Code Search for Developers
 
 
  

textureunit.h from NeoEngineNG at Krugle


Show textureunit.h syntax highlighted

/***************************************************************************
                   textureunit.h  -  Texture unit management
                             -------------------
    begin                : Sun Mar 30 2003
    copyright            : (C) 2003 by Reality Rift Studios
    email                : mattias@realityrift.com
 ***************************************************************************

 The contents of this file are subject to the Mozilla Public License Version
 1.1 (the "License"); you may not use this file except in compliance with
 the License. You may obtain a copy of the License at 
 http://www.mozilla.org/MPL/

 Software distributed under the License is distributed on an "AS IS" basis,
 WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
 for the specific language governing rights and limitations under the
 License.

 The Original Code is the NeoEngine, NeoDevOpenGL, textureunit.h

 The Initial Developer of the Original Code is Mattias Jansson.
 Portions created by Mattias Jansson are Copyright (C) 2003
 Reality Rift Studios. All Rights Reserved.

 ***************************************************************************/

#ifndef __NEOGLTEXTUREUNIT_H
#define __NEOGLTEXTUREUNIT_H



/**
  * \file textureunit.h
  * Texture unit management
  */
  
#include "device.h"
#include "texture.h"
#include "extensions.h"
#include "statistics.h"

#include <neoengine/nemath.h>

namespace NeoOGL
{


/**
  * \brief Data for a texture target
  * \author Mattias Jansson (mattias@realityrift.com)
  */
class TextureTarget
{
	public:

		/*! Target */
		GLenum                                        m_eTarget;

		/*! Current texture */
		NeoOGL::Texture                              *m_pkTexture;

		/*! Enabled flag */
		bool                                          m_bEnabled;
};


/**
  * \brief Texture unit management
  * \author Mattias Jansson (mattias@realityrift.com)
  */
class TextureUnit
{
	friend class NeoOGL::Texture;

	protected:

		/*! Device */
		Device                                       *m_pkDevice;

		/*! Current active texture unit */
		static unsigned int                           s_uiCurUnit;

		/*! Unit number */
		unsigned int                                  m_uiID;

		/*! Texture targets */
		TextureTarget                                 m_akTarget[4];

		/*! Current texture */
		NeoOGL::Texture                              *m_pkTexture;

		/*! Current UV layer */
		unsigned int                                  m_uiUV;

		/*! Flag indicating we got texture transform matrix */
		bool                                          m_bGotTransform;

		/*! Texture coordinate generation mode */
		NeoEngine::TextureLayer::TEXCOORDGENERATION   m_eTexGen;

                
	public:

		/**
		* \param pkDevice                             Parent device object
		* \param uiID                                 Unit number
		*/
		                                              TextureUnit( Device *pkDevice, unsigned int uiID );

		/**
		*/
		virtual                                      ~TextureUnit();

		/**
		* Set texture
		* \param pkTexture                            Texture
		*/
		inline void                                   SetTexture( NeoOGL::Texture *pkTexture )
		{
			if( pkTexture == m_pkTexture )
			{
				if( m_pkTexture && !m_akTarget[ m_pkTexture->m_uiTargetIndex ].m_bEnabled )
				{
					SetActiveTextureUnit( m_uiID );
					glEnable( m_akTarget[ m_pkTexture->m_uiTargetIndex ].m_eTarget );
					m_akTarget[ m_pkTexture->m_uiTargetIndex ].m_bEnabled = true;
				}

				return;
			}

			SetActiveTextureUnit( m_uiID );
			
			if( pkTexture )
			{
				if( m_pkTexture )
				{
					if( pkTexture->m_uiTargetIndex != m_pkTexture->m_uiTargetIndex )
					{
						//Disable old target
						glDisable( m_akTarget[ m_pkTexture->m_uiTargetIndex ].m_eTarget );

						m_akTarget[ m_pkTexture->m_uiTargetIndex ].m_bEnabled = false;
					}
				}

				m_pkTexture = pkTexture;

				glEnable( m_akTarget[ m_pkTexture->m_uiTargetIndex ].m_eTarget );
				glBindTexture( m_akTarget[ m_pkTexture->m_uiTargetIndex ].m_eTarget, m_pkTexture->GetID() );

				m_akTarget[ m_pkTexture->m_uiTargetIndex ].m_pkTexture = m_pkTexture;
				m_akTarget[ m_pkTexture->m_uiTargetIndex ].m_bEnabled  = true;

#ifdef NEOGL_ENABLE_STATISTICS
					m_pkDevice->m_pkStats->m_auiTextureChanges[ m_uiID ]++;

					std::vector< unsigned int >::iterator puiTexID    = m_pkDevice->m_pkStats->m_vuiUniqueTextureIDs[ m_uiID ].begin();
					std::vector< unsigned int >::iterator puiTexIDEnd = m_pkDevice->m_pkStats->m_vuiUniqueTextureIDs[ m_uiID ].end();

					bool bFound = false;
					int iCurTexture = m_pkTexture->GetID();

					for( ; puiTexID != puiTexIDEnd; ++puiTexID )
					{
						if( *puiTexID == (unsigned int)iCurTexture )
						{
							bFound = true;
							break;
						}
					}

					if( !bFound )
						m_pkDevice->m_pkStats->m_vuiUniqueTextureIDs[ m_uiID ].push_back( (unsigned int)iCurTexture );
#endif
			}
			else if( m_pkTexture )
			{
				//Disable target
				glDisable( m_akTarget[ m_pkTexture->m_uiTargetIndex ].m_eTarget );

				m_akTarget[ m_pkTexture->m_uiTargetIndex ].m_bEnabled = false;
				m_pkTexture = 0;
			
#ifdef NEOGL_ENABLE_STATISTICS
					m_pkDevice->m_pkStats->m_auiTextureChanges[ m_uiID ]++;

					std::vector< unsigned int >::iterator puiTexID    = m_pkDevice->m_pkStats->m_vuiUniqueTextureIDs[ m_uiID ].begin();
					std::vector< unsigned int >::iterator puiTexIDEnd = m_pkDevice->m_pkStats->m_vuiUniqueTextureIDs[ m_uiID ].end();

					bool bFound = false;

					for( ; puiTexID != puiTexIDEnd; ++puiTexID )
					{
						if( *puiTexID == 0 )
						{
							bFound = true;
							break;
						}
					}

					if( !bFound )
						m_pkDevice->m_pkStats->m_vuiUniqueTextureIDs[ m_uiID ].push_back( 0 );
#endif
			}
		}

		/**
		* Set blend mode
		* \param uiSrcMode                            Source mode
		* \param uiDstMode                            Destination mode
		* \param fFactor                              Factor
		* \return                                     true if compatible mode, false if incompatible
		*/
		virtual bool                                  SetBlendMode( unsigned int uiSrcMode, unsigned int uiDstMode, float fFactor );

		/**
		* Set new texture transform matrix
		* \param pkMatrix                             New transform matrix, or 0 for identity
		*/
		inline void                                   SetTransform( NeoEngine::Matrix *pkMatrix )
		{
			if( !m_bGotTransform && !pkMatrix )
				return;

			if( m_bGotTransform && !pkMatrix )
			{
				SetActiveTextureUnit( m_uiID );

				glMatrixMode( GL_TEXTURE );
				glLoadIdentity();

				m_bGotTransform = false;
			}
			else
			{
				SetActiveTextureUnit( m_uiID );

				glMatrixMode( GL_TEXTURE );
				neoglLoadMatrixf( (float*)*pkMatrix );

				m_bGotTransform = true;
			}
		}

		/**
		* Set texture coordinate generation mode
		* \param eTexCoordGen                         New mode
		*/
		inline void                                   SetTexGen( NeoEngine::TextureLayer::TEXCOORDGENERATION eTexCoordGen )
		{
			//if( eTexCoordGen == m_eTexGen )
			//	return;

			SetActiveTextureUnit( m_uiID );

			m_eTexGen = eTexCoordGen;

			switch( m_eTexGen )
			{
				case NeoEngine::TextureLayer::REFLECTION:
				{
					glTexGeni( GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_ARB );
					glTexGeni( GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_ARB );
					glTexGeni( GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_ARB );

					glEnable( GL_TEXTURE_GEN_S );
					glEnable( GL_TEXTURE_GEN_T );
					glEnable( GL_TEXTURE_GEN_R );
					return;
				}

				case NeoEngine::TextureLayer::NORMAL:
				{
					glTexGeni( GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_ARB );
					glTexGeni( GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_ARB );
					glTexGeni( GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_ARB );

					glEnable( GL_TEXTURE_GEN_S );
					glEnable( GL_TEXTURE_GEN_T );
					glEnable( GL_TEXTURE_GEN_R );
					return;
				}

				default:
				case NeoEngine::TextureLayer::NOGEN:
				{
					glDisable( GL_TEXTURE_GEN_S );
					glDisable( GL_TEXTURE_GEN_T );
					glDisable( GL_TEXTURE_GEN_R );
					return;
				}
			}
		}

		/**
		* Disable unit
		* \return                                     true if unit was enabled, false if not
		*/
		inline bool                                   Disable()
		{
			if( m_pkTexture && m_akTarget[ m_pkTexture->m_uiTargetIndex ].m_bEnabled )
			{
				SetActiveTextureUnit( m_uiID );
				
				glDisable( m_akTarget[ m_pkTexture->m_uiTargetIndex ].m_eTarget );
				
				m_akTarget[ m_pkTexture->m_uiTargetIndex ].m_bEnabled = false;
				
				return true;
			}
			
			return false;
		}

		/**
		* Set active texture unit
		* \param uiUnit                               Unit ID
		*/
		inline static void                            SetActiveTextureUnit( unsigned int uiUnit )
		{
			if( uiUnit != s_uiCurUnit )
			{
				//Safe to use extensions, because in non-multitexturing environments this code
				//is unreachable (current unit will always be 0)
				neoglActiveTextureARB( GLenum( GL_TEXTURE0_ARB + uiUnit ) );
				neoglClientActiveTextureARB( GLenum( GL_TEXTURE0_ARB + uiUnit ) );

				s_uiCurUnit = uiUnit;
			}
		}
};





/**
  * \brief Texture unit management for cards with GL_[ARB|EXT]_texture_env_combine support
  * \author Mattias Jansson (mattias@realityrift.com)
  */
class TextureUnitCombine : public TextureUnit
{
	public:

		/**
		* \param pkDevice                             Parent device object
		* \param uiID                                 Unit number
		*/
		                                              TextureUnitCombine( Device *pkDevice, unsigned int uiID ) : TextureUnit( pkDevice, uiID ) {}

		/**
		*/
		virtual                                      ~TextureUnitCombine() {}

		/**
		* Set blend mode
		* \param uiSrcMode                            Source mode
		* \param uiDstMode                            Destination mode
		* \param fFactor                              Factor
		* \return                                     true if compatible mode, false if incompatible
		*/
		virtual bool                                  SetBlendMode( unsigned int uiSrcMode, unsigned int uiDstMode, float fFactor );
};


}; // namespace NeoOGL


#endif




See more files for this project here

NeoEngineNG

NeoenEngine NG (Next Generation) is the evolution of neoengine one,it\'s a different development from NeoEngine2, it\'s a direct inherits from NeoEngine one.\n

Project homepage: http://sourceforge.net/projects/neoengineng
Programming language(s): C,C++
License: other

  glew/
    bin/
      glew32.dll
      glewinfo.exe
      visualinfo.exe
    doc/
      advanced.html
      basic.html
      credits.html
      glew.css
      glew.html
      glew.png
      glx.txt
      glxew.html
      gpl.txt
      index.html
      install.html
      log.html
      new.png
      ogl_sm.jpg
      sgi.txt
      wglew.html
    include/
      GL/
    lib/
      glew32.lib
      glew32s.lib
  Makefile.am
  SConscript
  base.h
  begin.cpp
  buffermanager.cpp
  buffermanager.h
  bufferregion.cpp
  bufferregion.h
  callback.cpp
  clear.cpp
  close.cpp
  config.cpp
  device.cpp
  device.h
  end.cpp
  execute.cpp
  extensions.cpp
  extensions.h
  flip.cpp
  framebuffertarget.cpp
  framebuffertarget.h
  glext.h
  glue.cpp
  glxext.h
  initialize.cpp
  input.cpp
  light.cpp
  link.h
  mouse.cpp
  neodevopengl-static.dev
  neodevopengl.cbp
  neodevopengl.depend
  neodevopengl.dev
  neodevopengl.dsp
  neodevopengl.layout
  neodevopengl.vcproj
  op.h
  open.cpp
  pixelbuffer.cpp
  pixelbuffer.h
  pixelbuffertarget.cpp
  pixelbuffertarget.h
  polygonbuffer.cpp
  polygonstripbuffer.cpp
  program-glsl.cpp
  program-glsl.h
  projection.cpp
  query.cpp
  render.cpp
  renderqueue.cpp
  renderqueue.h
  rendertarget.cpp
  rendertarget.h
  resize.cpp
  shader.cpp
  shader.h
  shadowmap.cpp
  shadowmap.h
  shutdown.cpp
  statistics.cpp
  statistics.h
  stencilbuffer.cpp
  texture.cpp
  texture.h
  textureunit.cpp
  textureunit.h
  vertexbuffer-glsl.cpp
  vertexbuffer-glsl.h
  vertexbuffer.cpp
  vertexbuffer.h
  vertexbuffermanager-glsl.cpp
  vertexbuffermanager-glsl.h
  vertexbuffermanager-nobs.cpp
  vertexbuffermanager-nobs.h
  vertexbuffermanager.cpp
  vertexbuffermanager.h
  viewport.cpp
  wglext.h
  zbufferstate.cpp
  zbufferstate.h