texturerecord.java

来自「java 3d game jme 工程开发源代码」· Java 代码 · 共 64 行

JAVA
64
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/*
 * Copyright (c) 2003-2009 jMonkeyEngine
 * All rights reserved.
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions are
 * met:
 *
 * * Redistributions of source code must retain the above copyright
 *   notice, this list of conditions and the following disclaimer.
 *
 * * Redistributions in binary form must reproduce the above copyright
 *   notice, this list of conditions and the following disclaimer in the
 *   documentation and/or other materials provided with the distribution.
 *
 * * Neither the name of 'jMonkeyEngine' nor the names of its contributors
 *   may be used to endorse or promote products derived from this software
 *   without specific prior written permission.
 *
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
 * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
 * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
 * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
 * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
 * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
 * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
 * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
 * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 */
package com.jme.scene.state.lwjgl.records;

import java.nio.FloatBuffer;

import com.jme.renderer.ColorRGBA;
import com.jme.scene.state.StateRecord;
import com.jme.util.geom.BufferUtils;

public class TextureRecord extends StateRecord {

    public int wrapS, wrapT, wrapR;
    public int magFilter, minFilter;
    public int depthTextureMode, depthTextureFunc, depthTextureCompareMode;
    public float anisoLevel = -1;
    public static FloatBuffer colorBuffer = BufferUtils.createColorBuffer(1);
    public ColorRGBA borderColor = new ColorRGBA(-1,-1,-1,-1);

    public static final ColorRGBA defaultColor = new ColorRGBA(0, 0, 0, 0);

    public TextureRecord() {
    }
    
    @Override
    public void invalidate() {
        super.invalidate();
        wrapS = wrapT = wrapR = 0;
        magFilter = minFilter = 0;
        depthTextureMode = depthTextureFunc = depthTextureCompareMode = 0;
        anisoLevel = -1;
        borderColor.set(-1,-1,-1,-1);
    }
}

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