1/**************************************************************************/
2/* gltf_texture_sampler.h */
3/**************************************************************************/
4/* This file is part of: */
5/* GODOT ENGINE */
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8/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
9/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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29/**************************************************************************/
30
31#ifndef GLTF_TEXTURE_SAMPLER_H
32#define GLTF_TEXTURE_SAMPLER_H
33
34#include "scene/resources/material.h"
35
36class GLTFTextureSampler : public Resource {
37 GDCLASS(GLTFTextureSampler, Resource);
38
39public:
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
149protected:
150 static void _bind_methods();
151
152private:
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
159VARIANT_ENUM_CAST(GLTFTextureSampler::FilterMode);
160VARIANT_ENUM_CAST(GLTFTextureSampler::WrapMode);
161
162#endif // GLTF_TEXTURE_SAMPLER_H
163