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https://github.com/Relintai/pandemonium_engine_minimal.git
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58 lines
3.0 KiB
C++
58 lines
3.0 KiB
C++
/*************************************************************************/
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/* gltf_texture.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "gltf_texture.h"
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void GLTFTexture::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_src_image"), &GLTFTexture::get_src_image);
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ClassDB::bind_method(D_METHOD("set_src_image", "src_image"), &GLTFTexture::set_src_image);
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ClassDB::bind_method(D_METHOD("get_sampler"), &GLTFTexture::get_sampler);
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ClassDB::bind_method(D_METHOD("set_sampler", "sampler"), &GLTFTexture::set_sampler);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "src_image"), "set_src_image", "get_src_image"); // int
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ADD_PROPERTY(PropertyInfo(Variant::INT, "sampler"), "set_sampler", "get_sampler"); // int
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}
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GLTFImageIndex GLTFTexture::get_src_image() const {
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return src_image;
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}
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void GLTFTexture::set_src_image(GLTFImageIndex val) {
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src_image = val;
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}
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GLTFTextureSamplerIndex GLTFTexture::get_sampler() const {
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return sampler;
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}
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void GLTFTexture::set_sampler(GLTFTextureSamplerIndex val) {
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sampler = val;
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}
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