using UnityEngine; namespace VRMShaders { /// /// ITextureDeserializer 実装者にテクスチャロード処理を委譲するために必要な情報. /// public sealed class DeserializingTextureInfo { /// /// Texture のバイト列 /// public byte[] ImageData { get; } /// /// Texture の mimeType /// public string DataMimeType { get; } /// /// Texture に求められる色空間 /// public ColorSpace ColorSpace { get; } /// /// Texture に Mipmap が求められるか否か /// public bool UseMipmap { get; } /// /// Texture に求められる FilterMode /// public FilterMode FilterMode { get; } /// /// Texture に求められる U-Axis の WrapMode /// public TextureWrapMode WrapModeU { get; } /// /// Texture に求められる V-Axis の WrapMode /// public TextureWrapMode WrapModeV { get; } public DeserializingTextureInfo(byte[] imageData, string dataMimeType, ColorSpace colorSpace, bool useMipmap, FilterMode filterMode, TextureWrapMode wrapModeU, TextureWrapMode wrapModeV) { ImageData = imageData; DataMimeType = dataMimeType; ColorSpace = colorSpace; UseMipmap = useMipmap; FilterMode = filterMode; WrapModeU = wrapModeU; WrapModeV = wrapModeV; } public DeserializingTextureInfo(byte[] imageData, string dataMimeType, ColorSpace colorSpace, SamplerParam samplerParam) { ImageData = imageData; DataMimeType = dataMimeType; ColorSpace = colorSpace; UseMipmap = samplerParam.EnableMipMap; FilterMode = samplerParam.FilterMode; WrapModeU = samplerParam.WrapModesU; WrapModeV = samplerParam.WrapModesV; } } }