Fixed indentation and spacing issues
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@@ -42,9 +42,10 @@ Sampler::Sampler(): StateAttribute(),
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_maxlod(-1.0f),
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_lodbias(0.0f)
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{
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_PCdirtyflags.setAllElementsTo(true);
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_PCsampler.setAllElementsTo(0);
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_PCdirtyflags.setAllElementsTo(true);
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_PCsampler.setAllElementsTo(0);
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}
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Sampler::Sampler(const Sampler& sampler,const CopyOp ©op ):StateAttribute(sampler,copyop),
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_wrap_s(sampler._wrap_s),
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_wrap_t(sampler._wrap_t),
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@@ -58,8 +59,8 @@ Sampler::Sampler(const Sampler& sampler,const CopyOp ©op ):StateAttribute(sa
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_maxlod(sampler._maxlod),
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_lodbias(sampler._lodbias)
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{
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_PCdirtyflags.setAllElementsTo(true);
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_PCsampler.setAllElementsTo(0);
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_PCdirtyflags.setAllElementsTo(true);
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_PCsampler.setAllElementsTo(0);
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}
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void Sampler::setWrap(Texture::WrapParameter which, Texture::WrapMode wrap)
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@@ -71,7 +72,6 @@ void Sampler::setWrap(Texture::WrapParameter which, Texture::WrapMode wrap)
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case Texture::WRAP_R : _wrap_r = wrap; _PCdirtyflags.setAllElementsTo(true); break;
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default : OSG_WARN<<"Error: invalid 'which' passed Sampler::setWrap("<<(unsigned int)which<<","<<(unsigned int)wrap<<")"<<std::endl; break;
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}
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}
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@@ -107,6 +107,7 @@ Texture::FilterMode Sampler::getFilter(Texture::FilterParameter which) const
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default : OSG_WARN<<"Error: invalid 'which' passed Sampler::getFilter(which)"<< std::endl; return _min_filter;
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}
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}
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void Sampler::setMaxAnisotropy(float anis)
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{
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if (_maxAnisotropy!=anis)
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@@ -116,9 +117,9 @@ void Sampler::setMaxAnisotropy(float anis)
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}
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}
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void Sampler::setMinLOD(float func) { _minlod = func; _PCdirtyflags.setAllElementsTo(true);}
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void Sampler::setMaxLOD(float func) { _maxlod = func; _PCdirtyflags.setAllElementsTo(true);}
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void Sampler::setLODBias(float func) { _lodbias = func; _PCdirtyflags.setAllElementsTo(true);}
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void Sampler::setMinLOD(float func) { _minlod = func; _PCdirtyflags.setAllElementsTo(true); }
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void Sampler::setMaxLOD(float func) { _maxlod = func; _PCdirtyflags.setAllElementsTo(true); }
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void Sampler::setLODBias(float func) { _lodbias = func; _PCdirtyflags.setAllElementsTo(true); }
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/** getOrCreate Sampler Object and setup embedded Texture Parameters */
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void Sampler::setShadowCompareFunc(Texture::ShadowCompareFunc func) { _shadow_compare_func = func; _PCdirtyflags.setAllElementsTo(true);}
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@@ -128,7 +129,8 @@ void Sampler::setShadowTextureMode(Texture::ShadowTextureMode mode) { _shadow_te
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void Sampler::setBorderColor(const Vec4d& color) { _borderColor = color; _PCdirtyflags.setAllElementsTo(true); }
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void Sampler::compileGLObjects(State& state) const{
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void Sampler::compileGLObjects(State& state) const
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{
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unsigned int contextID = state.getContextID();
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if(_PCdirtyflags[contextID])
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{
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@@ -190,27 +192,26 @@ void Sampler::compileGLObjects(State& state) const{
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if (extensions->isTextureBorderClampSupported)
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{
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#ifndef GL_TEXTURE_BORDER_COLOR
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#define GL_TEXTURE_BORDER_COLOR 0x1004
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#endif
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GLfloat color[4] = {(GLfloat)_borderColor.r(), (GLfloat)_borderColor.g(), (GLfloat)_borderColor.b(), (GLfloat)_borderColor.a()};
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extensions->glSamplerParameterfv(samplerobject, GL_TEXTURE_BORDER_COLOR, color);
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}
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extensions->glSamplerParameteri(samplerobject, GL_TEXTURE_COMPARE_MODE, _shadow_texture_mode);
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extensions->glSamplerParameteri(samplerobject, GL_TEXTURE_COMPARE_FUNC, _shadow_compare_func);
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if (extensions->isTextureFilterAnisotropicSupported )
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if (extensions->isTextureFilterAnisotropicSupported)
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{
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// note, GL_TEXTURE_MAX_ANISOTROPY_EXT will either be defined
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// by gl.h (or via glext.h) or by include/osg/Texture.
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extensions->glSamplerParameterf(samplerobject, GL_TEXTURE_MAX_ANISOTROPY_EXT, _maxAnisotropy);
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}
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if( _maxlod - _minlod > 0){ // if range is valid
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if(_maxlod - _minlod > 0)
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{ // if range is valid
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extensions->glSamplerParameterf(samplerobject, GL_TEXTURE_MIN_LOD, _minlod);
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extensions->glSamplerParameterf(samplerobject, GL_TEXTURE_MAX_LOD, _maxlod);
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}
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@@ -223,12 +224,11 @@ void Sampler::compileGLObjects(State& state) const{
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/** bind SamplerObject **/
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void Sampler::apply(State&state) const
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{
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unsigned int contextID = state.getContextID();
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if( _PCdirtyflags[contextID] )
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compileGLObjects(state);
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state.get<GLExtensions>()->glBindSampler( state.getActiveTextureUnit(), _PCsampler[contextID] );
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}
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void Sampler::releaseGLObjects(State* state) const
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@@ -239,7 +239,9 @@ void Sampler::releaseGLObjects(State* state) const
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state->get<GLExtensions>()->glDeleteSamplers(1,&_PCsampler[contextID]);
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}
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}
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int Sampler::compare(const StateAttribute& sa) const{
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int Sampler::compare(const StateAttribute& sa) const
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{
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COMPARE_StateAttribute_Types(Sampler,sa)
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COMPARE_StateAttribute_Parameter(_wrap_t)
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COMPARE_StateAttribute_Parameter(_wrap_r)
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@@ -253,4 +255,3 @@ int Sampler::compare(const StateAttribute& sa) const{
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COMPARE_StateAttribute_Parameter(_lodbias)
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return 0; // passed all the above comparison macros, must be equal.
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}
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