mirror of
https://github.com/Halofreak1990/XFXFramework
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Began transforming of current API to represent XNA 4.0, which is cleaner. Dictionary<TKey, TValue> should now work (sort of-- need to implement resizing and enumerating) Currently hunting down GraphicsDevice initialization Up next: (hopefully successful) rendering of primitives
61 lines
1.6 KiB
C++
61 lines
1.6 KiB
C++
#ifndef _XFX_GRAPHICS_SAMPLERSTATE_
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#define _XFX_GRAPHICS_SAMPLERSTATE_
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#include "GraphicsResource.h"
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namespace XFX
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{
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namespace Graphics
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{
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// Contains sampler state, which determines how to sample texture data.
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class SamplerState : GraphicsResource
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{
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private:
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TextureAddressMode_t addressU;
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TextureAddressMode_t addressV;
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TextureAddressMode_t addressW;
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TextureFilter_t filter;
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bool isBound;
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int maxAnisotropy;
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int maxMipLevel;
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int mipMapLevelOfDetailBias;
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protected:
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void Dispose(bool disposing);
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public:
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TextureAddressMode_t getAddressU() const;
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void setAddressU(TextureAddressMode_t value);
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TextureAddressMode_t getAddressV() const;
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void setAddressV(TextureAddressMode_t value);
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TextureAddressMode_t getAddressW() const;
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void setAddressW(TextureAddressMode_t value);
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TextureFilter_t getFilter() const;
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void setFilter(TextureFilter_t value);
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int getMaxAnisotropy() const;
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void setMaxAnisotropy(int value);
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int getMaxMipLevel() const;
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void setMaxMipLevel(int value);
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int getMipMapLevelOfDetailBias() const;
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void setMipMapLevelOfDetailBias(int value);
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static const SamplerState AnisotropicClamp;
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static const SamplerState AnisotropicWrap;
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static const SamplerState LinearClamp;
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static const SamplerState LinearWrap;
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static const SamplerState PointClamp;
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static const SamplerState PointWrap;
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SamplerState();
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~SamplerState();
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int GetType() const;
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bool operator==(const SamplerState& right) const;
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bool operator!=(const SamplerState& right) const;
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};
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}
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}
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#endif //_XFX_GRAPHICS_SAMPLERSTATE_
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