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/*
* Copyright (c) 2021, Stephan Unverwerth <s.unverwerth@serenityos.org>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#pragma once
#include <LibGL/GL/gl.h>
#include <LibGfx/Vector2.h>
#include <LibGfx/Vector4.h>
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(FloatVector4 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 };
};
}
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