/usr/include/Nux-4.0/NuxGraphics/GLTextureStates.h is in libnux-4.0-dev 4.0.8+16.04.20160209-0ubuntu2.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 | /*
* Copyright 2010 Inalogic® Inc.
*
* This program is free software: you can redistribute it and/or modify it
* under the terms of the GNU Lesser General Public License, as
* published by the Free Software Foundation; either version 2.1 or 3.0
* of the License.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranties of
* MERCHANTABILITY, SATISFACTORY QUALITY or FITNESS FOR A PARTICULAR
* PURPOSE. See the applicable version of the GNU Lesser General Public
* License for more details.
*
* You should have received a copy of both the GNU Lesser General Public
* License along with this program. If not, see <http://www.gnu.org/licenses/>
*
* Authored by: Jay Taoko <jaytaoko@inalogic.com>
*
*/
#ifndef GLTEXTURESTATES_H
#define GLTEXTURESTATES_H
#include "NuxCore/NuxCore.h"
namespace nux
{
enum
{
GFXTS_ADDRESSU, // GL_REPEAT
GFXTS_ADDRESSV, // GL_REPEAT
GFXTS_ADDRESSW, // GL_REPEAT
GFXTS_MINFILTER, // GL_NEAREST
GFXTS_MAGFILTER, // GL_NEAREST
GFXTS_MIPFILTER, // GL_NEAREST
GFXTS_MIP_BASE_LEVEL, // 0
GFXTS_MIP_MAX_LEVEL, // 1000
GFXTS_MIN_LOD, // -1000
GFXTS_MAX_LOD, // +1000
GFXTS_BORDERCOLOR, // 0x00000000
GFXTS_MAX_TEXTURESTATES,
};
struct TextureStateMap
{
bool Checked;
unsigned int State;
unsigned int Dirty;
unsigned int iValue;
float fValue;
TextureStateMap()
{
Dirty = true;
}
};
class GpuDevice;
class GLTextureStates
{
public:
GLTextureStates(GLuint Type = GL_TEXTURE_2D);
~GLTextureStates();
void ResetDefault();
void ResetStateChangeToDefault();
void SetRenderStates();
void SetType(GLuint Type);
void SetFiltering(
unsigned int MIN = GL_NEAREST,
unsigned int MAG = GL_NEAREST/*,
unsigned int MIP = GL_NEAREST*/);
void SetWrap(
unsigned int U = GL_REPEAT,
unsigned int V = GL_REPEAT,
unsigned int W = GL_REPEAT);
void SetLOD(
float MinLod = -1000.0f,
float MaxLod = +1000.0f);
void SetMipLevel(
unsigned int MinMip = 0,
unsigned int MaxMip = 1000);
void SetBorderColor(
float R,
float G,
float B,
float A);
private:
void HW_SetFiltering();
void HW_SetWrap();
void HW_SetLOD();
void HW_SetMipLevel();
void HW_SetBorderColor();
GLuint m_Type;
TextureStateMap m_TextureStateChanges[GFXTS_MAX_TEXTURESTATES];
friend class GpuDevice;
};
// #define SET_TS_VALUE(a, b) (a).iValue = (b); (a).Dirty = true;
// #define TS_VALUE(a, b) (a).iValue
//
// #define SET_TS_VALUE_FLOAT(a, b) (a).fValue = (b); (a).Dirty = true;
// #define TS_VALUE_FLOAT(a, b) (a).fValue
//
//
// inline void GLTextureStates::SetFiltering(
// unsigned int MIN,
// unsigned int MAG
// /*,unsigned int MIP*/)
// {
// nuxAssertMsg(
// (MIN == GL_LINEAR) ||
// (MIN == GL_NEAREST) ||
// (MIN == GL_NEAREST_MIPMAP_NEAREST) ||
// (MIN == GL_LINEAR_MIPMAP_NEAREST) ||
// (MIN == GL_NEAREST_MIPMAP_LINEAR) ||
// (MIN == GL_LINEAR_MIPMAP_LINEAR),
// "Error[GLTextureStates::SetFiltering]: Invalid Min. Filter State");
//
// nuxAssertMsg(
// (MAG == GL_LINEAR) ||
// (MAG == GL_NEAREST),
// "Error[GLTextureStates::SetFiltering]: Invalid Mag. Filter State");
//
// // nuxAssertMsg(
// // (MIP == GL_LINEAR) ||
// // (MIP == GL_NEAREST),
// // "Error[GLTextureStates::SetFiltering]: Invalid Mipmap Filter State");
//
// SET_TS_VALUE(m_TextureStateChanges[GFXTS_MINFILTER], MIN);
// SET_TS_VALUE(m_TextureStateChanges[GFXTS_MAGFILTER], MAG);
// //SET_TS_VALUE(m_TextureStateChanges[GFXTS_MIPFILTER], MIP);
// }
//
// inline void GLTextureStates::SetWrap(
// unsigned int U,
// unsigned int V,
// unsigned int W)
// {
// nuxAssertMsg(
// (U == GL_CLAMP) ||
// (U == GL_CLAMP_TO_EDGE) ||
// (U == GL_REPEAT),
// "Error[GLTextureStates::SetWrap]: Invalid U Wrap State");
// nuxAssertMsg(
// (V == GL_CLAMP) ||
// (V == GL_CLAMP_TO_EDGE) ||
// (V == GL_REPEAT),
// "Error[GLTextureStates::SetWrap]: Invalid V Wrap State");
// nuxAssertMsg(
// (W == GL_CLAMP) ||
// (W == GL_CLAMP_TO_EDGE) ||
// (W == GL_REPEAT),
// "Error[GLTextureStates::SetWrap]: Invalid W Wrap State");
//
// SET_TS_VALUE(m_TextureStateChanges[GFXTS_ADDRESSU], U);
// SET_TS_VALUE(m_TextureStateChanges[GFXTS_ADDRESSV], V);
// SET_TS_VALUE(m_TextureStateChanges[GFXTS_ADDRESSW], W);
//
//
// }
//
// inline void GLTextureStates::SetLOD(float MinLod,
// float MaxLod)
// {
// SET_TS_VALUE_FLOAT(m_TextureStateChanges[GFXTS_MIN_LOD], MinLod);
// SET_TS_VALUE_FLOAT(m_TextureStateChanges[GFXTS_MAX_LOD], MaxLod);
// }
//
// inline void GLTextureStates::SetMipLevel(
// unsigned int MinMip,
// unsigned int MaxMip)
// {
// SET_TS_VALUE(m_TextureStateChanges[GFXTS_MIP_BASE_LEVEL], MinMip);
// SET_TS_VALUE(m_TextureStateChanges[GFXTS_MIP_MAX_LEVEL], MaxMip);
// }
//
// inline void GLTextureStates::SetBorderColor(
// float R,
// float G,
// float B,
// float A)
// {
// unsigned int r, g, b, a;
// r = 255 * Clamp(R, 0.0f, 1.0f);
// g = 255 * Clamp(G, 0.0f, 1.0f);
// b = 255 * Clamp(B, 0.0f, 1.0f);
// a = 255 * Clamp(A, 0.0f, 1.0f);
// unsigned int color = (unsigned int) (((a) << 24) | ((r) << 16) | ((g) << 8) | (b));
//
// SET_TS_VALUE(m_TextureStateChanges[GFXTS_BORDERCOLOR], color);
// }
//
// #undef SET_TS_VALUE
// #undef TS_VALUE
//
// #undef SET_TS_VALUE_FLOAT
// #undef TS_VALUE_FLOAT
}
#endif // GLTEXTURESTATES_H
|