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,
23 /// Linear filtering between two mipmap levels
24 NEAREST_MIPMAP_LINEAR,
26 /// Bilinear filtering on the closest mipmap level
27 LINEAR_MIPMAP_NEAREST,
29 /// Trilinear filtering between two mipmap levels
36 /// Tile the texture infinitely
39 /// Extend the texels at the edge of the texture to infinity
42 /// Sampling outside the texture will return border color
45 /// Tile the texture, with every other repetition mirrored
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.
66 friend class PipelineState;
69 class Loader: public DataFile::ObjectLoader<Sampler>
76 void border_color(float, float, float, float);
77 void compare(Predicate);
78 void filter(TextureFilter);
79 void mag_filter(TextureFilter);
80 void max_anisotropy(float);
81 void min_filter(TextureFilter);
82 void wrap(TextureWrap);
83 void wrap_r(TextureWrap);
84 void wrap_s(TextureWrap);
85 void wrap_t(TextureWrap);
102 TextureFilter min_filter;
103 TextureFilter mag_filter;
104 float max_anisotropy;
111 mutable int dirty_params;
120 void set_min_filter(TextureFilter);
121 void set_mag_filter(TextureFilter);
123 /** Sets filter for both minification and magnification. If a mipmapping
124 filter is specified, LINEAR is used for magnification. */
125 void set_filter(TextureFilter);
127 TextureFilter get_min_filter() const { return min_filter; }
128 TextureFilter get_mag_filter() const { return mag_filter; }
130 void set_max_anisotropy(float);
131 float get_max_anisotropy() const { return max_anisotropy; }
133 /** Sets the wrapping mode for all coordinates. */
134 void set_wrap(TextureWrap);
136 void set_wrap_s(TextureWrap);
137 void set_wrap_t(TextureWrap);
138 void set_wrap_r(TextureWrap);
140 void set_border_color(const Color &);
141 const Color &get_border_color() const { return border_color; }
143 /** Disables depth comparison. */
144 void disable_compare();
146 /** Enables depth comparison and sets the compare function. Only has an
147 effect when used with a depth texture. When depth comparison is enabled,
148 the third component of the texture coordinate is compared against the texel
149 value, and the result is returned as the texture sample.*/
150 void set_compare(Predicate);
152 bool is_compare_enabled() const { return compare; }
153 Predicate get_compare_function() const { return cmp_func; }
155 void refresh() const { if(dirty_params) update(); }
157 void set_debug_name(const std::string &);
161 bool is_mipmapped(TextureFilter);
162 GLenum get_gl_filter(TextureFilter);
163 GLenum get_gl_wrap(TextureWrap);
165 void operator>>(const LexicalConverter &, TextureFilter &);
166 void operator>>(const LexicalConverter &, TextureWrap &);