open_toontown_panda3d/panda/src/gobj/samplerState.I

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// Filename: samplerState.I
// Created by: rdb (09Dec14)
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) Carnegie Mellon University. All rights reserved.
//
// All use of this software is subject to the terms of the revised BSD
// license. You should have received a copy of this license along
// with this source code in a file named "LICENSE."
//
////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////
// Function: SamplerState::Constructor
// Access: Published
// Description: Creates a new SamplerState initialized to the
// default values.
////////////////////////////////////////////////////////////////////
INLINE SamplerState::
SamplerState() :
_border_color(0, 0, 0, 1),
_wrap_u(WM_repeat),
_wrap_v(WM_repeat),
_wrap_w(WM_repeat),
_minfilter(FT_default),
_magfilter(FT_default),
_min_lod(-1000),
_max_lod(1000),
_lod_bias(0),
_anisotropic_degree(0)
{
}
////////////////////////////////////////////////////////////////////
// Function: SamplerState::get_default
// Access: Published, Static
// Description: Returns a reference to the global default immutable
// SamplerState object.
////////////////////////////////////////////////////////////////////
INLINE const SamplerState &SamplerState::
get_default() {
return _default;
}
////////////////////////////////////////////////////////////////////
// Function: SamplerState::set_wrap_u
// Access: Published
// Description: This setting determines what happens when the
// SamplerState is sampled with a U value outside the range
// 0.0-1.0. The default is WM_repeat, which indicates
// that the SamplerState should repeat indefinitely.
////////////////////////////////////////////////////////////////////
INLINE void SamplerState::
set_wrap_u(SamplerState::WrapMode wrap) {
_wrap_u = wrap;
}
////////////////////////////////////////////////////////////////////
// Function: SamplerState::set_wrap_v
// Access: Published
// Description: This setting determines what happens when the
// SamplerState is sampled with a V value outside the range
// 0.0-1.0. The default is WM_repeat, which indicates
// that the SamplerState should repeat indefinitely.
////////////////////////////////////////////////////////////////////
INLINE void SamplerState::
set_wrap_v(SamplerState::WrapMode wrap) {
_wrap_v = wrap;
}
////////////////////////////////////////////////////////////////////
// Function: SamplerState::set_wrap_w
// Access: Published
// Description: The W wrap direction is only used for 3-d SamplerStates.
////////////////////////////////////////////////////////////////////
INLINE void SamplerState::
set_wrap_w(SamplerState::WrapMode wrap) {
_wrap_w = wrap;
}
////////////////////////////////////////////////////////////////////
// Function: SamplerState::set_minfilter
// Access: Published
// Description: Sets the filtering method that should be used when
// viewing the SamplerState from a distance.
////////////////////////////////////////////////////////////////////
INLINE void SamplerState::
set_minfilter(SamplerState::FilterType filter) {
_minfilter = filter;
}
////////////////////////////////////////////////////////////////////
// Function: SamplerState::set_magfilter
// Access: Published
// Description: Sets the filtering method that should be used when
// viewing the SamplerState up close.
////////////////////////////////////////////////////////////////////
INLINE void SamplerState::
set_magfilter(SamplerState::FilterType filter) {
_magfilter = filter;
}
////////////////////////////////////////////////////////////////////
// Function: SamplerState::set_anisotropic_degree
// Access: Published
// Description: Specifies the level of anisotropic filtering to apply
// to the SamplerState. Set this 0 to indicate the default
// value, which is specified in the
// SamplerState-anisotropic-degree config variable.
//
// To explicitly disable anisotropic filtering, set this
// value to 1. To explicitly enable anisotropic
// filtering, set it to a value higher than 1; larger
// numbers indicate greater degrees of filtering.
////////////////////////////////////////////////////////////////////
INLINE void SamplerState::
set_anisotropic_degree(int anisotropic_degree) {
_anisotropic_degree = anisotropic_degree;
}
////////////////////////////////////////////////////////////////////
// Function: SamplerState::set_border_color
// Access: Published
// Description: Specifies the solid color of the SamplerState's border.
// Some OpenGL implementations use a border for tiling
// SamplerStates; in Panda, it is only used for specifying
// the clamp color.
////////////////////////////////////////////////////////////////////
INLINE void SamplerState::
set_border_color(const LColor &color) {
_border_color = color;
}
////////////////////////////////////////////////////////////////////
// Function: SamplerState::set_min_lod
// Access: Published
// Description: Sets the minimum level of detail that will be used
// when sampling this texture. This may be a negative
// value.
////////////////////////////////////////////////////////////////////
INLINE void SamplerState::
set_min_lod(PN_stdfloat min_lod) {
_min_lod = min_lod;
}
////////////////////////////////////////////////////////////////////
// Function: SamplerState::set_max_lod
// Access: Published
// Description: Sets the maximum level of detail that will be used
// when sampling this texture. This may exceed the
// number of mipmap levels that the texture has.
////////////////////////////////////////////////////////////////////
INLINE void SamplerState::
set_max_lod(PN_stdfloat max_lod) {
_max_lod = max_lod;
}
////////////////////////////////////////////////////////////////////
// Function: SamplerState::set_lod_bias
// Access: Published
// Description: Sets the value that will be added to the level of
// detail when sampling the texture. This may be a
// negative value, although some graphics hardware may
// not support the use of negative LOD values.
////////////////////////////////////////////////////////////////////
INLINE void SamplerState::
set_lod_bias(PN_stdfloat lod_bias) {
_lod_bias = lod_bias;
}
////////////////////////////////////////////////////////////////////
// Function: SamplerState::get_wrap_u
// Access: Published
// Description: Returns the wrap mode of the texture in the U
// direction.
////////////////////////////////////////////////////////////////////
INLINE SamplerState::WrapMode SamplerState::
get_wrap_u() const {
return _wrap_u;
}
////////////////////////////////////////////////////////////////////
// Function: SamplerState::get_wrap_v
// Access: Published
// Description: Returns the wrap mode of the texture in the V
// direction.
////////////////////////////////////////////////////////////////////
INLINE SamplerState::WrapMode SamplerState::
get_wrap_v() const {
return _wrap_v;
}
////////////////////////////////////////////////////////////////////
// Function: SamplerState::get_wrap_w
// Access: Published
// Description: Returns the wrap mode of the texture in the W
// direction. This is the depth direction of 3-d
// textures.
////////////////////////////////////////////////////////////////////
INLINE SamplerState::WrapMode SamplerState::
get_wrap_w() const {
return _wrap_w;
}
////////////////////////////////////////////////////////////////////
// Function: SamplerState::get_minfilter
// Access: Published
// Description: Returns the filter mode of the texture for
// minification. If this is one of the mipmap
// constants, then the texture requires mipmaps. This
// may return FT_default; see also
// get_effective_minfilter().
////////////////////////////////////////////////////////////////////
INLINE SamplerState::FilterType SamplerState::
get_minfilter() const {
return _minfilter;
}
////////////////////////////////////////////////////////////////////
// Function: SamplerState::get_magfilter
// Access: Published
// Description: Returns the filter mode of the texture for
// magnification. The mipmap constants are invalid
// here. This may return FT_default; see also
// get_effective_minfilter().
////////////////////////////////////////////////////////////////////
INLINE SamplerState::FilterType SamplerState::
get_magfilter() const {
return _magfilter;
}
////////////////////////////////////////////////////////////////////
// Function: SamplerState::get_anisotropic_degree
// Access: Published
// Description: Returns the degree of anisotropic filtering that
// should be applied to the texture. This value may
// return 0, indicating the default value; see also
// get_effective_anisotropic_degree.
////////////////////////////////////////////////////////////////////
INLINE int SamplerState::
get_anisotropic_degree() const {
return _anisotropic_degree;
}
////////////////////////////////////////////////////////////////////
// Function: SamplerState::get_effective_anisotropic_degree
// Access: Published
// Description: Returns the degree of anisotropic filtering that
// should be applied to the texture. This value will
// normally not return 0, unless there is an error in
// the config file.
////////////////////////////////////////////////////////////////////
INLINE int SamplerState::
get_effective_anisotropic_degree() const {
if (_anisotropic_degree != 0) {
return _anisotropic_degree;
}
return texture_anisotropic_degree;
}
////////////////////////////////////////////////////////////////////
// Function: SamplerState::get_border_color
// Access: Published
// Description: Returns the solid color of the texture's border.
// Some OpenGL implementations use a border for tiling
// textures; in Panda, it is only used for specifying
// the clamp color.
////////////////////////////////////////////////////////////////////
INLINE const LColor &SamplerState::
get_border_color() const {
return _border_color;
}
////////////////////////////////////////////////////////////////////
// Function: SamplerState::get_min_lod
// Access: Published
// Description: Returns the minimum level of detail that will be
// observed when sampling this texture.
////////////////////////////////////////////////////////////////////
INLINE PN_stdfloat SamplerState::
get_min_lod() const {
return _min_lod;
}
////////////////////////////////////////////////////////////////////
// Function: SamplerState::get_max_lod
// Access: Published
// Description: Returns the maximum level of detail that will be
// observed when sampling this texture.
////////////////////////////////////////////////////////////////////
INLINE PN_stdfloat SamplerState::
get_max_lod() const {
return _max_lod;
}
////////////////////////////////////////////////////////////////////
// Function: SamplerState::get_lod_bias
// Access: Published
// Description: Returns the bias that will be added to the texture
// level of detail when sampling this texture.
////////////////////////////////////////////////////////////////////
INLINE PN_stdfloat SamplerState::
get_lod_bias() const {
return _lod_bias;
}
////////////////////////////////////////////////////////////////////
// Function: SamplerState::uses_mipmaps
// Access: Public
// Description: Returns true if the minfilter settings on this
// sampler indicate the use of mipmapping, false
// otherwise.
////////////////////////////////////////////////////////////////////
INLINE bool SamplerState::
uses_mipmaps() const {
return is_mipmap(get_effective_minfilter());
}
////////////////////////////////////////////////////////////////////
// Function: SamplerState::is_mipmap
// Access: Published, Static
// Description: Returns true if the indicated filter type requires
// the use of mipmaps, or false if it does not.
////////////////////////////////////////////////////////////////////
INLINE bool SamplerState::
is_mipmap(FilterType filter_type) {
switch (filter_type) {
case SamplerState::FT_nearest_mipmap_nearest:
case SamplerState::FT_linear_mipmap_nearest:
case SamplerState::FT_nearest_mipmap_linear:
case SamplerState::FT_linear_mipmap_linear:
return true;
default:
return false;
}
}
////////////////////////////////////////////////////////////////////
// Function: SamplerState::operator ==
// Access: Published
// Description:
////////////////////////////////////////////////////////////////////
INLINE bool SamplerState::
operator == (const SamplerState &other) const {
return compare_to(other) == 0;
}
////////////////////////////////////////////////////////////////////
// Function: SamplerState::operator !=
// Access: Published
// Description:
////////////////////////////////////////////////////////////////////
INLINE bool SamplerState::
operator != (const SamplerState &other) const {
return compare_to(other) != 0;
}
////////////////////////////////////////////////////////////////////
// Function: SamplerState::operator <
// Access: Published
// Description:
////////////////////////////////////////////////////////////////////
INLINE bool SamplerState::
operator < (const SamplerState &other) const {
return compare_to(other) < 0;
}