pandemonium_engine/editor_modules/gltf/structures/gltf_texture_sampler.cpp

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/*************************************************************************/
/* gltf_texture_sampler.cpp */
/*************************************************************************/
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/* This file is part of: */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
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/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "gltf_texture_sampler.h"
void GLTFTextureSampler::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_mag_filter"), &GLTFTextureSampler::get_mag_filter);
ClassDB::bind_method(D_METHOD("set_mag_filter", "filter_mode"), &GLTFTextureSampler::set_mag_filter);
ClassDB::bind_method(D_METHOD("get_min_filter"), &GLTFTextureSampler::get_min_filter);
ClassDB::bind_method(D_METHOD("set_min_filter", "filter_mode"), &GLTFTextureSampler::set_min_filter);
ClassDB::bind_method(D_METHOD("get_wrap_s"), &GLTFTextureSampler::get_wrap_s);
ClassDB::bind_method(D_METHOD("set_wrap_s", "wrap_mode"), &GLTFTextureSampler::set_wrap_s);
ClassDB::bind_method(D_METHOD("get_wrap_t"), &GLTFTextureSampler::get_wrap_t);
ClassDB::bind_method(D_METHOD("set_wrap_t", "wrap_mode"), &GLTFTextureSampler::set_wrap_t);
ADD_PROPERTY(PropertyInfo(Variant::INT, "mag_filter"), "set_mag_filter", "get_mag_filter");
ADD_PROPERTY(PropertyInfo(Variant::INT, "min_filter"), "set_min_filter", "get_min_filter");
ADD_PROPERTY(PropertyInfo(Variant::INT, "wrap_s"), "set_wrap_s", "get_wrap_s");
ADD_PROPERTY(PropertyInfo(Variant::INT, "wrap_t"), "set_wrap_t", "get_wrap_t");
}