Added SamplerState

This commit is contained in:
Simon Lübeß
2021-02-08 15:36:47 +01:00
parent 11bc63fb04
commit ea140f0532
3 changed files with 300 additions and 0 deletions
+169
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using System;
using GlitchyEngine.Math;
namespace GlitchyEngine.Renderer
{
public enum FilterFunction
{
/// Use point filtering (nearest neighbor) for sampling.
Point,
/// Use linear interpolation for sampling.
Linear,
/// Use anisotropic interpolation for sampling.
Anisotropic
}
public enum FilterMode
{
/// Just sample the texture.
Default,
/// Sample the texture and compares it with a comparison value.
Comparison,
/// Return the minimum value of the fetched texels.
Minimum,
/// Return the maximum value of the fetched texels.
Maximum
}
public enum ComparisonFunction
{
/**
* Never pass the comparison.
*/
Never = 1,
/**
* If the source data is less than the destination data, the comparison passes.
*/
Less = 2,
/**
* If the source data is equal to the destination data, the comparison passes.
*/
Equal = 3,
/**
* If the source data is less than or equal to the destination data, the comparison passes.
*/
LessOrEqual = 4,
/**
* If the source data is greater than the destination data, the comparison passes.
*/
Greater = 5,
/**
* If the source data is not equal to the destination data, the comparison passes.
*/
NotEqual = 6,
/**
* If the source data is greater than or equal to the destination data, the comparison passes.
*/
GreaterOrEqual = 7,
/**
* Always pass the comparison.
*/
Always = 8
}
public enum TextureAddressMode
{
/// Tile the texture at every (u,v) integer junction.
Wrap = 1,
/*
* Tile the texture at every (u,v) integer junction. However it is flipped every other tile.
* Example
* Between 0 and 1 the texture is addressed normally.
* Between 1 and 2 the texture is flipped.
* Between 2 and 3 the texture is addressed normally.
*/
Mirror,
/**
* Texture coordinates outside the range [0.0, 1.0] are set to the texture color at 0.0 or 1.0, respectively.
*/
Clamp,
/**
* Texture coordinates outside the range [0.0, 1.0] are set to the border color.
*/
Border,
/**
* Like a combination of Mirror and Clamp.
* Sample using the absolute value and clamp to 1.0.
*/
MirrorOnce
}
public struct SamplerStateDescription
{
public FilterFunction MinFilter = .Linear;
public FilterFunction MagFilter = .Linear;
public FilterFunction MipFilter = .Linear;
public FilterMode FilterMode = .Default;
/**
* The function that is used to compare the sampled data against the existing sampled data.
* Only applies if FilterMode is set to FilterMode.Comparison.
*/
public ComparisonFunction ComparisonFunction = .Never;
public TextureAddressMode AddressModeU = .Clamp;
public TextureAddressMode AddressModeV = .Clamp;
public TextureAddressMode AddressModeW = .Clamp;
/**
* Offset from the calculated mipmap level.
* For example, if Direct3D calculates that a texture should be sampled at mipmap level 3 and MipLODBias is 2, then the texture will be sampled at mipmap level 5.
*/
public float MipLODBias = 0;
/**
* Lower end of the mipmap range to clamp access to, where 0 is the largest and most detailed mipmap level and any level higher than that is less detailed.
*/
public float MipMinLOD = float.MinValue;
/**
* Upper end of the mipmap range to clamp access to, where 0 is the largest and most detailed mipmap level and any level higher than that is less detailed.
* This value must be greater than or equal to MinLOD. To have no upper limit on LOD set this to a large value such as float.MaxValue.
*/
public float MipMaxLOD = float.MaxValue;
/**
* Clamping value used if FilterMode.Anisotropic is specified in the Filters.
* Valid values are between 1 and 16.
*/
public uint32 MaxAnisotropy = 1; // TODO: we could use a smaller int
/**
* Border color to use if TextureAddressMode.Border is specified for AddressModeU, AddressModeV, or AddressModeW.
*/
public ColorRGBA BorderColor = .White;
}
public class SamplerState : RefCounted
{
protected GraphicsContext _context ~ _?.ReleaseRef();
protected SamplerStateDescription _desc;
[Inline]
public FilterFunction MinificationFilter => _desc.MinFilter;
[Inline]
public FilterFunction MagnificationFilter => _desc.MagFilter;
[Inline]
public FilterFunction MipFilter => _desc.MipFilter;
[Inline]
public FilterMode FilterMode => _desc.FilterMode;
protected this(GraphicsContext context)
{
_context = context..AddRef();
}
public this(GraphicsContext context, SamplerStateDescription desc) : this(context)
{
_desc = desc;
PlatformCreateSamplerState();
}
/// Creates the platform specific Sampler State
protected extern void PlatformCreateSamplerState();
public extern void Bind(uint32 slot = 0);
}
}