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