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| Rev | Author | Line No. | Line |
|---|---|---|---|
| 835 | chris | 1 | package com.gebauz.bauzoid.graphics.renderstates; |
| 2 | |||
| 3 | import java.nio.IntBuffer; |
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| 4 | |||
| 5 | import com.badlogic.gdx.Gdx; |
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| 6 | //import com.badlogic.gdx.graphics.GL10; |
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| 7 | import com.badlogic.gdx.graphics.GL20; |
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| 8 | import com.badlogic.gdx.graphics.Texture; |
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| 9 | import com.badlogic.gdx.graphics.Texture.TextureFilter; |
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| 10 | import com.badlogic.gdx.utils.BufferUtils; |
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| 11 | import com.gebauz.bauzoid.app.BauzoidException; |
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| 12 | |||
| 13 | /** Special kind of render state managing a specific texture stage. */ |
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| 14 | public class TextureStage |
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| 15 | { |
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| 16 | private RenderStates mRenderStates = null; |
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| 17 | private Texture mBoundTexture = null; |
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| 18 | private int mIndex = 0; |
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| 19 | |||
| 20 | static int mMaxTextureUnits = -1; |
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| 21 | |||
| 22 | /** Constructor. */ |
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| 23 | public TextureStage(RenderStates renderStates, int index) |
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| 24 | { |
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| 25 | mIndex = index; |
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| 26 | mRenderStates = renderStates; |
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| 27 | } |
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| 28 | |||
| 29 | /** Initialize render state. */ |
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| 30 | void initialize() throws BauzoidException |
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| 31 | { |
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| 32 | if (mMaxTextureUnits == -1) |
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| 33 | { |
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| 34 | IntBuffer numBuf = BufferUtils.newIntBuffer(16); |
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| 35 | Gdx.gl20.glGetIntegerv(GL20.GL_MAX_TEXTURE_IMAGE_UNITS, numBuf); |
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| 36 | mMaxTextureUnits = numBuf.get(0); |
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| 37 | } |
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| 38 | |||
| 39 | if (mIndex >= mMaxTextureUnits) |
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| 40 | throw new BauzoidException("Not enough texture stages to run this game!"); |
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| 41 | |||
| 42 | Gdx.gl20.glActiveTexture(GL20.GL_TEXTURE0 + mIndex); |
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| 43 | |||
| 44 | Gdx.gl20.glEnable(GL20.GL_TEXTURE_2D); |
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| 45 | //gl.Disable(GL10.GL_TEXTURE_CUBE_MAP); |
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| 46 | Gdx.gl20.glBindTexture(GL20.GL_TEXTURE_2D, 0); |
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| 47 | //gl.glBindTexture(GL10.GL_TEXTURE_CUBE_MAP); |
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| 48 | |||
| 49 | //mBoundTarget = GL_TEXTURE_2D; |
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| 50 | mBoundTexture = null; |
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| 51 | } |
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| 52 | |||
| 53 | public void bindTexture(Texture texture) |
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| 54 | { |
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| 55 | bindTexture(texture, false); |
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| 56 | } |
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| 57 | |||
| 58 | public void bindTexture(Texture texture, boolean force) |
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| 59 | { |
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| 60 | if (mIndex >= mMaxTextureUnits) |
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| 61 | return; |
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| 62 | |||
| 63 | Gdx.gl20.glActiveTexture(GL20.GL_TEXTURE0 + mIndex); |
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| 64 | |||
| 65 | if ((mBoundTexture != texture) || (force)) |
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| 66 | { |
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| 67 | // Update the currently bound texture. |
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| 68 | mBoundTexture = texture; |
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| 69 | |||
| 70 | // Upload texture settings to GPU. |
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| 71 | Gdx.gl20.glEnable(GL20.GL_TEXTURE_2D); |
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| 72 | |||
| 73 | if (mBoundTexture != null) |
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| 74 | { |
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| 75 | //Gdx.gl20.glBindTexture(GL10.GL_TEXTURE_2D, mBoundTexture.getTextureObjectHandle()); |
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| 76 | mBoundTexture.bind(); |
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| 77 | } |
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| 78 | else |
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| 79 | { |
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| 80 | Gdx.gl20.glBindTexture(GL20.GL_TEXTURE_2D, 0); |
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| 81 | } |
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| 82 | } |
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| 83 | } |
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| 84 | |||
| 85 | // HACK: should encapsulate Texture class instead |
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| 86 | public void setTextureFilter(Texture texture, TextureFilter minFilter, TextureFilter magFilter) |
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| 87 | { |
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| 88 | bindTexture(texture); |
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| 89 | texture.setFilter(minFilter, magFilter); |
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| 90 | } |
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| 91 | |||
| 92 | public final RenderStates getRenderStates() |
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| 93 | { |
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| 94 | return mRenderStates; |
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| 95 | } |
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| 96 | |||
| 97 | |||
| 98 | } |