Add OpenGLSampler
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69
engine/src/RHI/OpenGL/OpenGLSampler.cpp
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69
engine/src/RHI/OpenGL/OpenGLSampler.cpp
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#define GLFW_INCLUDE_NONE
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#include "XCEngine/RHI/OpenGL/OpenGLSampler.h"
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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namespace XCEngine {
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namespace RHI {
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static unsigned int ToGLWrapMode(SamplerWrapMode mode) {
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switch (mode) {
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case SamplerWrapMode::Repeat: return GL_REPEAT;
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case SamplerWrapMode::MirroredRepeat: return GL_MIRRORED_REPEAT;
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case SamplerWrapMode::ClampToEdge: return GL_CLAMP_TO_EDGE;
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case SamplerWrapMode::ClampToBorder: return GL_CLAMP_TO_BORDER;
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default: return GL_REPEAT;
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}
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}
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static unsigned int ToGLFilter(SamplerFilter filter) {
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switch (filter) {
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case SamplerFilter::Nearest: return GL_NEAREST;
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case SamplerFilter::Linear: return GL_LINEAR;
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case SamplerFilter::NearestMipmapNearest: return GL_NEAREST_MIPMAP_NEAREST;
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case SamplerFilter::LinearMipmapNearest: return GL_LINEAR_MIPMAP_NEAREST;
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case SamplerFilter::NearestMipmapLinear: return GL_NEAREST_MIPMAP_LINEAR;
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case SamplerFilter::LinearMipmapLinear: return GL_LINEAR_MIPMAP_LINEAR;
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default: return GL_LINEAR;
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}
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}
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OpenGLSampler::OpenGLSampler() : m_sampler(0) {
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}
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OpenGLSampler::~OpenGLSampler() {
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}
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bool OpenGLSampler::Initialize(const SamplerDesc& desc) {
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m_desc = desc;
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glGenSamplers(1, &m_sampler);
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glSamplerParameteri(m_sampler, GL_TEXTURE_MIN_FILTER, ToGLFilter(desc.minFilter));
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glSamplerParameteri(m_sampler, GL_TEXTURE_MAG_FILTER, ToGLFilter(desc.magFilter));
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glSamplerParameteri(m_sampler, GL_TEXTURE_WRAP_S, ToGLWrapMode(desc.wrapS));
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glSamplerParameteri(m_sampler, GL_TEXTURE_WRAP_T, ToGLWrapMode(desc.wrapT));
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glSamplerParameteri(m_sampler, GL_TEXTURE_WRAP_R, ToGLWrapMode(desc.wrapR));
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glSamplerParameterf(m_sampler, GL_TEXTURE_MIN_LOD, desc.minLod);
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glSamplerParameterf(m_sampler, GL_TEXTURE_MAX_LOD, desc.maxLod);
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glSamplerParameterf(m_sampler, GL_TEXTURE_MAX_ANISOTROPY, desc.maxAnisotropy);
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return true;
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}
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void OpenGLSampler::Shutdown() {
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if (m_sampler) {
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glDeleteSamplers(1, &m_sampler);
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m_sampler = 0;
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}
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}
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void OpenGLSampler::Bind(unsigned int unit) {
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glBindSampler(unit, m_sampler);
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}
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void OpenGLSampler::Unbind(unsigned int unit) {
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glBindSampler(unit, 0);
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}
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} // namespace RHI
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} // namespace XCEngine
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