pandemonium_engine/editor_modules/gltf/structures/gltf_texture_sampler.h

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#ifndef GLTF_TEXTURE_SAMPLER_H
#define GLTF_TEXTURE_SAMPLER_H
/*************************************************************************/
/* gltf_texture_sampler.h */
/*************************************************************************/
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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. */
/*************************************************************************/
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#include "core/object/resource.h"
#include "scene/resources/texture.h"
class GLTFTextureSampler : public Resource {
GDCLASS(GLTFTextureSampler, Resource);
public:
enum FilterMode {
NEAREST = 9728,
LINEAR = 9729,
NEAREST_MIPMAP_NEAREST = 9984,
LINEAR_MIPMAP_NEAREST = 9985,
NEAREST_MIPMAP_LINEAR = 9986,
LINEAR_MIPMAP_LINEAR = 9987
};
enum WrapMode {
CLAMP_TO_EDGE = 33071,
MIRRORED_REPEAT = 33648,
REPEAT = 10497
};
int get_mag_filter() const {
return mag_filter;
}
void set_mag_filter(const int filter_mode) {
mag_filter = (FilterMode)filter_mode;
}
int get_min_filter() const {
return min_filter;
}
void set_min_filter(const int filter_mode) {
min_filter = (FilterMode)filter_mode;
}
int get_wrap_s() const {
return wrap_s;
}
void set_wrap_s(const int wrap_mode) {
wrap_s = (WrapMode)wrap_mode;
}
int get_wrap_t() const {
return wrap_t;
}
void set_wrap_t(const int wrap_mode) {
wrap_s = (WrapMode)wrap_mode;
}
Texture::Flags get_filter_mode() const {
switch (min_filter) {
case NEAREST:
return (Texture::Flags)0;
case LINEAR:
return Texture::Flags::FLAG_FILTER;
case NEAREST_MIPMAP_NEAREST:
case NEAREST_MIPMAP_LINEAR:
return Texture::Flags::FLAG_MIPMAPS;
case LINEAR_MIPMAP_NEAREST:
case LINEAR_MIPMAP_LINEAR:
default:
return (Texture::Flags)(Texture::Flags::FLAG_FILTER | Texture::Flags::FLAG_MIPMAPS);
}
}
void set_filter_mode(uint32_t flags) {
const bool filter = (flags & Texture::Flags::FLAG_FILTER);
const bool mipmaps = (flags & Texture::Flags::FLAG_MIPMAPS);
if (filter && mipmaps) {
min_filter = FilterMode::LINEAR_MIPMAP_LINEAR;
mag_filter = FilterMode::LINEAR;
} else if (filter) {
min_filter = FilterMode::LINEAR;
mag_filter = FilterMode::LINEAR;
} else if (mipmaps) {
min_filter = FilterMode::NEAREST_MIPMAP_LINEAR;
mag_filter = FilterMode::NEAREST;
} else {
min_filter = FilterMode::NEAREST;
mag_filter = FilterMode::NEAREST;
}
}
Texture::Flags get_wrap_mode() const {
if ((wrap_s == WrapMode::MIRRORED_REPEAT) && (wrap_t == WrapMode::MIRRORED_REPEAT)) {
return Texture::Flags::FLAG_MIRRORED_REPEAT;
} else if ((wrap_s == WrapMode::REPEAT) && (wrap_t == WrapMode::REPEAT)) {
return Texture::Flags::FLAG_REPEAT;
} else {
return (Texture::Flags)0;
}
}
void set_wrap_mode(uint32_t flags) {
if (flags & Texture::Flags::FLAG_MIRRORED_REPEAT) {
wrap_s = WrapMode::MIRRORED_REPEAT;
wrap_t = WrapMode::MIRRORED_REPEAT;
} else if (flags & Texture::Flags::FLAG_REPEAT) {
wrap_s = WrapMode::REPEAT;
wrap_t = WrapMode::REPEAT;
} else {
wrap_s = WrapMode::CLAMP_TO_EDGE;
wrap_t = WrapMode::CLAMP_TO_EDGE;
}
}
Texture::Flags get_texture_flags() const {
return (Texture::Flags)(get_filter_mode() | get_wrap_mode());
}
void set_texture_flags(uint32_t flags) {
set_filter_mode(flags);
set_wrap_mode(flags);
}
protected:
static void _bind_methods();
private:
FilterMode mag_filter = FilterMode::LINEAR;
FilterMode min_filter = FilterMode::LINEAR_MIPMAP_LINEAR;
WrapMode wrap_s = WrapMode::REPEAT;
WrapMode wrap_t = WrapMode::REPEAT;
};
#endif // GLTF_TEXTURE_SAMPLER_H