Add OpenGLRenderer (WIP)
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35
src/Nazara/OpenGLRenderer/OpenGLTextureSampler.cpp
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35
src/Nazara/OpenGLRenderer/OpenGLTextureSampler.cpp
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// Copyright (C) 2020 Jérôme Leclercq
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// This file is part of the "Nazara Engine - OpenGL Renderer"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#if 0
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#include <Nazara/OpenGLRenderer/OpenGLTextureSampler.hpp>
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#include <stdexcept>
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#include <Nazara/OpenGLRenderer/Debug.hpp>
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namespace Nz
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{
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OpenGLTextureSampler::OpenGLTextureSampler(Vk::Device& device, TextureSamplerInfo samplerInfo)
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{
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VkSamplerCreateInfo createInfo = { VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO };
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createInfo.magFilter = ToOpenGL(samplerInfo.magFilter);
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createInfo.minFilter = ToOpenGL(samplerInfo.minFilter);
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createInfo.addressModeU = ToOpenGL(samplerInfo.wrapModeU);
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createInfo.addressModeV = ToOpenGL(samplerInfo.wrapModeV);
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createInfo.addressModeW = ToOpenGL(samplerInfo.wrapModeW);
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createInfo.borderColor = VK_BORDER_COLOR_INT_OPAQUE_BLACK;
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createInfo.mipmapMode = ToOpenGL(samplerInfo.mipmapMode);
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if (samplerInfo.anisotropyLevel > 0.f)
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{
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createInfo.anisotropyEnable = VK_TRUE;
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createInfo.maxAnisotropy = samplerInfo.anisotropyLevel;
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}
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if (!m_sampler.Create(device, createInfo))
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throw std::runtime_error("Failed to create sampler: " + TranslateOpenGLError(m_sampler.GetLastErrorCode()));
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}
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}
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#endif
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