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// #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);
}
}
}
}
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