virtualx-engine/modules/gltf/structures/gltf_texture_sampler.h

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/*************************************************************************/
/* 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