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#ifndef ITextureSampler11_h__
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#define ITextureSampler11_h__
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#include "render/ITextureSampler.h"
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#include <d3d11.h>
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#include <dxgi.h>
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#include <d3dx11.h>
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#include "Globals.h"
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namespace LifeGraphics
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{
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class ITextureSampler11 : public ITextureSampler
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{
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public:
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ID3D11SamplerState* state;
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ITextureSampler11(ISamplerDescription* desc, ID3D11Device* dev)
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{
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D3D11_SAMPLER_DESC d;
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ZeroMemory(&d, sizeof(D3D11_SAMPLER_DESC));
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d.AddressU = static_cast<D3D11_TEXTURE_ADDRESS_MODE>(desc->AddressU);
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d.AddressV = static_cast<D3D11_TEXTURE_ADDRESS_MODE>(desc->AddressV);
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d.AddressW = static_cast<D3D11_TEXTURE_ADDRESS_MODE>(desc->AddressW);
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d.MaxAnisotropy = 1;
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d.Filter = static_cast<D3D11_FILTER>(desc->Filter);
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d.ComparisonFunc = static_cast<D3D11_COMPARISON_FUNC>(desc->CmpFunc);
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d.MaxLOD = 3.402823466e+38F;
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dev->CreateSamplerState(&d, &state);
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}
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~ITextureSampler11()
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{
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SAFE_RELEASE(state);
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}
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};
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}
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#endif // ITextureSampler11_h__
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