Book a Demo!
CoCalc Logo Icon
StoreFeaturesDocsShareSupportNewsAboutPoliciesSign UpSign In
godotengine
GitHub Repository: godotengine/godot
Path: blob/master/modules/gltf/structures/gltf_texture_sampler.h
10278 views
1
/**************************************************************************/
2
/* gltf_texture_sampler.h */
3
/**************************************************************************/
4
/* This file is part of: */
5
/* GODOT ENGINE */
6
/* https://godotengine.org */
7
/**************************************************************************/
8
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
9
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
10
/* */
11
/* Permission is hereby granted, free of charge, to any person obtaining */
12
/* a copy of this software and associated documentation files (the */
13
/* "Software"), to deal in the Software without restriction, including */
14
/* without limitation the rights to use, copy, modify, merge, publish, */
15
/* distribute, sublicense, and/or sell copies of the Software, and to */
16
/* permit persons to whom the Software is furnished to do so, subject to */
17
/* the following conditions: */
18
/* */
19
/* The above copyright notice and this permission notice shall be */
20
/* included in all copies or substantial portions of the Software. */
21
/* */
22
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
23
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
24
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
25
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
26
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
27
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
28
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
29
/**************************************************************************/
30
31
#pragma once
32
33
#include "scene/resources/material.h"
34
35
class GLTFTextureSampler : public Resource {
36
GDCLASS(GLTFTextureSampler, Resource);
37
38
public:
39
enum FilterMode {
40
NEAREST = 9728,
41
LINEAR = 9729,
42
NEAREST_MIPMAP_NEAREST = 9984,
43
LINEAR_MIPMAP_NEAREST = 9985,
44
NEAREST_MIPMAP_LINEAR = 9986,
45
LINEAR_MIPMAP_LINEAR = 9987
46
};
47
48
enum WrapMode {
49
CLAMP_TO_EDGE = 33071,
50
MIRRORED_REPEAT = 33648,
51
REPEAT = 10497,
52
DEFAULT = REPEAT
53
};
54
55
int get_mag_filter() const {
56
return mag_filter;
57
}
58
59
void set_mag_filter(const int filter_mode) {
60
mag_filter = (FilterMode)filter_mode;
61
}
62
63
int get_min_filter() const {
64
return min_filter;
65
}
66
67
void set_min_filter(const int filter_mode) {
68
min_filter = (FilterMode)filter_mode;
69
}
70
71
int get_wrap_s() const {
72
return wrap_s;
73
}
74
75
void set_wrap_s(const int wrap_mode) {
76
wrap_s = (WrapMode)wrap_mode;
77
}
78
79
int get_wrap_t() const {
80
return wrap_t;
81
}
82
83
void set_wrap_t(const int wrap_mode) {
84
wrap_s = (WrapMode)wrap_mode;
85
}
86
87
StandardMaterial3D::TextureFilter get_filter_mode() const {
88
using TextureFilter = StandardMaterial3D::TextureFilter;
89
90
switch (min_filter) {
91
case NEAREST:
92
return TextureFilter::TEXTURE_FILTER_NEAREST;
93
case LINEAR:
94
return TextureFilter::TEXTURE_FILTER_LINEAR;
95
case NEAREST_MIPMAP_NEAREST:
96
case NEAREST_MIPMAP_LINEAR:
97
return TextureFilter::TEXTURE_FILTER_NEAREST_WITH_MIPMAPS;
98
case LINEAR_MIPMAP_NEAREST:
99
case LINEAR_MIPMAP_LINEAR:
100
default:
101
return TextureFilter::TEXTURE_FILTER_LINEAR_WITH_MIPMAPS;
102
}
103
}
104
105
void set_filter_mode(StandardMaterial3D::TextureFilter mode) {
106
using TextureFilter = StandardMaterial3D::TextureFilter;
107
108
switch (mode) {
109
case TextureFilter::TEXTURE_FILTER_NEAREST:
110
min_filter = FilterMode::NEAREST;
111
mag_filter = FilterMode::NEAREST;
112
break;
113
case TextureFilter::TEXTURE_FILTER_LINEAR:
114
min_filter = FilterMode::LINEAR;
115
mag_filter = FilterMode::LINEAR;
116
break;
117
case TextureFilter::TEXTURE_FILTER_NEAREST_WITH_MIPMAPS:
118
case TextureFilter::TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC:
119
min_filter = FilterMode::NEAREST_MIPMAP_LINEAR;
120
mag_filter = FilterMode::NEAREST;
121
break;
122
case TextureFilter::TEXTURE_FILTER_LINEAR_WITH_MIPMAPS:
123
case TextureFilter::TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC:
124
default:
125
min_filter = FilterMode::LINEAR_MIPMAP_LINEAR;
126
mag_filter = FilterMode::LINEAR;
127
break;
128
}
129
}
130
131
bool get_wrap_mode() const {
132
// BaseMaterial3D presents wrapping as a boolean property. Either the texture is repeated
133
// in both dimensions, non-mirrored, or it isn't repeated at all. This will cause oddities
134
// when people import models having other wrapping mode combinations.
135
return (wrap_s == WrapMode::REPEAT) && (wrap_t == WrapMode::REPEAT);
136
}
137
138
void set_wrap_mode(bool mat_repeats) {
139
if (mat_repeats) {
140
wrap_s = WrapMode::REPEAT;
141
wrap_t = WrapMode::REPEAT;
142
} else {
143
wrap_s = WrapMode::CLAMP_TO_EDGE;
144
wrap_t = WrapMode::CLAMP_TO_EDGE;
145
}
146
}
147
148
protected:
149
static void _bind_methods();
150
151
private:
152
FilterMode mag_filter = FilterMode::LINEAR;
153
FilterMode min_filter = FilterMode::LINEAR_MIPMAP_LINEAR;
154
WrapMode wrap_s = WrapMode::REPEAT;
155
WrapMode wrap_t = WrapMode::REPEAT;
156
};
157
158
VARIANT_ENUM_CAST(GLTFTextureSampler::FilterMode);
159
VARIANT_ENUM_CAST(GLTFTextureSampler::WrapMode);
160
161