Implement Texture and TextureSampler
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31
src/Nazara/VulkanRenderer/VulkanTextureSampler.cpp
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31
src/Nazara/VulkanRenderer/VulkanTextureSampler.cpp
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// Copyright (C) 2020 Jérôme Leclercq
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// This file is part of the "Nazara Engine - Vulkan Renderer"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#include <Nazara/VulkanRenderer/VulkanTextureSampler.hpp>
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#include <stdexcept>
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#include <Nazara/VulkanRenderer/Debug.hpp>
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namespace Nz
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{
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VulkanTextureSampler::VulkanTextureSampler(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 = ToVulkan(samplerInfo.magFilter);
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createInfo.minFilter = ToVulkan(samplerInfo.minFilter);
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createInfo.addressModeU = ToVulkan(samplerInfo.wrapModeU);
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createInfo.addressModeV = ToVulkan(samplerInfo.wrapModeV);
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createInfo.addressModeW = ToVulkan(samplerInfo.wrapModeW);
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createInfo.borderColor = VK_BORDER_COLOR_INT_OPAQUE_BLACK;
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createInfo.mipmapMode = ToVulkan(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: " + TranslateVulkanError(m_sampler.GetLastErrorCode()));
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}
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}
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