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This extracts the sampler functionality into its own class. Beginning with OpenGL 3 samplers are actual objects, separate from textures. It makes sense to do this already as it also cleans up code organization quite a bit.
44 lines
1.1 KiB
C++
44 lines
1.1 KiB
C++
/*
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* Copyright (c) 2021, Stephan Unverwerth <s.unverwerth@serenityos.org>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#pragma once
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#include <LibGL/GL/gl.h>
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#include <LibGfx/Vector2.h>
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#include <LibGfx/Vector4.h>
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namespace GL {
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class Texture2D;
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class Sampler2D final {
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public:
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Sampler2D(Texture2D const& texture)
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: m_texture(texture)
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{
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}
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GLint min_filter() const { return m_min_filter; }
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GLint mag_filter() const { return m_mag_filter; }
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GLint wrap_s_mode() const { return m_wrap_s_mode; }
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GLint wrap_t_mode() const { return m_wrap_t_mode; }
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void set_min_filter(GLint value) { m_min_filter = value; }
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void set_mag_filter(GLint value) { m_mag_filter = value; }
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void set_wrap_s_mode(GLint value) { m_wrap_s_mode = value; }
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void set_wrap_t_mode(GLint value) { m_wrap_t_mode = value; }
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FloatVector4 sample(FloatVector2 const& uv) const;
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private:
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Texture2D const& m_texture;
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GLint m_min_filter { GL_NEAREST_MIPMAP_LINEAR };
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GLint m_mag_filter { GL_LINEAR };
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GLint m_wrap_s_mode { GL_REPEAT };
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GLint m_wrap_t_mode { GL_REPEAT };
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};
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}
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