2019-09-16 20:56:48 +00:00
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#ifndef __GL_SAMPLERS_H
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#define __GL_SAMPLERS_H
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#include <stdint.h>
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enum ESampler
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{
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2019-09-16 21:28:26 +00:00
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NoSampler = -1,
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2019-09-16 20:56:48 +00:00
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SamplerRepeat,
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SamplerClampX,
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SamplerClampY,
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SamplerClampXY,
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Sampler2D,
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SamplerNoFilter,
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Sampler2DFiltered,
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2019-09-16 21:28:26 +00:00
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Sampler2DNoFilter,
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2019-09-16 20:56:48 +00:00
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NumSamplers
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};
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class FSamplerManager
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{
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// We need 6 different samplers: 4 for the different clamping modes,
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// one for 2D-textures and one for voxel textures
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unsigned int mSamplers[NumSamplers];
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void UnbindAll();
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public:
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FSamplerManager();
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~FSamplerManager();
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uint8_t Bind(int texunit, int num, int lastval);
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void SetTextureFilterMode(int mode, int aniso);
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};
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#endif
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