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- import freezeObject from '../Core/freezeObject.js';
- import WebGLConstants from '../Core/WebGLConstants.js';
- /**
- * Enumerates all possible filters used when minifying WebGL textures.
- *
- * @exports TextureMinificationFilter
- *
- * @see TextureMagnificationFilter
- */
- var TextureMinificationFilter = {
- /**
- * Samples the texture by returning the closest pixel.
- *
- * @type {Number}
- * @constant
- */
- NEAREST : WebGLConstants.NEAREST,
- /**
- * Samples the texture through bi-linear interpolation of the four nearest pixels. This produces smoother results than <code>NEAREST</code> filtering.
- *
- * @type {Number}
- * @constant
- */
- LINEAR : WebGLConstants.LINEAR,
- /**
- * Selects the nearest mip level and applies nearest sampling within that level.
- * <p>
- * Requires that the texture has a mipmap. The mip level is chosen by the view angle and screen-space size of the texture.
- * </p>
- *
- * @type {Number}
- * @constant
- */
- NEAREST_MIPMAP_NEAREST : WebGLConstants.NEAREST_MIPMAP_NEAREST,
- /**
- * Selects the nearest mip level and applies linear sampling within that level.
- * <p>
- * Requires that the texture has a mipmap. The mip level is chosen by the view angle and screen-space size of the texture.
- * </p>
- *
- * @type {Number}
- * @constant
- */
- LINEAR_MIPMAP_NEAREST : WebGLConstants.LINEAR_MIPMAP_NEAREST,
- /**
- * Read texture values with nearest sampling from two adjacent mip levels and linearly interpolate the results.
- * <p>
- * This option provides a good balance of visual quality and speed when sampling from a mipmapped texture.
- * </p>
- * <p>
- * Requires that the texture has a mipmap. The mip level is chosen by the view angle and screen-space size of the texture.
- * </p>
- *
- * @type {Number}
- * @constant
- */
- NEAREST_MIPMAP_LINEAR : WebGLConstants.NEAREST_MIPMAP_LINEAR,
- /**
- * Read texture values with linear sampling from two adjacent mip levels and linearly interpolate the results.
- * <p>
- * This option provides a good balance of visual quality and speed when sampling from a mipmapped texture.
- * </p>
- * <p>
- * Requires that the texture has a mipmap. The mip level is chosen by the view angle and screen-space size of the texture.
- * </p>
- * @type {Number}
- * @constant
- */
- LINEAR_MIPMAP_LINEAR : WebGLConstants.LINEAR_MIPMAP_LINEAR,
- /**
- * Validates the given <code>textureMinificationFilter</code> with respect to the possible enum values.
- *
- * @private
- *
- * @param textureMinificationFilter
- * @returns {Boolean} <code>true</code> if <code>textureMinificationFilter</code> is valid.
- */
- validate : function(textureMinificationFilter) {
- return ((textureMinificationFilter === TextureMinificationFilter.NEAREST) ||
- (textureMinificationFilter === TextureMinificationFilter.LINEAR) ||
- (textureMinificationFilter === TextureMinificationFilter.NEAREST_MIPMAP_NEAREST) ||
- (textureMinificationFilter === TextureMinificationFilter.LINEAR_MIPMAP_NEAREST) ||
- (textureMinificationFilter === TextureMinificationFilter.NEAREST_MIPMAP_LINEAR) ||
- (textureMinificationFilter === TextureMinificationFilter.LINEAR_MIPMAP_LINEAR));
- }
- };
- export default freezeObject(TextureMinificationFilter);
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