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Author: theagentd (posted 2012-08-07 16:59:08, viewed 82 times)

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import org.lwjgl.opengl.ContextCapabilities;
import org.lwjgl.opengl.EXTTextureFilterAnisotropic;
import static org.lwjgl.opengl.GL11.*;
import static org.lwjgl.opengl.GL12.*;
import static org.lwjgl.opengl.GL14.*;
import static org.lwjgl.opengl.GL33.*;

import org.lwjgl.opengl.GLContext;

public class Sampler {

    private static boolean checkCapabilities = true;
    private static boolean anisotropySupported;
    private static int maxAnisotropy;
    

    private int id;

    /**
     * Creates a new OpenGL sampler object.
     * 
     * @throws RuntimeException if sampler objects are not supported
     */
    public Sampler(){
       if(checkCapabilities){
          ContextCapabilities cc = GLContext.getCapabilities();
          if(!cc.OpenGL33 && !cc.GL_ARB_sampler_objects){
             throw new RuntimeException("Sampler objects are not supported!");
          }
          
          anisotropySupported = cc.GL_EXT_texture_filter_anisotropic;
          if(anisotropySupported){
             maxAnisotropy = glGetInteger(EXTTextureFilterAnisotropic.GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT);
          }
          checkCapabilities = false;
       }
        id = glGenSamplers();
    }

    public void setMinMagFilter(int minFilter, int magFilter){
        glSamplerParameteri(id, GL_TEXTURE_MIN_FILTER, minFilter);
        glSamplerParameteri(id, GL_TEXTURE_MAG_FILTER, magFilter);
    }

    public void setWrapModes(int filter){
        setWrapModes(filter, filter, filter);
    }

    public void setWrapModes(int s, int t){
        glSamplerParameteri(id, GL_TEXTURE_WRAP_S, s);
        glSamplerParameteri(id, GL_TEXTURE_WRAP_T, t);
    }

    public void setWrapModes(int s, int t, int r){
        glSamplerParameteri(id, GL_TEXTURE_WRAP_S, s);
        glSamplerParameteri(id, GL_TEXTURE_WRAP_T, t);
        glSamplerParameteri(id, GL_TEXTURE_WRAP_R, r);
    }
    
    public void setMinLod(float min){
        glSamplerParameterf(id, GL_TEXTURE_MIN_LOD, min);
    }
    
    public void setMaxLod(float max){
        glSamplerParameterf(id, GL_TEXTURE_MAX_LOD, max);
    }

    public void setMinMaxLOD(float min, float max){
       setMinLod(min);
       setMaxLod(max);
    }

    public void setLODBias(float bias){
        glSamplerParameterf(id, GL_TEXTURE_LOD_BIAS, bias);
    }

    /**
     * Sets the maximum level of anisotropy, if supported. The value is clamped between 0 and the implementation specific maximum value, usually 16.
     * 
     * @param anisotropy The requested maximum anisotropy
     */
    public void setAnisotropy(float anisotropy){
        if(anisotropySupported){
            glSamplerParameterf(id, EXTTextureFilterAnisotropic.GL_TEXTURE_MAX_ANISOTROPY_EXT, Math.min(maxAnisotropy, Math.max(anisotropy, 1)));
        }
    }
    
    /**
     * Used for hardware shadow mapping.
     */
    public void setCompareFunc(int func){
       glSamplerParameteri(id, GL_TEXTURE_COMPARE_FUNC, func);
    }

    /**
     * Used for hardware shadow mapping.
     */
    public void setCompareMode(int mode){
       glSamplerParameteri(id, GL_TEXTURE_COMPARE_MODE, mode);
    }
    
    public int getID(){
       return id;
    }

    /**
     * Binds this sampler to the given texture unit. The settings in the bound texture are ignored.
     * @param textureUnit
     */
    public void bind(int textureUnit){
        glBindSampler(textureUnit, id);
    }

    /**
     * Unbinds any sampler from the given texture unit and uses the settings in the bound texture instead.
     * (This is an illegal operation in OpenGL 3.3 without backwards compatibility.)
     * @param textureUnit
     */
    public static void unbind(int textureUnit){
        glBindSampler(textureUnit, 0);
    }
}





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Play Revenge of the Titans! The situation is critical. We need fancy commanders to defend Earth, the moon, Mars!
 
Play Revenge of the Titans! The situation is critical. We need fancy commanders to defend Earth, the moon, Mars and Titan!

Add your game by posting it in the WIP section,
or publish it in Showcase.

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