/* * Copyright (c) 2021, Stephan Unverwerth * * SPDX-License-Identifier: BSD-2-Clause */ #pragma once #include #include #include namespace GL { class Texture2D; class Sampler2D final { public: Sampler2D(Texture2D const& texture) : m_texture(texture) { } GLint min_filter() const { return m_min_filter; } GLint mag_filter() const { return m_mag_filter; } GLint wrap_s_mode() const { return m_wrap_s_mode; } GLint wrap_t_mode() const { return m_wrap_t_mode; } void set_min_filter(GLint value) { m_min_filter = value; } void set_mag_filter(GLint value) { m_mag_filter = value; } void set_wrap_s_mode(GLint value) { m_wrap_s_mode = value; } void set_wrap_t_mode(GLint value) { m_wrap_t_mode = value; } FloatVector4 sample(FloatVector2 const& uv) const; private: Texture2D const& m_texture; GLint m_min_filter { GL_NEAREST_MIPMAP_LINEAR }; GLint m_mag_filter { GL_LINEAR }; GLint m_wrap_s_mode { GL_REPEAT }; GLint m_wrap_t_mode { GL_REPEAT }; }; }