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using UnityEngine;
namespace VRMShaders
{
/// <summary>
/// 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.
/// </summary>
public sealed class DeserializingTextureInfo
{
/// <summary>
/// Texture のバイト列
/// </summary>
public byte[] ImageData { get; }
/// <summary>
/// Texture の mimeType
/// </summary>
public string DataMimeType { get; }
/// <summary>
/// Texture に求められる色空間
/// </summary>
public ColorSpace ColorSpace { get; }
/// <summary>
/// Texture に Mipmap が求められるか否か
/// </summary>
public bool UseMipmap { get; }
/// <summary>
/// Texture に求められる FilterMode
/// </summary>
public FilterMode FilterMode { get; }
/// <summary>
/// Texture に求められる U-Axis の WrapMode
/// </summary>
public TextureWrapMode WrapModeU { get; }
/// <summary>
/// Texture に求められる V-Axis の WrapMode
/// </summary>
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;
}
}
}