示例#1
0
        public SamplerStateDesc(SamplerStateTypes type)
        {
            try
            {
                REIGN_D3D11_FILTER filter = REIGN_D3D11_FILTER.MIN_MAG_MIP_LINEAR;
                REIGN_D3D11_TEXTURE_ADDRESS_MODE address = REIGN_D3D11_TEXTURE_ADDRESS_MODE.WRAP;
                switch (type)
                {
                case SamplerStateTypes.Point_Wrap:
                    filter  = REIGN_D3D11_FILTER.MIN_MAG_MIP_POINT;
                    address = REIGN_D3D11_TEXTURE_ADDRESS_MODE.WRAP;
                    break;

                case SamplerStateTypes.Point_Clamp:
                    filter  = REIGN_D3D11_FILTER.MIN_MAG_MIP_POINT;
                    address = REIGN_D3D11_TEXTURE_ADDRESS_MODE.CLAMP;
                    break;

                case SamplerStateTypes.Point_Border:
                    filter  = REIGN_D3D11_FILTER.MIN_MAG_MIP_POINT;
                    address = REIGN_D3D11_TEXTURE_ADDRESS_MODE.BORDER;
                    break;

                case SamplerStateTypes.Linear_Wrap:
                    filter  = REIGN_D3D11_FILTER.MIN_MAG_MIP_LINEAR;
                    address = REIGN_D3D11_TEXTURE_ADDRESS_MODE.WRAP;
                    break;

                case SamplerStateTypes.Linear_Clamp:
                    filter  = REIGN_D3D11_FILTER.MIN_MAG_MIP_LINEAR;
                    address = REIGN_D3D11_TEXTURE_ADDRESS_MODE.CLAMP;
                    break;

                case SamplerStateTypes.Linear_Border:
                    filter  = REIGN_D3D11_FILTER.MIN_MAG_MIP_LINEAR;
                    address = REIGN_D3D11_TEXTURE_ADDRESS_MODE.BORDER;
                    break;

                default:
                    Debug.ThrowError("SamplerStateDesc", "Unsuported SamplerStateType");
                    break;
                }

                com = new SamplerStateDescCom(filter, address);
            }
            catch (Exception e)
            {
                Dispose();
                throw e;
            }
        }
示例#2
0
        public SamplerStateDesc(SamplerStateTypes type)
        {
            try
            {
                REIGN_D3D11_FILTER filter = REIGN_D3D11_FILTER.MIN_MAG_MIP_LINEAR;
                REIGN_D3D11_TEXTURE_ADDRESS_MODE address = REIGN_D3D11_TEXTURE_ADDRESS_MODE.WRAP;
                switch (type)
                {
                    case SamplerStateTypes.Point_Wrap:
                        filter = REIGN_D3D11_FILTER.MIN_MAG_MIP_POINT;
                        address = REIGN_D3D11_TEXTURE_ADDRESS_MODE.WRAP;
                        break;

                    case SamplerStateTypes.Point_Clamp:
                        filter = REIGN_D3D11_FILTER.MIN_MAG_MIP_POINT;
                        address = REIGN_D3D11_TEXTURE_ADDRESS_MODE.CLAMP;
                        break;

                    case SamplerStateTypes.Point_Border:
                        filter = REIGN_D3D11_FILTER.MIN_MAG_MIP_POINT;
                        address = REIGN_D3D11_TEXTURE_ADDRESS_MODE.BORDER;
                        break;

                    case SamplerStateTypes.Linear_Wrap:
                        filter = REIGN_D3D11_FILTER.MIN_MAG_MIP_LINEAR;
                        address = REIGN_D3D11_TEXTURE_ADDRESS_MODE.WRAP;
                        break;

                    case SamplerStateTypes.Linear_Clamp:
                        filter = REIGN_D3D11_FILTER.MIN_MAG_MIP_LINEAR;
                        address = REIGN_D3D11_TEXTURE_ADDRESS_MODE.CLAMP;
                        break;

                    case SamplerStateTypes.Linear_Border:
                        filter = REIGN_D3D11_FILTER.MIN_MAG_MIP_LINEAR;
                        address = REIGN_D3D11_TEXTURE_ADDRESS_MODE.BORDER;
                        break;

                    default:
                        Debug.ThrowError("SamplerStateDesc", "Unsuported SamplerStateType");
                        break;
                }

                com = new SamplerStateDescCom(filter, address);
            }
            catch (Exception e)
            {
                Dispose();
                throw e;
            }
        }
示例#3
0
        public SamplerStateDesc(SamplerStateTypes type)
        {
            switch (type)
            {
            case SamplerStateTypes.Point_Wrap:
                filterMin      = GL.NEAREST;
                filterMinMiped = GL.NEAREST_MIPMAP_NEAREST;
                filterMag      = GL.NEAREST;
                addressU       = GL.REPEAT;
                addressV       = GL.REPEAT;
                addressW       = GL.REPEAT;
                borderColor    = 0;
                break;

            case SamplerStateTypes.Point_Clamp:
                filterMin      = GL.NEAREST;
                filterMinMiped = GL.NEAREST_MIPMAP_NEAREST;
                filterMag      = GL.NEAREST;
                addressU       = GL.CLAMP_TO_EDGE;
                addressV       = GL.CLAMP_TO_EDGE;
                addressW       = GL.CLAMP_TO_EDGE;
                borderColor    = 0;
                break;

            case SamplerStateTypes.Linear_Wrap:
                filterMin      = GL.LINEAR;
                filterMinMiped = GL.LINEAR_MIPMAP_LINEAR;
                filterMag      = GL.LINEAR;
                addressU       = GL.REPEAT;
                addressV       = GL.REPEAT;
                addressW       = GL.REPEAT;
                borderColor    = 0;
                break;

            case SamplerStateTypes.Linear_Clamp:
                filterMin      = GL.LINEAR;
                filterMinMiped = GL.LINEAR_MIPMAP_LINEAR;
                filterMag      = GL.LINEAR;
                addressU       = GL.CLAMP_TO_EDGE;
                addressV       = GL.CLAMP_TO_EDGE;
                addressW       = GL.CLAMP_TO_EDGE;
                borderColor    = 0;
                break;

            default:
                Debug.ThrowError("SamplerStateDesc", "Unsuported SamplerStateType");
                break;
            }
        }
示例#4
0
        public SamplerStateDesc(SamplerStateTypes type)
        {
            switch (type)
            {
                case SamplerStateTypes.Point_Wrap:
                    filterMin = GL.NEAREST;
                    filterMinMiped = GL.NEAREST_MIPMAP_NEAREST;
                    filterMag = GL.NEAREST;
                    addressU = GL.REPEAT;
                    addressV = GL.REPEAT;
                    addressW = GL.REPEAT;
                    borderColor = 0;
                    break;

                case SamplerStateTypes.Point_Clamp:
                    filterMin = GL.NEAREST;
                    filterMinMiped = GL.NEAREST_MIPMAP_NEAREST;
                    filterMag = GL.NEAREST;
                    addressU = GL.CLAMP_TO_EDGE;
                    addressV = GL.CLAMP_TO_EDGE;
                    addressW = GL.CLAMP_TO_EDGE;
                    borderColor = 0;
                    break;

                case SamplerStateTypes.Linear_Wrap:
                    filterMin = GL.LINEAR;
                    filterMinMiped = GL.LINEAR_MIPMAP_LINEAR;
                    filterMag = GL.LINEAR;
                    addressU = GL.REPEAT;
                    addressV = GL.REPEAT;
                    addressW = GL.REPEAT;
                    borderColor = 0;
                    break;

                case SamplerStateTypes.Linear_Clamp:
                    filterMin = GL.LINEAR;
                    filterMinMiped = GL.LINEAR_MIPMAP_LINEAR;
                    filterMag = GL.LINEAR;
                    addressU = GL.CLAMP_TO_EDGE;
                    addressV = GL.CLAMP_TO_EDGE;
                    addressW = GL.CLAMP_TO_EDGE;
                    borderColor = 0;
                    break;

                default:
                    Debug.ThrowError("SamplerStateDesc", "Unsuported SamplerStateType");
                    break;
            }
        }
示例#5
0
        public SamplerStateDesc(SamplerStateTypes type)
        {
            switch (type)
            {
            case SamplerStateTypes.Point_Wrap:
                filterMin      = TextureFilterMode.Nearest;
                filterMinMiped = TextureFilterMode.Nearest;
                filterMag      = TextureFilterMode.Nearest;
                addressU       = TextureWrapMode.Repeat;
                addressV       = TextureWrapMode.Repeat;
                addressW       = TextureWrapMode.Repeat;
                break;

            case SamplerStateTypes.Point_Clamp:
                filterMin      = TextureFilterMode.Nearest;
                filterMinMiped = TextureFilterMode.Nearest;
                filterMag      = TextureFilterMode.Nearest;
                addressU       = TextureWrapMode.ClampToEdge;
                addressV       = TextureWrapMode.ClampToEdge;
                addressW       = TextureWrapMode.ClampToEdge;
                break;

            case SamplerStateTypes.Linear_Wrap:
                filterMin      = TextureFilterMode.Linear;
                filterMinMiped = TextureFilterMode.Linear;
                filterMag      = TextureFilterMode.Linear;
                addressU       = TextureWrapMode.Repeat;
                addressV       = TextureWrapMode.Repeat;
                addressW       = TextureWrapMode.Repeat;
                break;

            case SamplerStateTypes.Linear_Clamp:
                filterMin      = TextureFilterMode.Linear;
                filterMinMiped = TextureFilterMode.Linear;
                filterMag      = TextureFilterMode.Linear;
                addressU       = TextureWrapMode.ClampToEdge;
                addressV       = TextureWrapMode.ClampToEdge;
                addressW       = TextureWrapMode.ClampToEdge;
                break;

            default:
                Debug.ThrowError("SamplerStateDesc", "Unsuported SamplerStateType");
                break;
            }
        }
示例#6
0
        public SamplerStateDesc(SamplerStateTypes type)
        {
            switch (type)
            {
                case SamplerStateTypes.Point_Wrap:
                    filterMin = TextureFilterMode.Nearest;
                    filterMinMiped = TextureFilterMode.Nearest;
                    filterMag = TextureFilterMode.Nearest;
                    addressU = TextureWrapMode.Repeat;
                    addressV = TextureWrapMode.Repeat;
                    addressW = TextureWrapMode.Repeat;
                    break;

                case SamplerStateTypes.Point_Clamp:
                    filterMin = TextureFilterMode.Nearest;
                    filterMinMiped = TextureFilterMode.Nearest;
                    filterMag = TextureFilterMode.Nearest;
                    addressU = TextureWrapMode.ClampToEdge;
                    addressV = TextureWrapMode.ClampToEdge;
                    addressW = TextureWrapMode.ClampToEdge;
                    break;

                case SamplerStateTypes.Linear_Wrap:
                    filterMin = TextureFilterMode.Linear;
                    filterMinMiped = TextureFilterMode.Linear;
                    filterMag = TextureFilterMode.Linear;
                    addressU = TextureWrapMode.Repeat;
                    addressV = TextureWrapMode.Repeat;
                    addressW = TextureWrapMode.Repeat;
                    break;

                case SamplerStateTypes.Linear_Clamp:
                    filterMin = TextureFilterMode.Linear;
                    filterMinMiped = TextureFilterMode.Linear;
                    filterMag = TextureFilterMode.Linear;
                    addressU = TextureWrapMode.ClampToEdge;
                    addressV = TextureWrapMode.ClampToEdge;
                    addressW = TextureWrapMode.ClampToEdge;
                    break;

                default:
                    Debug.ThrowError("SamplerStateDesc", "Unsuported SamplerStateType");
                    break;
            }
        }
示例#7
0
        public static ISamplerStateDesc New(VideoTypes videoType, SamplerStateTypes type)
        {
            ISamplerStateDesc api = null;

                        #if WIN32
            if (videoType == VideoTypes.D3D9)
            {
                api = new D3D9.SamplerStateDesc(type);
            }
                        #endif

                        #if WIN32 || WINRT || WP8
            if (videoType == VideoTypes.D3D11)
            {
                api = new D3D11.SamplerStateDesc(type);
            }
                        #endif

                        #if WIN32 || OSX || LINUX || iOS || ANDROID || NaCl
            if (videoType == VideoTypes.OpenGL)
            {
                api = new OpenGL.SamplerStateDesc(type);
            }
                        #endif

                        #if videoType
            if (videoType == VideoTypes.XNA)
            {
                api = new XNA.SamplerStateDesc(type);
            }
                        #endif

                        #if VITA
            if (videoType == VideoTypes.Vita)
            {
                api = new Vita.SamplerStateDesc(type);
            }
                        #endif

            if (api == null)
            {
                Debug.ThrowError("SamplerStateDescAPI", "Unsuported InputType: " + type);
            }
            return(api);
        }
示例#8
0
        public SamplerStateDesc(SamplerStateTypes type)
        {
            REIGN_D3DTEXTUREFILTERTYPE filter = REIGN_D3DTEXTUREFILTERTYPE.ANISOTROPIC;
            REIGN_D3DTEXTUREADDRESS addressU = REIGN_D3DTEXTUREADDRESS.BORDER, addressV = REIGN_D3DTEXTUREADDRESS.BORDER, addressW = REIGN_D3DTEXTUREADDRESS.BORDER;
            byte r = 0, g = 0, b = 0, a = 0;

            switch (type)
            {
                case SamplerStateTypes.Point_Wrap:
                    filter = REIGN_D3DTEXTUREFILTERTYPE.POINT;
                    addressU = REIGN_D3DTEXTUREADDRESS.WRAP;
                    addressV = REIGN_D3DTEXTUREADDRESS.WRAP;
                    addressW = REIGN_D3DTEXTUREADDRESS.WRAP;
                    break;

                case SamplerStateTypes.Point_Clamp:
                    filter = REIGN_D3DTEXTUREFILTERTYPE.POINT;
                    addressU = REIGN_D3DTEXTUREADDRESS.CLAMP;
                    addressV = REIGN_D3DTEXTUREADDRESS.CLAMP;
                    addressW = REIGN_D3DTEXTUREADDRESS.CLAMP;
                    break;

                case SamplerStateTypes.Linear_Wrap:
                    filter = REIGN_D3DTEXTUREFILTERTYPE.LINEAR;
                    addressU = REIGN_D3DTEXTUREADDRESS.WRAP;
                    addressV = REIGN_D3DTEXTUREADDRESS.WRAP;
                    addressW = REIGN_D3DTEXTUREADDRESS.WRAP;
                    break;

                case SamplerStateTypes.Linear_Clamp:
                    filter = REIGN_D3DTEXTUREFILTERTYPE.LINEAR;
                    addressU = REIGN_D3DTEXTUREADDRESS.CLAMP;
                    addressV = REIGN_D3DTEXTUREADDRESS.CLAMP;
                    addressW = REIGN_D3DTEXTUREADDRESS.CLAMP;
                    break;

                default:
                    Debug.ThrowError("SamplerStateDesc", "Unsuported SamplerStateType");
                    break;
            }

            com = new SamplerStateDescCom(filter, addressU, addressV, addressW, r, g, b, a);
        }
示例#9
0
        public SamplerStateDesc(SamplerStateTypes type)
        {
            REIGN_D3DTEXTUREFILTERTYPE filter = REIGN_D3DTEXTUREFILTERTYPE.ANISOTROPIC;
            REIGN_D3DTEXTUREADDRESS    addressU = REIGN_D3DTEXTUREADDRESS.BORDER, addressV = REIGN_D3DTEXTUREADDRESS.BORDER, addressW = REIGN_D3DTEXTUREADDRESS.BORDER;
            byte r = 0, g = 0, b = 0, a = 0;

            switch (type)
            {
            case SamplerStateTypes.Point_Wrap:
                filter   = REIGN_D3DTEXTUREFILTERTYPE.POINT;
                addressU = REIGN_D3DTEXTUREADDRESS.WRAP;
                addressV = REIGN_D3DTEXTUREADDRESS.WRAP;
                addressW = REIGN_D3DTEXTUREADDRESS.WRAP;
                break;

            case SamplerStateTypes.Point_Clamp:
                filter   = REIGN_D3DTEXTUREFILTERTYPE.POINT;
                addressU = REIGN_D3DTEXTUREADDRESS.CLAMP;
                addressV = REIGN_D3DTEXTUREADDRESS.CLAMP;
                addressW = REIGN_D3DTEXTUREADDRESS.CLAMP;
                break;

            case SamplerStateTypes.Linear_Wrap:
                filter   = REIGN_D3DTEXTUREFILTERTYPE.LINEAR;
                addressU = REIGN_D3DTEXTUREADDRESS.WRAP;
                addressV = REIGN_D3DTEXTUREADDRESS.WRAP;
                addressW = REIGN_D3DTEXTUREADDRESS.WRAP;
                break;

            case SamplerStateTypes.Linear_Clamp:
                filter   = REIGN_D3DTEXTUREFILTERTYPE.LINEAR;
                addressU = REIGN_D3DTEXTUREADDRESS.CLAMP;
                addressV = REIGN_D3DTEXTUREADDRESS.CLAMP;
                addressW = REIGN_D3DTEXTUREADDRESS.CLAMP;
                break;

            default:
                Debug.ThrowError("SamplerStateDesc", "Unsuported SamplerStateType");
                break;
            }

            com = new SamplerStateDescCom(filter, addressU, addressV, addressW, r, g, b, a);
        }
示例#10
0
        public SamplerStateDesc(SamplerStateTypes type)
        {
            switch (type)
            {
            case SamplerStateTypes.Point_Wrap:
                filter   = X.TextureFilter.Point;
                addressU = X.TextureAddressMode.Wrap;
                addressV = X.TextureAddressMode.Wrap;
                addressW = X.TextureAddressMode.Wrap;
                break;

            case SamplerStateTypes.Point_Clamp:
                filter   = X.TextureFilter.Point;
                addressU = X.TextureAddressMode.Clamp;
                addressV = X.TextureAddressMode.Clamp;
                addressW = X.TextureAddressMode.Clamp;
                break;

            case SamplerStateTypes.Linear_Wrap:
                filter   = X.TextureFilter.Linear;
                addressU = X.TextureAddressMode.Wrap;
                addressV = X.TextureAddressMode.Wrap;
                addressW = X.TextureAddressMode.Wrap;
                break;

            case SamplerStateTypes.Linear_Clamp:
                filter   = X.TextureFilter.Linear;
                addressU = X.TextureAddressMode.Clamp;
                addressV = X.TextureAddressMode.Clamp;
                addressW = X.TextureAddressMode.Clamp;
                break;

            default:
                Debug.ThrowError("SamplerStateDesc", "Unsuported SamplerStateType");
                break;
            }
        }
示例#11
0
        public SamplerStateDesc(SamplerStateTypes type)
        {
            switch (type)
            {
                case SamplerStateTypes.Point_Wrap:
                    filter = X.TextureFilter.Point;
                    addressU = X.TextureAddressMode.Wrap;
                    addressV = X.TextureAddressMode.Wrap;
                    addressW = X.TextureAddressMode.Wrap;
                    break;

                case SamplerStateTypes.Point_Clamp:
                    filter = X.TextureFilter.Point;
                    addressU = X.TextureAddressMode.Clamp;
                    addressV = X.TextureAddressMode.Clamp;
                    addressW = X.TextureAddressMode.Clamp;
                    break;

                case SamplerStateTypes.Linear_Wrap:
                    filter = X.TextureFilter.Linear;
                    addressU = X.TextureAddressMode.Wrap;
                    addressV = X.TextureAddressMode.Wrap;
                    addressW = X.TextureAddressMode.Wrap;
                    break;

                case SamplerStateTypes.Linear_Clamp:
                    filter = X.TextureFilter.Linear;
                    addressU = X.TextureAddressMode.Clamp;
                    addressV = X.TextureAddressMode.Clamp;
                    addressW = X.TextureAddressMode.Clamp;
                    break;

                default:
                    Debug.ThrowError("SamplerStateDesc", "Unsuported SamplerStateType");
                    break;
            }
        }
示例#12
0
 public static SamplerStateDesc New(SamplerStateTypes type)
 {
     return(new SamplerStateDesc(type));
 }
示例#13
0
 public static SamplerStateDesc New(SamplerStateTypes type)
 {
     return new SamplerStateDesc(type);
 }