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#ifndef Magnum_BufferedTexture_h |
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#define Magnum_BufferedTexture_h |
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/*
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Copyright © 2010, 2011, 2012 Vladimír Vondruš <mosra@centrum.cz> |
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This file is part of Magnum. |
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Magnum 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 version 3 |
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only, as published by the Free Software Foundation. |
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Magnum is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU Lesser General Public License version 3 for more details. |
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*/ |
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/** @file
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* @brief Class Magnum::BufferedTexture |
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*/ |
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#include "Renderbuffer.h" |
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#include "Buffer.h" |
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namespace Magnum { |
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/**
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@brief Buffered texture |
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This texture is, unlike classic textures such as Texture or CubeMapTexture, |
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used as simple data source, without any unneccessary interpolation and |
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wrapping methods. Texture data are stored in buffer and after binding the |
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buffer to the texture using setBuffer(), you can fill the buffer at any time |
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using data setting functions in Buffer itself. |
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When using buffered texture in the shader, use `samplerBuffer` and fetch the |
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data using integer coordinates in `texelFetch()`. |
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*/ |
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class BufferedTexture { |
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BufferedTexture(const BufferedTexture& other) = delete; |
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BufferedTexture(BufferedTexture&& other) = delete; |
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BufferedTexture& operator=(const BufferedTexture& other) = delete; |
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BufferedTexture& operator=(BufferedTexture&& other) = delete; |
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public: |
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/** @copydoc Renderbuffer::Components */ |
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typedef Renderbuffer::Components Components; |
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/** @copydoc Renderbuffer::ComponentType */ |
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typedef Renderbuffer::ComponentType ComponentType; |
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/**
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* @brief Constructor |
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* @param layer %Texture layer (number between 0 and 31) |
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*/ |
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inline BufferedTexture(GLint layer = 0): _layer(layer) { |
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glActiveTexture(GL_TEXTURE0 + layer); |
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glGenTextures(1, &texture); |
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} |
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/** @copydoc AbstractTexture::~AbstractTexture() */ |
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inline virtual ~BufferedTexture() { |
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glDeleteTextures(1, &texture); |
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} |
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/** @copydoc AbstractTexture::layer() */ |
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inline GLint layer() const { return _layer; } |
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/** @copydoc AbstractTexture::bind() */ |
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inline void bind() const { |
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glActiveTexture(GL_TEXTURE0 + _layer); |
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glBindTexture(GL_TEXTURE_BUFFER, texture); |
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} |
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/**
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* @brief Set texture buffer |
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* @param components Component count |
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* @param type Data type per component |
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* @param buffer %Buffer with data |
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* |
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* Binds given buffer to this texture. The buffer itself can be then |
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* filled with data of proper format at any time using Buffer own data |
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* setting functions. |
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*/ |
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void setBuffer(Components components, ComponentType type, Buffer* buffer) { |
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bind(); |
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glTexBuffer(GL_TEXTURE_BUFFER, components|type, buffer->id()); |
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} |
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private: |
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GLint _layer; |
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GLuint texture; |
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}; |
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} |
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#endif |
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