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	 12785849aa
			
		
	
	
		12785849aa
		
	
	
	
	
		
			
			This extracts the sampler functionality into its own class. Beginning with OpenGL 3 samplers are actual objects, separate from textures. It makes sense to do this already as it also cleans up code organization quite a bit.
		
			
				
	
	
		
			44 lines
		
	
	
	
		
			1.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			44 lines
		
	
	
	
		
			1.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*
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|  * Copyright (c) 2021, Stephan Unverwerth <s.unverwerth@serenityos.org>
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|  *
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|  * SPDX-License-Identifier: BSD-2-Clause
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|  */
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| 
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| #pragma once
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| 
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| #include <LibGL/GL/gl.h>
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| #include <LibGfx/Vector2.h>
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| #include <LibGfx/Vector4.h>
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| 
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| namespace GL {
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| 
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| class Texture2D;
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| 
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| class Sampler2D final {
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| public:
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|     Sampler2D(Texture2D const& texture)
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|         : m_texture(texture)
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|     {
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|     }
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| 
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|     GLint min_filter() const { return m_min_filter; }
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|     GLint mag_filter() const { return m_mag_filter; }
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|     GLint wrap_s_mode() const { return m_wrap_s_mode; }
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|     GLint wrap_t_mode() const { return m_wrap_t_mode; }
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| 
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|     void set_min_filter(GLint value) { m_min_filter = value; }
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|     void set_mag_filter(GLint value) { m_mag_filter = value; }
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|     void set_wrap_s_mode(GLint value) { m_wrap_s_mode = value; }
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|     void set_wrap_t_mode(GLint value) { m_wrap_t_mode = value; }
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| 
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|     FloatVector4 sample(FloatVector2 const& uv) const;
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| 
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| private:
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|     Texture2D const& m_texture;
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| 
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|     GLint m_min_filter { GL_NEAREST_MIPMAP_LINEAR };
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|     GLint m_mag_filter { GL_LINEAR };
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|     GLint m_wrap_s_mode { GL_REPEAT };
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|     GLint m_wrap_t_mode { GL_REPEAT };
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| };
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| }
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