File: SamplerState.cs

package info (click to toggle)
monogame 2.5.1%2Bdfsg-3
  • links: PTS, VCS
  • area: main
  • in suites: wheezy
  • size: 6,044 kB
  • sloc: cs: 65,996; xml: 591; makefile: 22; ansic: 8
file content (161 lines) | stat: -rw-r--r-- 7,040 bytes parent folder | download | duplicates (2)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
// #region License
// /*
// Microsoft Public License (Ms-PL)
// XnaTouch - Copyright © 2009 The XnaTouch Team
// 
// All rights reserved.
// 
// This license governs use of the accompanying software. If you use the software, you accept this license. If you do not
// accept the license, do not use the software.
// 
// 1. Definitions
// The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning here as under 
// U.S. copyright law.
// 
// A "contribution" is the original software, or any additions or changes to the software.
// A "contributor" is any person that distributes its contribution under this license.
// "Licensed patents" are a contributor's patent claims that read directly on its contribution.
// 
// 2. Grant of Rights
// (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations in section 3, 
// each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution or any derivative works that you create.
// (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in section 3, 
// each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution in the software or derivative works of the contribution in the software.
// 
// 3. Conditions and Limitations
// (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
// (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, 
// your patent license from such contributor to the software ends automatically.
// (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution 
// notices that are present in the software.
// (D) If you distribute any portion of the software in source code form, you may do so only under this license by including 
// a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or object 
// code form, you may only do so under a license that complies with this license.
// (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees
// or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the extent
// permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a particular
// purpose and non-infringement.
// */
// #endregion License
// 
using System;

#if MONOMAC
using MonoMac.OpenGL;
#else
using OpenTK.Graphics.OpenGL;
#endif

namespace Microsoft.Xna.Framework.Graphics
{
	public class SamplerState : GraphicsResource
	{
		static SamplerState () {
			AnisotropicClamp = new SamplerState () {
				Filter = TextureFilter.Anisotropic,

				AddressU = TextureAddressMode.Clamp,
				AddressV = TextureAddressMode.Clamp,
				AddressW = TextureAddressMode.Clamp,
			};
			
			AnisotropicWrap = new SamplerState () {
				Filter = TextureFilter.Anisotropic,

				AddressU = TextureAddressMode.Wrap,
				AddressV = TextureAddressMode.Wrap,
				AddressW = TextureAddressMode.Wrap,
			};
			
			LinearClamp = new SamplerState () {
				Filter = TextureFilter.Linear,

				AddressU = TextureAddressMode.Clamp,
				AddressV = TextureAddressMode.Clamp,
				AddressW = TextureAddressMode.Clamp,
			};
			
			LinearWrap = new SamplerState () {
				Filter = TextureFilter.Linear,

				AddressU = TextureAddressMode.Wrap,
				AddressV = TextureAddressMode.Wrap,
				AddressW = TextureAddressMode.Wrap,
			};
			
			PointClamp = new SamplerState () {
				Filter = TextureFilter.Point,

				AddressU = TextureAddressMode.Clamp,
				AddressV = TextureAddressMode.Clamp,
				AddressW = TextureAddressMode.Clamp,
			};
			
			PointWrap = new SamplerState () {
				Filter = TextureFilter.Point,

				AddressU = TextureAddressMode.Wrap,
				AddressV = TextureAddressMode.Wrap,
				AddressW = TextureAddressMode.Wrap,
			};
		}
		
		public static readonly SamplerState AnisotropicClamp;
		public static readonly SamplerState AnisotropicWrap;
		public static readonly SamplerState LinearClamp;
		public static readonly SamplerState LinearWrap;
		public static readonly SamplerState PointClamp;
		public static readonly SamplerState PointWrap;
		
		public TextureAddressMode AddressU { get; set; }
		public TextureAddressMode AddressV { get; set; }
		public TextureAddressMode AddressW { get; set; }
		public TextureFilter Filter { get; set; }
		
		public int MaxAnisotropy { get; set; }
		public int MaxMipLevel { get; set; }
		public float MipMapLevelOfDetailBias { get; set; }
		
		internal void Activate()
		{
			// Set up texture sample filtering.
			bool useMipmaps = MaxMipLevel > 0;
			switch(Filter)
			{
			case TextureFilter.Point:
				GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)(useMipmaps ? TextureMinFilter.NearestMipmapNearest : TextureMinFilter.Nearest));
				GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Nearest);
				break;
			case TextureFilter.Linear:
				GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)(useMipmaps ? TextureMinFilter.LinearMipmapLinear : TextureMinFilter.Linear));
				GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear);
				break;
			case TextureFilter.Anisotropic:
				// TODO: Requires EXT_texture_filter_anisotropic. Use linear filtering for now.
				GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)(useMipmaps ? TextureMinFilter.LinearMipmapLinear : TextureMinFilter.Linear));
				GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear);
				break;
			}

			// Set up texture addressing.
			GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)GetWrapMode(AddressU));
			GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)GetWrapMode(AddressV));
		}
		
		private int GetWrapMode(TextureAddressMode textureAddressMode)
		{
			switch(textureAddressMode)
			{
			case TextureAddressMode.Clamp:
				return (int)TextureWrapMode.ClampToEdge;
			case TextureAddressMode.Wrap:
				return (int)TextureWrapMode.Repeat;
			case TextureAddressMode.Mirror:
				return (int)TextureWrapMode.MirroredRepeat;
			default:
				throw new NotImplementedException("No support for " + textureAddressMode);
			}
		}
	}
}