/* Copyright (C) 2023 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ #ifndef INCLUDED_RENDERER_BACKEND_SAMPLER #define INCLUDED_RENDERER_BACKEND_SAMPLER #include "graphics/Color.h" #include "renderer/backend/CompareOp.h" #include namespace Renderer { namespace Backend { namespace Sampler { enum class Filter { NEAREST, LINEAR }; enum class AddressMode { REPEAT, MIRRORED_REPEAT, CLAMP_TO_EDGE, CLAMP_TO_BORDER, }; enum class BorderColor { TRANSPARENT_BLACK, OPAQUE_BLACK, OPAQUE_WHITE }; struct Desc { Filter magFilter; Filter minFilter; Filter mipFilter; AddressMode addressModeU; AddressMode addressModeV; AddressMode addressModeW; float mipLODBias; bool anisotropyEnabled; float maxAnisotropy; // When at least one address mode is CLAMP_TO_BORDER. BorderColor borderColor; bool compareEnabled; CompareOp compareOp; }; Desc MakeDefaultSampler(Filter filter, AddressMode addressMode); } // namespace Sampler } // namespace Backend } // namespace Renderer #endif // INCLUDED_RENDERER_BACKEND_SAMPLER