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 | #ifndef GLTF_TEXTURE_SAMPLER_H |
32 | #define GLTF_TEXTURE_SAMPLER_H |
33 | |
34 | #include "scene/resources/material.h" |
35 | |
36 | class GLTFTextureSampler : public Resource { |
37 | GDCLASS(GLTFTextureSampler, Resource); |
38 | |
39 | public: |
40 | enum FilterMode { |
41 | NEAREST = 9728, |
42 | LINEAR = 9729, |
43 | NEAREST_MIPMAP_NEAREST = 9984, |
44 | LINEAR_MIPMAP_NEAREST = 9985, |
45 | NEAREST_MIPMAP_LINEAR = 9986, |
46 | LINEAR_MIPMAP_LINEAR = 9987 |
47 | }; |
48 | |
49 | enum WrapMode { |
50 | CLAMP_TO_EDGE = 33071, |
51 | MIRRORED_REPEAT = 33648, |
52 | REPEAT = 10497, |
53 | DEFAULT = REPEAT |
54 | }; |
55 | |
56 | int get_mag_filter() const { |
57 | return mag_filter; |
58 | } |
59 | |
60 | void set_mag_filter(const int filter_mode) { |
61 | mag_filter = (FilterMode)filter_mode; |
62 | } |
63 | |
64 | int get_min_filter() const { |
65 | return min_filter; |
66 | } |
67 | |
68 | void set_min_filter(const int filter_mode) { |
69 | min_filter = (FilterMode)filter_mode; |
70 | } |
71 | |
72 | int get_wrap_s() const { |
73 | return wrap_s; |
74 | } |
75 | |
76 | void set_wrap_s(const int wrap_mode) { |
77 | wrap_s = (WrapMode)wrap_mode; |
78 | } |
79 | |
80 | int get_wrap_t() const { |
81 | return wrap_t; |
82 | } |
83 | |
84 | void set_wrap_t(const int wrap_mode) { |
85 | wrap_s = (WrapMode)wrap_mode; |
86 | } |
87 | |
88 | StandardMaterial3D::TextureFilter get_filter_mode() const { |
89 | using TextureFilter = StandardMaterial3D::TextureFilter; |
90 | |
91 | switch (min_filter) { |
92 | case NEAREST: |
93 | return TextureFilter::TEXTURE_FILTER_NEAREST; |
94 | case LINEAR: |
95 | return TextureFilter::TEXTURE_FILTER_LINEAR; |
96 | case NEAREST_MIPMAP_NEAREST: |
97 | case NEAREST_MIPMAP_LINEAR: |
98 | return TextureFilter::TEXTURE_FILTER_NEAREST_WITH_MIPMAPS; |
99 | case LINEAR_MIPMAP_NEAREST: |
100 | case LINEAR_MIPMAP_LINEAR: |
101 | default: |
102 | return TextureFilter::TEXTURE_FILTER_LINEAR_WITH_MIPMAPS; |
103 | } |
104 | } |
105 | |
106 | void set_filter_mode(StandardMaterial3D::TextureFilter mode) { |
107 | using TextureFilter = StandardMaterial3D::TextureFilter; |
108 | |
109 | switch (mode) { |
110 | case TextureFilter::TEXTURE_FILTER_NEAREST: |
111 | min_filter = FilterMode::NEAREST; |
112 | mag_filter = FilterMode::NEAREST; |
113 | break; |
114 | case TextureFilter::TEXTURE_FILTER_LINEAR: |
115 | min_filter = FilterMode::LINEAR; |
116 | mag_filter = FilterMode::LINEAR; |
117 | break; |
118 | case TextureFilter::TEXTURE_FILTER_NEAREST_WITH_MIPMAPS: |
119 | case TextureFilter::TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC: |
120 | min_filter = FilterMode::NEAREST_MIPMAP_LINEAR; |
121 | mag_filter = FilterMode::NEAREST; |
122 | break; |
123 | case TextureFilter::TEXTURE_FILTER_LINEAR_WITH_MIPMAPS: |
124 | case TextureFilter::TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC: |
125 | default: |
126 | min_filter = FilterMode::LINEAR_MIPMAP_LINEAR; |
127 | mag_filter = FilterMode::LINEAR; |
128 | break; |
129 | } |
130 | } |
131 | |
132 | bool get_wrap_mode() const { |
133 | // BaseMaterial3D presents wrapping as a boolean property. Either the texture is repeated |
134 | // in both dimensions, non-mirrored, or it isn't repeated at all. This will cause oddities |
135 | // when people import models having other wrapping mode combinations. |
136 | return (wrap_s == WrapMode::REPEAT) && (wrap_t == WrapMode::REPEAT); |
137 | } |
138 | |
139 | void set_wrap_mode(bool mat_repeats) { |
140 | if (mat_repeats) { |
141 | wrap_s = WrapMode::REPEAT; |
142 | wrap_t = WrapMode::REPEAT; |
143 | } else { |
144 | wrap_s = WrapMode::CLAMP_TO_EDGE; |
145 | wrap_t = WrapMode::CLAMP_TO_EDGE; |
146 | } |
147 | } |
148 | |
149 | protected: |
150 | static void _bind_methods(); |
151 | |
152 | private: |
153 | FilterMode mag_filter = FilterMode::LINEAR; |
154 | FilterMode min_filter = FilterMode::LINEAR_MIPMAP_LINEAR; |
155 | WrapMode wrap_s = WrapMode::REPEAT; |
156 | WrapMode wrap_t = WrapMode::REPEAT; |
157 | }; |
158 | |
159 | VARIANT_ENUM_CAST(GLTFTextureSampler::FilterMode); |
160 | VARIANT_ENUM_CAST(GLTFTextureSampler::WrapMode); |
161 | |
162 | #endif // GLTF_TEXTURE_SAMPLER_H |
163 | |