = default; void bind_texture_to_target(GLenum texture_target, const RefPtr& texture); RefPtr& bound_texture_2d() const { return m_texture_target_2d; } RefPtr& bound_texture() const { return m_currently_bound_texture; } GLenum currently_bound_target() const { return m_currently_bound_target; } bool is_bound() const { return !m_currently_bound_texture.is_null(); } void set_env_mode(GLenum mode) { m_env_mode = mode; } GLenum env_mode() const { return m_env_mode; } bool texture_1d_enabled() const { return m_texture_1d_enabled; }; void set_texture_1d_enabled(bool texture_1d_enabled) { m_texture_1d_enabled = texture_1d_enabled; } bool texture_2d_enabled() const { return m_texture_2d_enabled; }; void set_texture_2d_enabled(bool texture_2d_enabled) { m_texture_2d_enabled = texture_2d_enabled; } bool texture_3d_enabled() const { return m_texture_3d_enabled; }; void set_texture_3d_enabled(bool texture_3d_enabled) { m_texture_3d_enabled = texture_3d_enabled; } bool texture_cube_map_enabled() const { return m_texture_cube_map_enabled; }; void set_texture_cube_map_enabled(bool texture_cube_map_enabled) { m_texture_cube_map_enabled = texture_cube_map_enabled; } private: mutable RefPtr m_texture_target_2d { nullptr }; mutable RefPtr m_currently_bound_texture { nullptr }; GLenum m_currently_bound_target; GLenum m_env_mode { GL_MODULATE }; // Texturing state per unit, in increasing priority: bool m_texture_1d_enabled { false }; bool m_texture_2d_enabled { false }; bool m_texture_3d_enabled { false }; bool m_texture_cube_map_enabled { false }; }; }