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WickedEngine/WickedEngine/wiImage.cpp
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#include "wiImage.h"
#include "wiResourceManager.h"
#include "wiRenderer.h"
#include "wiHelper.h"
#include "shaders/ShaderInterop_Image.h"
#include "wiBacklog.h"
#include "wiEventHandler.h"
#include "wiTimer.h"
using namespace wi::enums;
using namespace wi::graphics;
namespace wi::image
{
static Sampler samplers[SAMPLER_COUNT];
static Shader vertexShader;
static Shader pixelShader;
static BlendState blendStates[BLENDMODE_COUNT];
static RasterizerState rasterizerState;
enum DEPTH_TEST_MODE
{
DEPTH_TEST_OFF,
DEPTH_TEST_ON,
DEPTH_TEST_MODE_COUNT
};
static DepthStencilState depthStencilStates[STENCILMODE_COUNT][STENCILREFMODE_COUNT][DEPTH_TEST_MODE_COUNT];
enum STRIP_MODE
{
STRIP_OFF,
STRIP_ON,
STRIP_MODE_COUNT,
};
static PipelineState imagePSO[BLENDMODE_COUNT][STENCILMODE_COUNT][STENCILREFMODE_COUNT][DEPTH_TEST_MODE_COUNT][STRIP_MODE_COUNT];
static thread_local Texture backgroundTexture;
static thread_local wi::Canvas canvas;
void SetBackground(const Texture& texture)
{
backgroundTexture = texture;
}
void SetCanvas(const wi::Canvas& current_canvas)
{
canvas = current_canvas;
}
void Draw(const Texture* texture, const Params& params, CommandList cmd)
{
GraphicsDevice* device = wi::graphics::GetDevice();
const Sampler* sampler = &samplers[SAMPLER_LINEAR_CLAMP];
if (params.quality == QUALITY_NEAREST)
{
if (params.sampleFlag == SAMPLEMODE_MIRROR)
sampler = &samplers[SAMPLER_POINT_MIRROR];
else if (params.sampleFlag == SAMPLEMODE_WRAP)
sampler = &samplers[SAMPLER_POINT_WRAP];
else if (params.sampleFlag == SAMPLEMODE_CLAMP)
sampler = &samplers[SAMPLER_POINT_CLAMP];
}
else if (params.quality == QUALITY_LINEAR)
{
if (params.sampleFlag == SAMPLEMODE_MIRROR)
sampler = &samplers[SAMPLER_LINEAR_MIRROR];
else if (params.sampleFlag == SAMPLEMODE_WRAP)
sampler = &samplers[SAMPLER_LINEAR_WRAP];
else if (params.sampleFlag == SAMPLEMODE_CLAMP)
sampler = &samplers[SAMPLER_LINEAR_CLAMP];
}
else if (params.quality == QUALITY_ANISOTROPIC)
{
if (params.sampleFlag == SAMPLEMODE_MIRROR)
sampler = &samplers[SAMPLER_ANISO_MIRROR];
else if (params.sampleFlag == SAMPLEMODE_WRAP)
sampler = &samplers[SAMPLER_ANISO_WRAP];
else if (params.sampleFlag == SAMPLEMODE_CLAMP)
sampler = &samplers[SAMPLER_ANISO_CLAMP];
}
ImageConstants image = {};
image.buffer_index = -1;
image.buffer_offset = 0;
image.texture_base_index = device->GetDescriptorIndex(texture, SubresourceType::SRV, params.image_subresource);
image.texture_mask_index = device->GetDescriptorIndex(params.maskMap, SubresourceType::SRV, params.mask_subresource);
if (params.isBackgroundEnabled())
{
if (params.backgroundMap != nullptr)
{
image.texture_background_index = device->GetDescriptorIndex(params.backgroundMap, SubresourceType::SRV, params.background_subresource);
}
else
{
image.texture_background_index = device->GetDescriptorIndex(&backgroundTexture, SubresourceType::SRV);
}
}
else
{
image.texture_background_index = -1;
}
image.sampler_index = device->GetDescriptorIndex(sampler);
if (image.sampler_index < 0)
return;
XMFLOAT4 color = params.color;
const float darken = 1 - params.fade;
color.x *= darken;
color.y *= darken;
color.z *= darken;
color.x *= params.intensity;
color.y *= params.intensity;
color.z *= params.intensity;
color.w *= params.opacity;
XMHALF4 packed_color;
packed_color.x = XMConvertFloatToHalf(color.x);
packed_color.y = XMConvertFloatToHalf(color.y);
packed_color.z = XMConvertFloatToHalf(color.z);
packed_color.w = XMConvertFloatToHalf(color.w);
image.packed_color.x = uint(packed_color.v);
image.packed_color.y = uint(packed_color.v >> 32ull);
if (params.angular_softness_outer_angle > 0)
{
const float innerConeAngleCos = std::cos(params.angular_softness_inner_angle);
const float outerConeAngleCos = std::cos(params.angular_softness_outer_angle);
// https://github.com/KhronosGroup/glTF/tree/main/extensions/2.0/Khronos/KHR_lights_punctual#inner-and-outer-cone-angles
const float lightAngleScale = 1.0f / std::max(0.001f, innerConeAngleCos - outerConeAngleCos);
const float lightAngleOffset = -outerConeAngleCos * lightAngleScale;
image.angular_softness_direction = params.angular_softness_direction;
image.angular_softness_mad = wi::math::pack_half2(lightAngleScale, lightAngleOffset);
}
image.saturation = params.saturation;
image.flags = 0;
if (params.isExtractNormalMapEnabled())
{
image.flags |= IMAGE_FLAG_EXTRACT_NORMALMAP;
}
if (params.isHDR10OutputMappingEnabled())
{
image.flags |= IMAGE_FLAG_OUTPUT_COLOR_SPACE_HDR10_ST2084;
}
if (params.isLinearOutputMappingEnabled())
{
image.flags |= IMAGE_FLAG_OUTPUT_COLOR_SPACE_LINEAR;
image.hdr_scaling = params.hdr_scaling;
}
if (params.isFullScreenEnabled())
{
image.flags |= IMAGE_FLAG_FULLSCREEN;
}
if (params.isAngularSoftnessDoubleSided())
{
image.flags |= IMAGE_FLAG_ANGULAR_DOUBLESIDED;
}
if (params.isAngularSoftnessInverse())
{
image.flags |= IMAGE_FLAG_ANGULAR_INVERSE;
}
if (params.isDistortionMaskEnabled())
{
image.flags |= IMAGE_FLAG_DISTORTION_MASK;
}
image.border_soften = params.border_soften;
image.mask_alpha_range = XMConvertFloatToHalf(params.mask_alpha_range_start) | (XMConvertFloatToHalf(params.mask_alpha_range_end) << 16u);
STRIP_MODE strip_mode = STRIP_ON;
uint32_t index_count = 0;
if (params.isFullScreenEnabled())
{
// full screen triangle, no vertex buffer:
image.buffer_index = -1;
image.buffer_offset = 0;
}
else
{
// vertex buffer:
XMMATRIX S = XMMatrixScaling(params.scale.x * params.siz.x, params.scale.y * params.siz.y, 1);
XMMATRIX M = XMMatrixRotationZ(params.rotation);
if (params.customRotation != nullptr)
{
M = M * (*params.customRotation);
}
M = M * XMMatrixTranslation(params.pos.x, params.pos.y, params.pos.z);
if (params.customProjection != nullptr)
{
S = XMMatrixScaling(1, -1, 1) * S; // reason: screen projection is Y down (like UV-space) and that is the common case for image rendering. But custom projections will use the "world space"
M = M * (*params.customProjection);
}
else
{
// Asserts will check that a proper canvas was set for this cmd with wi::image::SetCanvas()
// The canvas must be set to have dpi aware rendering
assert(canvas.width > 0);
assert(canvas.height > 0);
assert(canvas.dpi > 0);
M = M * canvas.GetProjection();
}
XMVECTOR V[4];
float4 corners[4];
for (int i = 0; i < arraysize(params.corners); ++i)
{
V[i] = XMVectorSet(params.corners[i].x - params.pivot.x, params.corners[i].y - params.pivot.y, 0, 1);
V[i] = XMVector2Transform(V[i], S);
XMStoreFloat4(corners + i, XMVector2Transform(V[i], M)); // division by w will happen on GPU
}
image.b0 = float2(corners[0].x, corners[0].y);
image.b1 = float2(corners[1].x - corners[0].x, corners[1].y - corners[0].y);
image.b2 = float2(corners[2].x - corners[0].x, corners[2].y - corners[0].y);
image.b3 = float2(corners[0].x - corners[1].x - corners[2].x + corners[3].x, corners[0].y - corners[1].y - corners[2].y + corners[3].y);
if (params.isCornerRoundingEnabled())
{
// The rounded corner mode will use a triangle fan structure (implemrnted by indexed triangle list):
strip_mode = STRIP_OFF;
image.flags |= IMAGE_FLAG_CORNER_ROUNDING;
size_t vertex_count = 1; // start with center vertex
const int min_segment_count = 2;
for (int i = 0; i < arraysize(params.corners_rounding); ++i)
{
int segments = std::max(min_segment_count, params.corners_rounding[i].segments);
vertex_count += segments;
index_count += segments * 3;
}
index_count += 3; // closing triangle
const size_t vb_size = sizeof(float4) * vertex_count;
const size_t ib_size = sizeof(uint16_t) * index_count;
GraphicsDevice::GPUAllocation mem = device->AllocateGPU(vb_size + ib_size, cmd);
image.buffer_index = device->GetDescriptorIndex(&mem.buffer, SubresourceType::SRV);
image.buffer_offset = (uint)mem.offset;
device->BindIndexBuffer(&mem.buffer, IndexBufferFormat::UINT16, mem.offset + vb_size, cmd);
float4* vertices = (float4*)mem.data;
uint16_t* indices = (uint16_t*)((uint8_t*)mem.data + vb_size);
uint32_t vi = 0;
uint32_t ii = 0;
XMStoreFloat4(vertices + vi, XMVector2Transform((V[0] + V[1] + V[2] + V[3]) * 0.25f, M)); // center vertex
vi++;
for (int i = 0; i < arraysize(params.corners_rounding); ++i)
{
Params::Rounding rounding;
XMVECTOR A;
XMVECTOR B;
XMVECTOR C;
switch (i)
{
default:
case 0:
rounding = params.corners_rounding[0];
A = V[2];
B = V[0];
C = V[1];
break;
case 1:
rounding = params.corners_rounding[1];
A = V[0];
B = V[1];
C = V[3];
break;
case 2:
rounding = params.corners_rounding[3];
A = V[1];
B = V[3];
C = V[2];
break;
case 3:
rounding = params.corners_rounding[2];
A = V[3];
B = V[2];
C = V[0];
break;
}
rounding.segments = std::max(min_segment_count, rounding.segments);
const XMVECTOR BA = A - B;
const XMVECTOR BC = C - B;
const XMVECTOR BA_length = XMVector2Length(BA);
const XMVECTOR BC_length = XMVector2Length(BC);
const XMVECTOR radius = XMVectorReplicate(rounding.radius);
const XMVECTOR start = B + BA / BA_length * XMVectorMin(radius, BA_length * 0.5f);
const XMVECTOR end = B + BC / BC_length * XMVectorMin(radius, BC_length * 0.5f);
for (int j = 0; j < rounding.segments; ++j)
{
float t = float(j) / float(rounding.segments - 1);
XMVECTOR bezier = wi::math::GetQuadraticBezierPos(start, B, end, t);
XMStoreFloat4(vertices + vi, XMVector2Transform(bezier, M));
indices[ii++] = 0;
indices[ii++] = vi - 1;
indices[ii++] = vi;
vi++;
}
}
// closing the triangle fan:
indices[ii++] = 0;
indices[ii++] = vi - 1;
indices[ii++] = 1;
}
else
{
// Non rounded image will simply use a 4 vertex triangle strip (simple quad)
GraphicsDevice::GPUAllocation mem = device->AllocateGPU(sizeof(float4) * 4, cmd);
image.buffer_index = device->GetDescriptorIndex(&mem.buffer, SubresourceType::SRV);
image.buffer_offset = (uint)mem.offset;
std::memcpy(mem.data, corners, sizeof(corners));
}
}
if (params.isMirrorEnabled())
{
image.flags |= IMAGE_FLAG_MIRROR;
}
float inv_width = 1.0f;
float inv_height = 1.0f;
if (texture != nullptr)
{
const TextureDesc& desc = texture->GetDesc();
inv_width = 1.0f / float(desc.width);
inv_height = 1.0f / float(desc.height);
}
if (params.isDrawRectEnabled())
{
image.texMulAdd.x = params.drawRect.z * inv_width; // drawRec.width: mul
image.texMulAdd.y = params.drawRect.w * inv_height; // drawRec.heigh: mul
image.texMulAdd.z = params.drawRect.x * inv_width; // drawRec.x: add
image.texMulAdd.w = params.drawRect.y * inv_height; // drawRec.y: add
}
else
{
image.texMulAdd = XMFLOAT4(1, 1, 0, 0); // disabled draw rect
}
image.texMulAdd.z += params.texOffset.x * inv_width; // texOffset.x: add
image.texMulAdd.w += params.texOffset.y * inv_height; // texOffset.y: add
if (params.isDrawRect2Enabled())
{
image.texMulAdd2.x = params.drawRect2.z * inv_width; // drawRec.width: mul
image.texMulAdd2.y = params.drawRect2.w * inv_height; // drawRec.heigh: mul
image.texMulAdd2.z = params.drawRect2.x * inv_width; // drawRec.x: add
image.texMulAdd2.w = params.drawRect2.y * inv_height; // drawRec.y: add
}
else
{
image.texMulAdd2 = XMFLOAT4(1, 1, 0, 0); // disabled draw rect
}
image.texMulAdd2.z += params.texOffset2.x * inv_width; // texOffset.x: add
image.texMulAdd2.w += params.texOffset2.y * inv_height; // texOffset.y: add
device->EventBegin("Image", cmd);
uint32_t stencilRef = params.stencilRef;
if (params.stencilRefMode == STENCILREFMODE_USER)
{
stencilRef = wi::renderer::CombineStencilrefs(STENCILREF_EMPTY, (uint8_t)stencilRef);
}
device->BindStencilRef(stencilRef, cmd);
device->BindPipelineState(&imagePSO[params.blendFlag][params.stencilComp][params.stencilRefMode][params.isDepthTestEnabled()][strip_mode], cmd);
device->BindDynamicConstantBuffer(image, CBSLOT_IMAGE, cmd);
if (params.isFullScreenEnabled())
{
device->Draw(3, 0, cmd); // full screen triangle
}
else
{
switch (strip_mode)
{
case wi::image::STRIP_OFF:
device->DrawIndexed(index_count, 0, 0, cmd); // corner rounding with indexed geometry
break;
case wi::image::STRIP_ON:
default:
device->Draw(4, 0, cmd); // simple quad
break;
}
}
device->EventEnd(cmd);
}
void LoadShaders()
{
wi::renderer::LoadShader(ShaderStage::VS, vertexShader, "imageVS.cso");
wi::renderer::LoadShader(ShaderStage::PS, pixelShader, "imagePS.cso");
GraphicsDevice* device = wi::graphics::GetDevice();
PipelineStateDesc desc;
desc.vs = &vertexShader;
desc.ps = &pixelShader;
desc.rs = &rasterizerState;
for (int j = 0; j < BLENDMODE_COUNT; ++j)
{
desc.bs = &blendStates[j];
for (int k = 0; k < STENCILMODE_COUNT; ++k)
{
for (int m = 0; m < STENCILREFMODE_COUNT; ++m)
{
for (int d = 0; d < DEPTH_TEST_MODE_COUNT; ++d)
{
desc.dss = &depthStencilStates[k][m][d];
for (int n = 0; n < STRIP_MODE_COUNT; ++n)
{
switch (n)
{
default:
case STRIP_ON:
desc.pt = PrimitiveTopology::TRIANGLESTRIP;
break;
case STRIP_OFF:
desc.pt = PrimitiveTopology::TRIANGLELIST;
break;
}
device->CreatePipelineState(&desc, &imagePSO[j][k][m][d][n]);
}
}
}
}
}
}
void Initialize()
{
wi::Timer timer;
GraphicsDevice* device = wi::graphics::GetDevice();
RasterizerState rs;
rs.fill_mode = FillMode::SOLID;
rs.cull_mode = CullMode::NONE;
rs.front_counter_clockwise = false;
rs.depth_bias = 0;
rs.depth_bias_clamp = 0;
rs.slope_scaled_depth_bias = 0;
rs.depth_clip_enable = true;
rs.multisample_enable = false;
rs.antialiased_line_enable = false;
rasterizerState = rs;
for (int i = 0; i < STENCILREFMODE_COUNT; ++i)
{
for (int d = 0; d < DEPTH_TEST_MODE_COUNT; ++d)
{
DepthStencilState dsd;
dsd.depth_write_mask = DepthWriteMask::ZERO;
switch (d)
{
default:
case DEPTH_TEST_OFF:
dsd.depth_enable = false;
break;
case DEPTH_TEST_ON:
dsd.depth_enable = true;
dsd.depth_func = ComparisonFunc::GREATER_EQUAL;
break;
}
dsd.stencil_enable = false;
depthStencilStates[STENCILMODE_DISABLED][i][d] = dsd;
dsd.stencil_enable = true;
switch (i)
{
case STENCILREFMODE_ENGINE:
dsd.stencil_read_mask = STENCILREF_MASK_ENGINE;
break;
case STENCILREFMODE_USER:
dsd.stencil_read_mask = STENCILREF_MASK_USER;
break;
default:
dsd.stencil_read_mask = STENCILREF_MASK_ALL;
break;
}
dsd.stencil_write_mask = 0;
dsd.front_face.stencil_pass_op = StencilOp::KEEP;
dsd.front_face.stencil_fail_op = StencilOp::KEEP;
dsd.front_face.stencil_depth_fail_op = StencilOp::KEEP;
dsd.back_face.stencil_pass_op = StencilOp::KEEP;
dsd.back_face.stencil_fail_op = StencilOp::KEEP;
dsd.back_face.stencil_depth_fail_op = StencilOp::KEEP;
dsd.front_face.stencil_func = ComparisonFunc::EQUAL;
dsd.back_face.stencil_func = ComparisonFunc::EQUAL;
depthStencilStates[STENCILMODE_EQUAL][i][d] = dsd;
dsd.front_face.stencil_func = ComparisonFunc::LESS;
dsd.back_face.stencil_func = ComparisonFunc::LESS;
depthStencilStates[STENCILMODE_LESS][i][d] = dsd;
dsd.front_face.stencil_func = ComparisonFunc::LESS_EQUAL;
dsd.back_face.stencil_func = ComparisonFunc::LESS_EQUAL;
depthStencilStates[STENCILMODE_LESSEQUAL][i][d] = dsd;
dsd.front_face.stencil_func = ComparisonFunc::GREATER;
dsd.back_face.stencil_func = ComparisonFunc::GREATER;
depthStencilStates[STENCILMODE_GREATER][i][d] = dsd;
dsd.front_face.stencil_func = ComparisonFunc::GREATER_EQUAL;
dsd.back_face.stencil_func = ComparisonFunc::GREATER_EQUAL;
depthStencilStates[STENCILMODE_GREATEREQUAL][i][d] = dsd;
dsd.front_face.stencil_func = ComparisonFunc::NOT_EQUAL;
dsd.back_face.stencil_func = ComparisonFunc::NOT_EQUAL;
depthStencilStates[STENCILMODE_NOT][i][d] = dsd;
dsd.front_face.stencil_func = ComparisonFunc::ALWAYS;
dsd.back_face.stencil_func = ComparisonFunc::ALWAYS;
depthStencilStates[STENCILMODE_ALWAYS][i][d] = dsd;
}
}
BlendState bd;
bd.render_target[0].blend_enable = true;
bd.render_target[0].src_blend = Blend::SRC_ALPHA;
bd.render_target[0].dest_blend = Blend::INV_SRC_ALPHA;
bd.render_target[0].blend_op = BlendOp::ADD;
bd.render_target[0].src_blend_alpha = Blend::ONE;
bd.render_target[0].dest_blend_alpha = Blend::INV_SRC_ALPHA;
bd.render_target[0].blend_op_alpha = BlendOp::ADD;
bd.render_target[0].render_target_write_mask = ColorWrite::ENABLE_ALL;
bd.independent_blend_enable = false;
blendStates[BLENDMODE_ALPHA] = bd;
bd.render_target[0].blend_enable = true;
bd.render_target[0].src_blend = Blend::ONE;
bd.render_target[0].dest_blend = Blend::INV_SRC_ALPHA;
bd.render_target[0].blend_op = BlendOp::ADD;
bd.render_target[0].src_blend_alpha = Blend::ONE;
bd.render_target[0].dest_blend_alpha = Blend::INV_SRC_ALPHA;
bd.render_target[0].blend_op_alpha = BlendOp::ADD;
bd.render_target[0].render_target_write_mask = ColorWrite::ENABLE_ALL;
bd.independent_blend_enable = false;
blendStates[BLENDMODE_PREMULTIPLIED] = bd;
bd.render_target[0].blend_enable = false;
bd.render_target[0].render_target_write_mask = ColorWrite::ENABLE_ALL;
bd.independent_blend_enable = false;
blendStates[BLENDMODE_OPAQUE] = bd;
bd.render_target[0].blend_enable = true;
bd.render_target[0].src_blend = Blend::SRC_ALPHA;
bd.render_target[0].dest_blend = Blend::ONE;
bd.render_target[0].blend_op = BlendOp::ADD;
bd.render_target[0].src_blend_alpha = Blend::ZERO;
bd.render_target[0].dest_blend_alpha = Blend::ONE;
bd.render_target[0].blend_op_alpha = BlendOp::ADD;
bd.render_target[0].render_target_write_mask = ColorWrite::ENABLE_ALL;
bd.independent_blend_enable = false;
blendStates[BLENDMODE_ADDITIVE] = bd;
bd.render_target[0].blend_enable = true;
bd.render_target[0].src_blend = Blend::ZERO;
bd.render_target[0].dest_blend = Blend::SRC_COLOR;
bd.render_target[0].blend_op = BlendOp::ADD;
bd.render_target[0].src_blend_alpha = Blend::ZERO;
bd.render_target[0].dest_blend_alpha = Blend::SRC_ALPHA;
bd.render_target[0].blend_op_alpha = BlendOp::ADD;
bd.render_target[0].render_target_write_mask = ColorWrite::ENABLE_ALL;
bd.independent_blend_enable = false;
blendStates[BLENDMODE_MULTIPLY] = bd;
SamplerDesc samplerDesc;
samplerDesc.filter = Filter::MIN_MAG_MIP_LINEAR;
samplerDesc.address_u = TextureAddressMode::MIRROR;
samplerDesc.address_v = TextureAddressMode::MIRROR;
samplerDesc.address_w = TextureAddressMode::MIRROR;
samplerDesc.mip_lod_bias = 0.0f;
samplerDesc.max_anisotropy = 0;
samplerDesc.comparison_func = ComparisonFunc::NEVER;
samplerDesc.border_color = SamplerBorderColor::TRANSPARENT_BLACK;
samplerDesc.min_lod = 0;
samplerDesc.max_lod = std::numeric_limits<float>::max();
device->CreateSampler(&samplerDesc, &samplers[SAMPLER_LINEAR_MIRROR]);
samplerDesc.filter = Filter::MIN_MAG_MIP_LINEAR;
samplerDesc.address_u = TextureAddressMode::CLAMP;
samplerDesc.address_v = TextureAddressMode::CLAMP;
samplerDesc.address_w = TextureAddressMode::CLAMP;
device->CreateSampler(&samplerDesc, &samplers[SAMPLER_LINEAR_CLAMP]);
samplerDesc.filter = Filter::MIN_MAG_MIP_LINEAR;
samplerDesc.address_u = TextureAddressMode::WRAP;
samplerDesc.address_v = TextureAddressMode::WRAP;
samplerDesc.address_w = TextureAddressMode::WRAP;
device->CreateSampler(&samplerDesc, &samplers[SAMPLER_LINEAR_WRAP]);
samplerDesc.filter = Filter::MIN_MAG_MIP_POINT;
samplerDesc.address_u = TextureAddressMode::MIRROR;
samplerDesc.address_v = TextureAddressMode::MIRROR;
samplerDesc.address_w = TextureAddressMode::MIRROR;
device->CreateSampler(&samplerDesc, &samplers[SAMPLER_POINT_MIRROR]);
samplerDesc.filter = Filter::MIN_MAG_MIP_POINT;
samplerDesc.address_u = TextureAddressMode::WRAP;
samplerDesc.address_v = TextureAddressMode::WRAP;
samplerDesc.address_w = TextureAddressMode::WRAP;
device->CreateSampler(&samplerDesc, &samplers[SAMPLER_POINT_WRAP]);
samplerDesc.filter = Filter::MIN_MAG_MIP_POINT;
samplerDesc.address_u = TextureAddressMode::CLAMP;
samplerDesc.address_v = TextureAddressMode::CLAMP;
samplerDesc.address_w = TextureAddressMode::CLAMP;
device->CreateSampler(&samplerDesc, &samplers[SAMPLER_POINT_CLAMP]);
samplerDesc.filter = Filter::ANISOTROPIC;
samplerDesc.address_u = TextureAddressMode::CLAMP;
samplerDesc.address_v = TextureAddressMode::CLAMP;
samplerDesc.address_w = TextureAddressMode::CLAMP;
samplerDesc.max_anisotropy = 16;
device->CreateSampler(&samplerDesc, &samplers[SAMPLER_ANISO_CLAMP]);
samplerDesc.filter = Filter::ANISOTROPIC;
samplerDesc.address_u = TextureAddressMode::WRAP;
samplerDesc.address_v = TextureAddressMode::WRAP;
samplerDesc.address_w = TextureAddressMode::WRAP;
samplerDesc.max_anisotropy = 16;
device->CreateSampler(&samplerDesc, &samplers[SAMPLER_ANISO_WRAP]);
samplerDesc.filter = Filter::ANISOTROPIC;
samplerDesc.address_u = TextureAddressMode::MIRROR;
samplerDesc.address_v = TextureAddressMode::MIRROR;
samplerDesc.address_w = TextureAddressMode::MIRROR;
samplerDesc.max_anisotropy = 16;
device->CreateSampler(&samplerDesc, &samplers[SAMPLER_ANISO_MIRROR]);
static wi::eventhandler::Handle handle = wi::eventhandler::Subscribe(wi::eventhandler::EVENT_RELOAD_SHADERS, [](uint64_t userdata) { LoadShaders(); });
LoadShaders();
wi::backlog::post("wi::image Initialized (" + std::to_string((int)std::round(timer.elapsed())) + " ms)");
}
}