2023-01-05 12:25:55 +00:00
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/**************************************************************************/
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/* gltf_texture_sampler.cpp */
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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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2021-10-04 15:49:42 +00:00
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#include "gltf_texture_sampler.h"
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void GLTFTextureSampler::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_mag_filter"), &GLTFTextureSampler::get_mag_filter);
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ClassDB::bind_method(D_METHOD("set_mag_filter", "filter_mode"), &GLTFTextureSampler::set_mag_filter);
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ClassDB::bind_method(D_METHOD("get_min_filter"), &GLTFTextureSampler::get_min_filter);
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ClassDB::bind_method(D_METHOD("set_min_filter", "filter_mode"), &GLTFTextureSampler::set_min_filter);
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ClassDB::bind_method(D_METHOD("get_wrap_s"), &GLTFTextureSampler::get_wrap_s);
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ClassDB::bind_method(D_METHOD("set_wrap_s", "wrap_mode"), &GLTFTextureSampler::set_wrap_s);
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ClassDB::bind_method(D_METHOD("get_wrap_t"), &GLTFTextureSampler::get_wrap_t);
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ClassDB::bind_method(D_METHOD("set_wrap_t", "wrap_mode"), &GLTFTextureSampler::set_wrap_t);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "mag_filter"), "set_mag_filter", "get_mag_filter");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "min_filter"), "set_min_filter", "get_min_filter");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "wrap_s"), "set_wrap_s", "get_wrap_s");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "wrap_t"), "set_wrap_t", "get_wrap_t");
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}
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