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#ifndef Magnum_GL_Sampler_h
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#define Magnum_GL_Sampler_h
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/*
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This file is part of Magnum.
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Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019,
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2020, 2021 Vladimír Vondruš <mosra@centrum.cz>
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Permission is hereby granted, free of charge, to any person obtaining a
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copy of this software and associated documentation files (the "Software"),
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to deal in the Software without restriction, including without limitation
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the rights to use, copy, modify, merge, publish, distribute, sublicense,
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and/or sell copies of the Software, and to permit persons to whom the
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Software is furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included
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in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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DEALINGS IN THE SOFTWARE.
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*/
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/** @file
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* @brief Class @ref Magnum::GL::Sampler, enum @ref Magnum::GL::SamplerFilter, @ref Magnum::GL::SamplerMipmap, @ref Magnum::GL::SamplerWrapping, @ref Magnum::GL::SamplerCompareMode, @ref Magnum::GL::SamplerCompareFunction, @ref Magnum::GL::SamplerDepthStencilMode, function @ref Magnum::GL::samplerFilter(), @ref Magnum::GL::samplerMipmap(), @ref Magnum::GL::hasSamplerWrapping(), @ref Magnum::GL::samplerWrapping()
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*/
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#include "Magnum/Magnum.h"
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#include "Magnum/GL/OpenGL.h"
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#include "Magnum/GL/visibility.h"
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#include "Magnum/Math/Vector3.h"
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#ifdef MAGNUM_BUILD_DEPRECATED
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/* For implicit conversions to Vector<SamplerWrapping>, not used otherwise */
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#include "Magnum/Array.h"
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#endif
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namespace Magnum { namespace GL {
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/**
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@brief Texture sampler filtering
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@see @ref Magnum::SamplerFilter, @ref samplerFilter(),
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@ref Texture::setMinificationFilter() "*Texture::setMinificationFilter()",
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@ref Texture::setMagnificationFilter() "*Texture::setMagnificationFilter()"
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@m_enum_values_as_keywords
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*/
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enum class SamplerFilter: GLint {
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Nearest = GL_NEAREST, /**< Nearest neighbor filtering */
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/**
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* Linear interpolation filtering. Can't be used with integer
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* texture formats.
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* @requires_es_extension Extension @gl_extension{OES,texture_float_linear}
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* for linear interpolation of textures with float @ref TextureFormat
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* @requires_webgl_extension Extensiion @webgl_extension{OES,texture_float_linear}
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* for linear interpolation of textures with float @ref TextureFormat
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* @requires_gles30 Extension @gl_extension2{OES,texture_half_float_linear,OES_texture_float_linear}
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* for linear interpolation of textures with half-float
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* @ref TextureFormat in OpenGL ES 2.0.
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* @requires_webgl20 Extension @webgl_extension{OES,texture_half_float_linear}
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* for linear interpolation of textures with half-float
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* @ref TextureFormat in WebGL 1.0.
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*/
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Linear = GL_LINEAR
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};
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/**
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@brief Convert generic texture sampler filter mode to OpenGL filter mode
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@see @ref samplerMipmap(), @ref samplerWrapping()
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*/
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MAGNUM_GL_EXPORT SamplerFilter samplerFilter(Magnum::SamplerFilter filter);
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/** @debugoperatorenum{SamplerFilter} */
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MAGNUM_GL_EXPORT Debug& operator<<(Debug& debug, SamplerFilter value);
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/**
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@brief Texture sampler mip level selection
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@see @ref Magnum::SamplerMipmap, @ref samplerMipmap(),
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@ref Texture::setMinificationFilter() "*Texture::setMinificationFilter()"
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*/
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enum class SamplerMipmap: GLint {
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/**
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* Select base mip level
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* @m_keywords{GL_NEAREST GL_LINEAR}
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*/
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Base = GL_NEAREST & ~GL_NEAREST,
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/**
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* Select nearest mip level. **Unavailable on rectangle textures.**
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* @m_keywords{GL_NEAREST_MIPMAP_NEAREST GL_LINEAR_MIPMAP_NEAREST}
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*/
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Nearest = GL_NEAREST_MIPMAP_NEAREST & ~GL_NEAREST,
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/**
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* Linear interpolation of nearest mip levels. **Unavailable on
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* rectangle textures.**
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* @m_keywords{GL_NEAREST_MIPMAP_LINEAR GL_LINEAR_MIPMAP_LINEAR}
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* @requires_es_extension Extension @gl_extension{OES,texture_float_linear}
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* for linear interpolation of textures with float @ref TextureFormat
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* @requires_webgl_extension Extensiion @webgl_extension{OES,texture_float_linear}
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* for linear interpolation of textures with float @ref TextureFormat
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* @requires_gles30 Extension @gl_extension2{OES,texture_half_float_linear,OES_texture_float_linear}
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* for linear interpolation of textures with half-float
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* @ref TextureFormat in OpenGL ES 2.0.
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* @requires_webgl20 Extension @webgl_extension{OES,texture_half_float_linear}
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* for linear interpolation of textures with half-float
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* @ref TextureFormat in WebGL 1.0.
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*/
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Linear = GL_NEAREST_MIPMAP_LINEAR & ~GL_NEAREST
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};
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/**
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@brief Convert generic sampler filter mode to OpenGL filter mode
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@see @ref samplerFilter(), @ref samplerWrapping()
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*/
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MAGNUM_GL_EXPORT SamplerMipmap samplerMipmap(Magnum::SamplerMipmap mipmap);
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/** @debugoperatorenum{SamplerMipmap} */
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MAGNUM_GL_EXPORT Debug& operator<<(Debug& debug, SamplerMipmap value);
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/**
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@brief Texture sampler wrapping
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@see @ref Magnum::SamplerWrapping, @ref samplerWrapping(),
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@ref Texture::setWrapping() "*Texture::setWrapping()"
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@m_enum_values_as_keywords
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*/
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enum class SamplerWrapping: GLint {
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/** Repeat texture. **Unavailable on rectangle textures.** */
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Repeat = GL_REPEAT,
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/**
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* Repeat mirrored texture. **Unavailable on rectangle textures.**
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*/
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MirroredRepeat = GL_MIRRORED_REPEAT,
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/**
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* Clamp to edge. Coordinates out of the range will be clamped to
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* first / last column / row in given direction.
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*/
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ClampToEdge = GL_CLAMP_TO_EDGE,
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#ifndef MAGNUM_TARGET_WEBGL
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/**
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* Clamp to border color. Coordinates out of range will be clamped
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* to border color (set with
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* @ref Texture::setBorderColor() "*Texture::setBorderColor()").
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* @requires_gles32 Extension @gl_extension{ANDROID,extension_pack_es31a} /
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* @gl_extension{EXT,texture_border_clamp} or
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* @gl_extension{NV,texture_border_clamp}
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* @requires_gles Border clamp is not available in WebGL.
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*/
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#ifndef MAGNUM_TARGET_GLES
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ClampToBorder = GL_CLAMP_TO_BORDER,
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#else
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ClampToBorder = GL_CLAMP_TO_BORDER_EXT,
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#endif
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#endif
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#ifndef MAGNUM_TARGET_GLES
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/**
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* Mirror the texture once in negative coordinates and clamp to
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* edge after that. **Unavailable on rectangle textures.**
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* @requires_gl44 Extension @gl_extension{ARB,texture_mirror_clamp_to_edge},
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* @gl_extension{ATI,texture_mirror_once} or @gl_extension{EXT,texture_mirror_clamp}
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* @requires_gl Only separate @ref SamplerWrapping::MirroredRepeat or
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* @ref SamplerWrapping::ClampToEdge is available in OpenGL ES and
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* WebGL.
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*/
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MirrorClampToEdge = GL_MIRROR_CLAMP_TO_EDGE
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#endif
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};
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/**
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@brief Check availability of a generic sampler wrapping mode
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Some OpenGL targets don't support all generic sampler wrapping modes (for
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example the @ref SamplerWrapping::MirrorClampToEdge is not available in OpenGL
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ES or WebGL). Returns @cpp false @ce if current target can't support such
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format, @cpp true @ce otherwise. The @p filter value is expected to be valid.
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@note Support of some formats depends on presence of a particular OpenGL
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extension. Such check is outside of the scope of this function and you are
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expected to verify extension availability before using such format.
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@see @see @ref samplerWrapping(), @ref samplerFilter(), @ref samplerMipmap()
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*/
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MAGNUM_GL_EXPORT bool hasSamplerWrapping(Magnum::SamplerWrapping wrapping);
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/**
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@brief Convert generic sampler filter mode to OpenGL filter mode
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Not all generic sampler wrapping modes may be available on all targets and this
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function expects that given format is available on the target. Use
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@ref hasSamplerWrapping() to query availability of given mode.
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@see @ref samplerFilter(), @ref samplerMipmap()
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*/
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MAGNUM_GL_EXPORT SamplerWrapping samplerWrapping(Magnum::SamplerWrapping wrapping);
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/** @overload */
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template<std::size_t dimensions> Math::Vector<dimensions, SamplerWrapping> samplerWrapping(const Math::Vector<dimensions, Magnum::SamplerWrapping>& wrapping) {
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Math::Vector<dimensions, SamplerWrapping> out{NoInit};
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for(std::size_t i = 0; i != dimensions; ++i)
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out[i] = samplerWrapping(wrapping[i]);
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return out;
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}
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/** @debugoperatorenum{SamplerWrapping} */
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MAGNUM_GL_EXPORT Debug& operator<<(Debug& debug, SamplerWrapping value);
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#if !(defined(MAGNUM_TARGET_WEBGL) && defined(MAGNUM_TARGET_GLES2))
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/**
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@brief Depth texture comparison mode
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@see @ref SamplerCompareFunction,
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@ref Texture::setCompareMode() "*Texture::setCompareMode()"
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@m_enum_values_as_keywords
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@requires_gles30 Extension @gl_extension{EXT,shadow_samplers} in
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OpenGL ES 2.0.
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@requires_webgl20 Depth texture comparison is not available in WebGL
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1.0.
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*/
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enum class SamplerCompareMode: GLenum {
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/** Directly output the depth value */
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None = GL_NONE,
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/** Use output from specified @ref SamplerCompareFunction */
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CompareRefToTexture =
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#ifndef MAGNUM_TARGET_GLES2
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GL_COMPARE_REF_TO_TEXTURE
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#else
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GL_COMPARE_REF_TO_TEXTURE_EXT
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#endif
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};
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/** @debugoperatorenum{SamplerCompareMode} */
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MAGNUM_GL_EXPORT Debug& operator<<(Debug& debug, SamplerCompareMode value);
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/**
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@brief Texture sampler depth comparison function
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Comparison operator used when comparison mode is set to
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@ref SamplerCompareMode::CompareRefToTexture.
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@see @ref Texture::setCompareFunction() "*Texture::setCompareFunction()",
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@ref Texture::setCompareMode() "*Texture::setCompareMode()"
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@m_enum_values_as_keywords
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@requires_gles30 Extension @gl_extension{EXT,shadow_samplers} in
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OpenGL ES 2.0.
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@requires_webgl20 Depth texture comparison is not available in WebGL
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1.0.
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*/
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enum class SamplerCompareFunction: GLenum {
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Never = GL_NEVER, /**< Always @glsl 0.0 @ce */
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Always = GL_ALWAYS, /**< Always @glsl 1.0 @ce */
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/**
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* @glsl 1.0 @ce when texture coordinate is less than depth value,
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* @glsl 0.0 @ce otherwise
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*/
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Less = GL_LESS,
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/**
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* @glsl 1.0 @ce when texture coordinate is less than or equal to depth
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* value, @glsl 0.0 @ce otherwise
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*/
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LessOrEqual = GL_LEQUAL,
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/**
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* @glsl 1.0 @ce when texture coordinate is equal to depth value,
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* @glsl 0.0 @ce otherwise
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*/
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Equal = GL_EQUAL,
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/**
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* @glsl 0.0 @ce when texture coordinate is equal to depth value,
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* @glsl 1.0 @ce otherwise
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*/
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NotEqual = GL_NOTEQUAL,
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/**
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* @glsl 1.0 @ce when texture coordinate is greater than or equal
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* to depth value, @glsl 0.0 @ce otherwise
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*/
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GreaterOrEqual = GL_GEQUAL,
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/**
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* @glsl 1.0 @ce when texture coordinate is greater than depth
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* value, @glsl 0.0 @ce otherwise
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*/
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Greater = GL_GREATER
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};
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/** @debugoperatorenum{SamplerCompareFunction} */
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MAGNUM_GL_EXPORT Debug& operator<<(Debug& debug, SamplerCompareFunction value);
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#endif
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#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)
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/**
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@brief Texture sampler depth/stencil mode
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@see @ref Texture::setDepthStencilMode() "*Texture::setDepthStencilMode()"
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@m_enum_values_as_keywords
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@requires_gl43 Extension @gl_extension{ARB,stencil_texturing}
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@requires_gles31 Stencil texturing is not available in OpenGL ES 3.0
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and older.
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@requires_gles Stencil texturing is not available in WebGL.
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*/
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enum class SamplerDepthStencilMode: GLenum {
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/** Sample depth component */
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DepthComponent = GL_DEPTH_COMPONENT,
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/** Sample stencil index (as unsigned integer texture) */
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StencilIndex = GL_STENCIL_INDEX
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};
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/** @debugoperatorenum{SamplerDepthStencilMode} */
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MAGNUM_GL_EXPORT Debug& operator<<(Debug& debug, SamplerDepthStencilMode value);
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#endif
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/**
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@brief Texture sampler
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@see @ref Texture, @ref TextureArray, @ref CubeMapTexture,
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@ref CubeMapTextureArray, @ref RectangleTexture
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*/
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class MAGNUM_GL_EXPORT Sampler {
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public:
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/**
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* @brief Max supported max anisotropy
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*
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* The result is cached, repeated queries don't result in repeated
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* OpenGL calls. If extension @gl_extension{ARB,texture_filter_anisotropic}
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* (part of OpenGL 4.6) or @gl_extension{EXT,texture_filter_anisotropic}
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* (desktop or ES) is not available, returns @cpp 0.0f @ce.
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* @see @fn_gl{Get} with @def_gl_keyword{MAX_TEXTURE_MAX_ANISOTROPY}
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* @m_keywords{GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT}
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*/
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static Float maxMaxAnisotropy();
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/* This class is currently a placeholder for GL sampler objects */
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};
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}}
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#endif
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