raze/source/glbackend/gl_samplers.h

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#ifndef __GL_SAMPLERS_H
#define __GL_SAMPLERS_H
#include <stdint.h>
enum ESampler
{
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NoSampler = -1,
SamplerRepeat,
SamplerClampX,
SamplerClampY,
SamplerClampXY,
SamplerNoFilterRepeat,
SamplerNoFilterClampX,
SamplerNoFilterClampY,
SamplerNoFilterClampXY,
Sampler2DFiltered, // Currently unused shpuld be used for 2D content
NumSamplers
};
class FSamplerManager
{
// We need 6 different samplers: 4 for the different clamping modes,
// one for 2D-textures and one for voxel textures
unsigned int mSamplers[NumSamplers];
void UnbindAll();
void CreateSamplers();
public:
FSamplerManager();
~FSamplerManager();
uint8_t Bind(int texunit, int num, int lastval);
void SetTextureFilterMode(int mode, int aniso);
};
#endif