1 #ifndef MSP_GL_SAMPLER_H_
2 #define MSP_GL_SAMPLER_H_
4 #include <msp/datafile/objectloader.h>
16 /// Bilinear filtering
19 /// Mipmapping without filtering
20 NEAREST_MIPMAP_NEAREST,
22 /// Linear filtering between two mipmap levels
23 NEAREST_MIPMAP_LINEAR,
25 /// Bilinear filtering on the closest mipmap level
26 LINEAR_MIPMAP_NEAREST,
28 /// Trilinear filtering between two mipmap levels
35 /// Tile the texture infinitely
38 /// Extend the texels at the edge of the texture to infinity
41 /// Sampling outside the texture will return border color
44 /// Tile the texture, with every other repetition mirrored
50 Samplers are used to access texture data in shaders. To use a sampler with a
51 texture, bind it to the same texture unit. Each texture has a default sampler
52 which is used if no external sampler is bound.
54 A texture is generally rendered at a size that's either smaller or larger than
55 its native size, so that the texture coordinates do not exactly correspond to
56 the texels of the texture. The kind of filtering used, if any, is determined
57 by the minification and magnification filter parameters. The default is LINEAR
58 for magnification and NEAREST_MIPMAP_LINEAR for minification.
60 If texture coordinates fall outside of the principal range of the texture,
61 wrapping is applied. The default for all directions is REPEAT.
65 friend class PipelineState;
68 class Loader: public DataFile::ObjectLoader<Sampler>
75 void border_color(float, float, float, float);
76 void compare(Predicate);
77 void filter(TextureFilter);
78 void mag_filter(TextureFilter);
79 void max_anisotropy(float);
80 void min_filter(TextureFilter);
81 void wrap(TextureWrap);
82 void wrap_r(TextureWrap);
83 void wrap_s(TextureWrap);
84 void wrap_t(TextureWrap);
101 TextureFilter min_filter;
102 TextureFilter mag_filter;
103 float max_anisotropy;
110 mutable int dirty_params;
119 void set_min_filter(TextureFilter);
120 void set_mag_filter(TextureFilter);
122 /** Sets filter for both minification and magnification. If a mipmapping
123 filter is specified, LINEAR is used for magnification. */
124 void set_filter(TextureFilter);
126 TextureFilter get_min_filter() const { return min_filter; }
127 TextureFilter get_mag_filter() const { return mag_filter; }
129 void set_max_anisotropy(float);
130 float get_max_anisotropy() const { return max_anisotropy; }
132 /** Sets the wrapping mode for all coordinates. */
133 void set_wrap(TextureWrap);
135 void set_wrap_s(TextureWrap);
136 void set_wrap_t(TextureWrap);
137 void set_wrap_r(TextureWrap);
139 void set_border_color(const Color &);
140 const Color &get_border_color() const { return border_color; }
142 /** Disables depth comparison. */
143 void disable_compare();
145 /** Enables depth comparison and sets the compare function. Only has an
146 effect when used with a depth texture. When depth comparison is enabled,
147 the third component of the texture coordinate is compared against the texel
148 value, and the result is returned as the texture sample.*/
149 void set_compare(Predicate);
151 bool is_compare_enabled() const { return compare; }
152 Predicate get_compare_function() const { return cmp_func; }
154 void refresh() const { if(dirty_params) update(); }
156 void set_debug_name(const std::string &);
160 bool is_mipmapped(TextureFilter);
161 unsigned get_gl_filter(TextureFilter);
162 unsigned get_gl_wrap(TextureWrap);
164 void operator>>(const LexicalConverter &, TextureFilter &);
165 void operator>>(const LexicalConverter &, TextureWrap &);