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Code/Engine/Texture/Image/ImageEnums.h
61 строка
2 KB
Jan Krassnigg
Fixes for including public ez headers (#1755)
04 янв 2026, 10:57
Не верифицирован
04 янв 2026, 10:57
5feb7ef
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#pragma once #include <Foundation/Basics.h> #include <Foundation/Reflection/Reflection.h> #include <Texture/TextureDLL.h> /// \brief Defines how texture coordinates outside [0,1] are handled during sampling. struct EZ_TEXTURE_DLL ezImageAddressMode { using StorageType = ezUInt8; enum Enum { Repeat, ///< Tile the texture by repeating texture coordinates (0.0, 1.0, 2.0 -> 0.0, 0.0, 0.0) Clamp, ///< Clamp coordinates to [0,1] range (coordinates outside become edge pixels) ClampBorder, ///< Use a specific border color for coordinates outside [0,1] Mirror, ///< Mirror the texture at boundaries (0.0, 1.0, 2.0 -> 0.0, 1.0, 0.0) ENUM_COUNT, Default = Repeat }; }; EZ_DECLARE_REFLECTABLE_TYPE(EZ_TEXTURE_DLL, ezImageAddressMode); ////////////////////////////////////////////////////////////////////////// // ezTextureFilterSetting ////////////////////////////////////////////////////////////////////////// /// \brief Defines texture filtering quality and method for runtime sampling. /// /// This enum allows both fixed filtering methods and quality-based settings. /// Fixed methods specify the exact filtering algorithm, while quality settings /// allow the renderer to choose appropriate filtering based on hardware capabilities /// and performance considerations. struct EZ_TEXTURE_DLL ezTextureFilterSetting { using StorageType = ezUInt8; enum Enum { FixedNearest, ///< Always use nearest neighbor filtering (no interpolation) FixedBilinear, ///< Always use bilinear filtering within mip levels FixedTrilinear, ///< Always use trilinear filtering between mip levels FixedAnisotropic2x, ///< Always use 2x anisotropic filtering FixedAnisotropic4x, ///< Always use 4x anisotropic filtering FixedAnisotropic8x, ///< Always use 8x anisotropic filtering FixedAnisotropic16x, ///< Always use 16x anisotropic filtering LowestQuality, ///< Let renderer choose lowest quality filtering LowQuality, ///< Let renderer choose low quality filtering DefaultQuality, ///< Let renderer choose default quality filtering HighQuality, ///< Let renderer choose high quality filtering HighestQuality, ///< Let renderer choose highest quality filtering Default = DefaultQuality }; }; EZ_DECLARE_REFLECTABLE_TYPE(EZ_TEXTURE_DLL, ezTextureFilterSetting);