enum TextureFilter
{
/// No filtering
- NEAREST = GL_NEAREST,
+ NEAREST,
/// Bilinear filtering
- LINEAR = GL_LINEAR,
+ LINEAR,
/// Mipmapping without filtering
- NEAREST_MIPMAP_NEAREST = GL_NEAREST_MIPMAP_NEAREST,
+ NEAREST_MIPMAP_NEAREST,
/// Linear filtering between two mipmap levels
- NEAREST_MIPMAP_LINEAR = GL_NEAREST_MIPMAP_LINEAR,
+ NEAREST_MIPMAP_LINEAR,
/// Bilinear filtering on the closest mipmap level
- LINEAR_MIPMAP_NEAREST = GL_LINEAR_MIPMAP_NEAREST,
+ LINEAR_MIPMAP_NEAREST,
/// Trilinear filtering between two mipmap levels
- LINEAR_MIPMAP_LINEAR = GL_LINEAR_MIPMAP_LINEAR
+ LINEAR_MIPMAP_LINEAR
};
enum TextureWrap
{
/// Tile the texture infinitely
- REPEAT = GL_REPEAT,
+ REPEAT,
/// Extend the texels at the edge of the texture to infinity
- CLAMP_TO_EDGE = GL_CLAMP_TO_EDGE,
+ CLAMP_TO_EDGE,
/// Sampling outside the texture will return border color
- CLAMP_TO_BORDER = GL_CLAMP_TO_BORDER,
+ CLAMP_TO_BORDER,
/// Tile the texture, with every other repetition mirrored
- MIRRORED_REPEAT = GL_MIRRORED_REPEAT
+ MIRRORED_REPEAT
};
-class Texture;
-
/**
Samplers are used to access texture data in shaders. To use a sampler with a
*/
class Sampler
{
+ friend class PipelineState;
+
public:
class Loader: public DataFile::ObjectLoader<Sampler>
{
private:
void update() const;
- void set_parameter_i(unsigned, int) const;
- void set_parameter_f(unsigned, float) const;
- void set_parameter_fv(unsigned, const float *) const;
public:
void set_min_filter(TextureFilter);
void refresh() const { if(dirty_params) update(); }
- unsigned get_id() const { return id; }
-
void set_debug_name(const std::string &);
};
bool is_mipmapped(TextureFilter);
+GLenum get_gl_filter(TextureFilter);
+GLenum get_gl_wrap(TextureWrap);
void operator>>(const LexicalConverter &, TextureFilter &);
void operator>>(const LexicalConverter &, TextureWrap &);