1 #ifndef MSP_GL_SAMPLER_H_
2 #define MSP_GL_SAMPLER_H_
4 #include <msp/datafile/objectloader.h>
17 /// Bilinear filtering
20 /// Mipmapping without filtering
21 NEAREST_MIPMAP_NEAREST = GL_NEAREST_MIPMAP_NEAREST,
23 /// Linear filtering between two mipmap levels
24 NEAREST_MIPMAP_LINEAR = GL_NEAREST_MIPMAP_LINEAR,
26 /// Bilinear filtering on the closest mipmap level
27 LINEAR_MIPMAP_NEAREST = GL_LINEAR_MIPMAP_NEAREST,
29 /// Trilinear filtering between two mipmap levels
30 LINEAR_MIPMAP_LINEAR = GL_LINEAR_MIPMAP_LINEAR
36 /// Tile the texture infinitely
39 /// Extend the texels at the edge of the texture to infinity
40 CLAMP_TO_EDGE = GL_CLAMP_TO_EDGE,
42 /// Sampling outside the texture will return border color
43 CLAMP_TO_BORDER = GL_CLAMP_TO_BORDER,
45 /// Tile the texture, with every other repetition mirrored
46 MIRRORED_REPEAT = GL_MIRRORED_REPEAT
51 Samplers are used to access texture data in shaders. To use a sampler with a
52 texture, bind it to the same texture unit. Each texture has a default sampler
53 which is used if no external sampler is bound.
55 A texture is generally rendered at a size that's either smaller or larger than
56 its native size, so that the texture coordinates do not exactly correspond to
57 the texels of the texture. The kind of filtering used, if any, is determined
58 by the minification and magnification filter parameters. The default is LINEAR
59 for magnification and NEAREST_MIPMAP_LINEAR for minification.
61 If texture coordinates fall outside of the principal range of the texture,
62 wrapping is applied. The default for all directions is REPEAT.
67 class Loader: public DataFile::ObjectLoader<Sampler>
74 void border_color(float, float, float, float);
75 void compare(Predicate);
76 void filter(TextureFilter);
77 void mag_filter(TextureFilter);
78 void max_anisotropy(float);
79 void min_filter(TextureFilter);
80 void wrap(TextureWrap);
81 void wrap_r(TextureWrap);
82 void wrap_s(TextureWrap);
83 void wrap_t(TextureWrap);
100 TextureFilter min_filter;
101 TextureFilter mag_filter;
102 float max_anisotropy;
109 mutable int dirty_params;
118 void set_min_filter(TextureFilter);
119 void set_mag_filter(TextureFilter);
121 /** Sets filter for both minification and magnification. If a mipmapping
122 filter is specified, LINEAR is used for magnification. */
123 void set_filter(TextureFilter);
125 TextureFilter get_min_filter() const { return min_filter; }
126 TextureFilter get_mag_filter() const { return mag_filter; }
128 void set_max_anisotropy(float);
129 float get_max_anisotropy() const { return max_anisotropy; }
131 /** Sets the wrapping mode for all coordinates. */
132 void set_wrap(TextureWrap);
134 void set_wrap_s(TextureWrap);
135 void set_wrap_t(TextureWrap);
136 void set_wrap_r(TextureWrap);
138 void set_border_color(const Color &);
139 const Color &get_border_color() const { return border_color; }
141 /** Disables depth comparison. */
142 void disable_compare();
144 /** Enables depth comparison and sets the compare function. Only has an
145 effect when used with a depth texture. When depth comparison is enabled,
146 the third component of the texture coordinate is compared against the texel
147 value, and the result is returned as the texture sample.*/
148 void set_compare(Predicate);
150 bool is_compare_enabled() const { return compare; }
151 Predicate get_compare_function() const { return cmp_func; }
153 void refresh() const { if(dirty_params) update(); }
155 unsigned get_id() const { return id; }
157 void set_debug_name(const std::string &);
161 bool is_mipmapped(TextureFilter);
163 void operator>>(const LexicalConverter &, TextureFilter &);
164 void operator>>(const LexicalConverter &, TextureWrap &);