/*************************************************************************/ /* gltf_texture_sampler.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #ifndef GLTF_TEXTURE_SAMPLER_H #define GLTF_TEXTURE_SAMPLER_H #include "core/io/resource.h" #include "scene/resources/material.h" class GLTFTextureSampler : public Resource { GDCLASS(GLTFTextureSampler, Resource); public: enum FilterMode { NEAREST = 9728, LINEAR = 9729, NEAREST_MIPMAP_NEAREST = 9984, LINEAR_MIPMAP_NEAREST = 9985, NEAREST_MIPMAP_LINEAR = 9986, LINEAR_MIPMAP_LINEAR = 9987 }; enum WrapMode { CLAMP_TO_EDGE = 33071, MIRRORED_REPEAT = 33648, REPEAT = 10497, DEFAULT = REPEAT }; int get_mag_filter() const { return mag_filter; } void set_mag_filter(const int filter_mode) { mag_filter = (FilterMode)filter_mode; } int get_min_filter() const { return min_filter; } void set_min_filter(const int filter_mode) { min_filter = (FilterMode)filter_mode; } int get_wrap_s() const { return wrap_s; } void set_wrap_s(const int wrap_mode) { wrap_s = (WrapMode)wrap_mode; } int get_wrap_t() const { return wrap_t; } void set_wrap_t(const int wrap_mode) { wrap_s = (WrapMode)wrap_mode; } StandardMaterial3D::TextureFilter get_filter_mode() const { using TextureFilter = StandardMaterial3D::TextureFilter; switch (min_filter) { case NEAREST: return TextureFilter::TEXTURE_FILTER_NEAREST; case LINEAR: return TextureFilter::TEXTURE_FILTER_LINEAR; case NEAREST_MIPMAP_NEAREST: case NEAREST_MIPMAP_LINEAR: return TextureFilter::TEXTURE_FILTER_NEAREST_WITH_MIPMAPS; case LINEAR_MIPMAP_NEAREST: case LINEAR_MIPMAP_LINEAR: default: return TextureFilter::TEXTURE_FILTER_LINEAR_WITH_MIPMAPS; } } void set_filter_mode(StandardMaterial3D::TextureFilter mode) { using TextureFilter = StandardMaterial3D::TextureFilter; switch (mode) { case TextureFilter::TEXTURE_FILTER_NEAREST: min_filter = FilterMode::NEAREST; mag_filter = FilterMode::NEAREST; break; case TextureFilter::TEXTURE_FILTER_LINEAR: min_filter = FilterMode::LINEAR; mag_filter = FilterMode::LINEAR; break; case TextureFilter::TEXTURE_FILTER_NEAREST_WITH_MIPMAPS: case TextureFilter::TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC: min_filter = FilterMode::NEAREST_MIPMAP_LINEAR; mag_filter = FilterMode::NEAREST; break; case TextureFilter::TEXTURE_FILTER_LINEAR_WITH_MIPMAPS: case TextureFilter::TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC: default: min_filter = FilterMode::LINEAR_MIPMAP_LINEAR; mag_filter = FilterMode::LINEAR; break; } } bool get_wrap_mode() const { // BaseMaterial3D presents wrapping as a boolean property. Either the texture is repeated // in both dimensions, non-mirrored, or it isn't repeated at all. This will cause oddities // when people import models having other wrapping mode combinations. return (wrap_s == WrapMode::REPEAT) && (wrap_t == WrapMode::REPEAT); } void set_wrap_mode(bool mat_repeats) { if (mat_repeats) { wrap_s = WrapMode::REPEAT; wrap_t = WrapMode::REPEAT; } else { wrap_s = WrapMode::CLAMP_TO_EDGE; wrap_t = WrapMode::CLAMP_TO_EDGE; } } protected: static void _bind_methods(); private: FilterMode mag_filter = FilterMode::LINEAR; FilterMode min_filter = FilterMode::LINEAR_MIPMAP_LINEAR; WrapMode wrap_s = WrapMode::REPEAT; WrapMode wrap_t = WrapMode::REPEAT; }; VARIANT_ENUM_CAST(GLTFTextureSampler::FilterMode); VARIANT_ENUM_CAST(GLTFTextureSampler::WrapMode); #endif // GLTF_TEXTURE_SAMPLER_H