NazaraEngine/include/Nazara/Renderer/TextureSampler.hpp

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1.5 KiB
C++

// Copyright (C) 2021 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
// This file is part of the "Nazara Engine - Renderer module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#pragma once
#ifndef NAZARA_RENDERER_TEXTURESAMPLER_HPP
#define NAZARA_RENDERER_TEXTURESAMPLER_HPP
#include <Nazara/Prerequisites.hpp>
#include <Nazara/Renderer/Config.hpp>
#include <Nazara/Utility/Enums.hpp>
#include <functional>
namespace Nz
{
struct TextureSamplerInfo
{
float anisotropyLevel = 0.f;
SamplerFilter magFilter = SamplerFilter::Linear;
SamplerFilter minFilter = SamplerFilter::Linear;
SamplerMipmapMode mipmapMode = SamplerMipmapMode::Linear;
SamplerWrap wrapModeU = SamplerWrap::Clamp;
SamplerWrap wrapModeV = SamplerWrap::Clamp;
SamplerWrap wrapModeW = SamplerWrap::Clamp;
inline bool operator==(const TextureSamplerInfo& samplerInfo) const;
inline bool operator!=(const TextureSamplerInfo& samplerInfo) const;
};
class RenderDevice;
class NAZARA_RENDERER_API TextureSampler
{
public:
TextureSampler() = default;
TextureSampler(const TextureSampler&) = delete;
TextureSampler(TextureSampler&&) = delete;
virtual ~TextureSampler();
TextureSampler& operator=(const TextureSampler&) = delete;
TextureSampler& operator=(TextureSampler&&) = delete;
protected:
static void ValidateSamplerInfo(const RenderDevice& device, TextureSamplerInfo& samplerInfo);
};
}
template<>
struct std::hash<Nz::TextureSamplerInfo>;
#include <Nazara/Renderer/TextureSampler.inl>
#endif // NAZARA_RENDERER_TEXTURESAMPLER_HPP