pub struct Sampler2D {
pub source: NameRef<Surface>,
pub wrap_s: WrapMode,
pub wrap_t: WrapMode,
pub min_filter: SamplerFilter,
pub mag_filter: SamplerFilter,
pub mip_filter: SamplerFilter,
pub border_color: Option<Box<[f32; 4]>>,
pub mipmap_max_level: u8,
pub mipmap_bias: f32,
pub extra: Vec<Extra>,
}
Expand description
Declares a two-dimensional texture sampler.
Fields§
§source: NameRef<Surface>
A name, which is the sid
of a Surface
.
A Sampler*
is a definition of how a shader will resolve a
color out of a Surface
. source
identifies the Surface
to read.
wrap_s: WrapMode
Wrap mode in the first texture coordinate.
wrap_t: WrapMode
Wrap mode in the second texture coordinate.
min_filter: SamplerFilter
Texture minimization. Applying a texture to a primitive implies a mapping from texture image space to framebuffer image space. In general, this mapping involves a reconstruction of the sampled texture image, followed by a homogeneous warping implied by the mapping to framebuffer space, then a filtering, followed finally by a resampling of the filtered, warped, reconstructed image before applying it to a fragment.
mag_filter: SamplerFilter
Texture magnification. Enumerated type fx_sampler_filter_common. When gamma indicates magnification, this value determines how the texture value is obtained.
mip_filter: SamplerFilter
MIPmap filter.
border_color: Option<Box<[f32; 4]>>
When reading past the edge of the texture address space
based on the wrap modes involving clamps, this color takes
over. Type fx_color_common
(four floating-point numbers in RGBA order).
mipmap_max_level: u8
The maximum number of progressive levels that the sampler will evaluate.
mipmap_bias: f32
Biases the gamma (level of detail parameter) that is used by the sampler to evaluate the MIPmap chain.
extra: Vec<Extra>
Provides arbitrary additional information about this element.