0ad/source/renderer/backend/Sampler.h
vladislavbelov 57ba7c4a1c Encapsulates GL texture creation in a separate class.
Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D4389
This was SVN commit r26107.
2021-12-25 00:26:10 +00:00

71 lines
1.5 KiB
C++

/* Copyright (C) 2021 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_RENDERER_BACKEND_SAMPLER
#define INCLUDED_RENDERER_BACKEND_SAMPLER
#include "graphics/Color.h"
#include <cstdint>
namespace Renderer
{
namespace Backend
{
namespace Sampler
{
enum class Filter
{
NEAREST,
LINEAR
};
enum class AddressMode
{
REPEAT,
MIRRORED_REPEAT,
CLAMP_TO_EDGE,
CLAMP_TO_BORDER,
};
struct Desc
{
Filter magFilter;
Filter minFilter;
Filter mipFilter;
AddressMode addressModeU;
AddressMode addressModeV;
AddressMode addressModeW;
float mipLODBias;
bool anisotropyEnabled;
float maxAnisotropy;
// When some filter is CLAMP_TO_BORDER.
CColor borderColor;
};
Desc MakeDefaultSampler(Filter filter, AddressMode addressMode);
} // namespace Sampler
} // namespace Backend
} // namespace Renderer
#endif // INCLUDED_RENDERER_BACKEND_SAMPLER