godot/scene/resources/texture.h

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/*************************************************************************/
/* texture.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
/* 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. */
/*************************************************************************/
#ifndef TEXTURE_H
#define TEXTURE_H
#include "io/resource_loader.h"
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#include "math_2d.h"
#include "resource.h"
#include "servers/visual_server.h"
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/**
@author Juan Linietsky <reduzio@gmail.com>
*/
class Texture : public Resource {
GDCLASS(Texture, Resource);
OBJ_SAVE_TYPE(Texture); //children are all saved as Texture, so they can be exchanged
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protected:
static void _bind_methods();
public:
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enum Flags {
FLAG_MIPMAPS = VisualServer::TEXTURE_FLAG_MIPMAPS,
FLAG_REPEAT = VisualServer::TEXTURE_FLAG_REPEAT,
FLAG_FILTER = VisualServer::TEXTURE_FLAG_FILTER,
FLAG_ANISOTROPIC_FILTER = VisualServer::TEXTURE_FLAG_ANISOTROPIC_FILTER,
FLAG_CONVERT_TO_LINEAR = VisualServer::TEXTURE_FLAG_CONVERT_TO_LINEAR,
FLAG_VIDEO_SURFACE = VisualServer::TEXTURE_FLAG_USED_FOR_STREAMING,
FLAGS_DEFAULT = FLAG_MIPMAPS | FLAG_REPEAT | FLAG_FILTER,
FLAG_MIRRORED_REPEAT = VisualServer::TEXTURE_FLAG_MIRRORED_REPEAT
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};
virtual int get_width() const = 0;
virtual int get_height() const = 0;
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virtual Size2 get_size() const;
virtual RID get_rid() const = 0;
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virtual bool has_alpha() const = 0;
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virtual void set_flags(uint32_t p_flags) = 0;
virtual uint32_t get_flags() const = 0;
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virtual void draw(RID p_canvas_item, const Point2 &p_pos, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false) const;
virtual void draw_rect(RID p_canvas_item, const Rect2 &p_rect, bool p_tile = false, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false) const;
virtual void draw_rect_region(RID p_canvas_item, const Rect2 &p_rect, const Rect2 &p_src_rect, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false) const;
virtual bool get_rect_region(const Rect2 &p_rect, const Rect2 &p_src_rect, Rect2 &r_rect, Rect2 &r_src_rect) const;
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virtual Ref<Image> get_data() const { return Ref<Image>(); }
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Texture();
};
VARIANT_ENUM_CAST(Texture::Flags);
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class ImageTexture : public Texture {
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GDCLASS(ImageTexture, Texture);
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RES_BASE_EXTENSION("tex");
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public:
enum Storage {
STORAGE_RAW,
STORAGE_COMPRESS_LOSSY,
STORAGE_COMPRESS_LOSSLESS
};
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private:
RID texture;
Image::Format format;
uint32_t flags;
int w, h;
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Storage storage;
Size2 size_override;
float lossy_storage_quality;
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protected:
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virtual void reload_from_file();
bool _set(const StringName &p_name, const Variant &p_value);
bool _get(const StringName &p_name, Variant &r_ret) const;
void _get_property_list(List<PropertyInfo> *p_list) const;
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void _reload_hook(const RID &p_hook);
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virtual void _resource_path_changed();
static void _bind_methods();
void _set_data(Dictionary p_data);
public:
void create(int p_width, int p_height, Image::Format p_format, uint32_t p_flags = FLAGS_DEFAULT);
void create_from_image(const Ref<Image> &p_image, uint32_t p_flags = FLAGS_DEFAULT);
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void set_flags(uint32_t p_flags);
uint32_t get_flags() const;
Image::Format get_format() const;
void load(const String &p_path);
void set_data(const Ref<Image> &p_image);
Ref<Image> get_data() const;
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int get_width() const;
int get_height() const;
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virtual RID get_rid() const;
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bool has_alpha() const;
virtual void draw(RID p_canvas_item, const Point2 &p_pos, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false) const;
virtual void draw_rect(RID p_canvas_item, const Rect2 &p_rect, bool p_tile = false, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false) const;
virtual void draw_rect_region(RID p_canvas_item, const Rect2 &p_rect, const Rect2 &p_src_rect, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false) const;
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void set_storage(Storage p_storage);
Storage get_storage() const;
void set_lossy_storage_quality(float p_lossy_storage_quality);
float get_lossy_storage_quality() const;
void set_size_override(const Size2 &p_size);
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virtual void set_path(const String &p_path, bool p_take_over = false);
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ImageTexture();
~ImageTexture();
};
class StreamTexture : public Texture {
GDCLASS(StreamTexture, Texture);
public:
enum DataFormat {
DATA_FORMAT_IMAGE,
DATA_FORMAT_LOSSLESS,
DATA_FORMAT_LOSSY
};
enum FormatBits {
FORMAT_MASK_IMAGE_FORMAT = (1 << 20) - 1,
FORMAT_BIT_LOSSLESS = 1 << 20,
FORMAT_BIT_LOSSY = 1 << 21,
FORMAT_BIT_STREAM = 1 << 22,
FORMAT_BIT_HAS_MIPMAPS = 1 << 23,
FORMAT_BIT_DETECT_3D = 1 << 24,
FORMAT_BIT_DETECT_SRGB = 1 << 25,
};
private:
Error _load_data(const String &p_path, int &tw, int &th, int &flags, Ref<Image> &image, int p_size_limit = 0);
String path_to_file;
RID texture;
Image::Format format;
uint32_t flags;
int w, h;
virtual void reload_from_file();
static void _requested_3d(void *p_ud);
static void _requested_srgb(void *p_ud);
protected:
static void _bind_methods();
public:
typedef void (*TextureFormatRequestCallback)(const Ref<StreamTexture> &);
static TextureFormatRequestCallback request_3d_callback;
static TextureFormatRequestCallback request_srgb_callback;
uint32_t get_flags() const;
Image::Format get_format() const;
Error load(const String &p_path);
String get_load_path() const;
int get_width() const;
int get_height() const;
virtual RID get_rid() const;
virtual void draw(RID p_canvas_item, const Point2 &p_pos, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false) const;
virtual void draw_rect(RID p_canvas_item, const Rect2 &p_rect, bool p_tile = false, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false) const;
virtual void draw_rect_region(RID p_canvas_item, const Rect2 &p_rect, const Rect2 &p_src_rect, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false) const;
virtual bool has_alpha() const;
virtual void set_flags(uint32_t p_flags);
virtual Ref<Image> get_data() const;
StreamTexture();
~StreamTexture();
};
class ResourceFormatLoaderStreamTexture : public ResourceFormatLoader {
public:
virtual RES load(const String &p_path, const String &p_original_path = "", Error *r_error = NULL);
virtual void get_recognized_extensions(List<String> *p_extensions) const;
virtual bool handles_type(const String &p_type) const;
virtual String get_resource_type(const String &p_path) const;
};
VARIANT_ENUM_CAST(ImageTexture::Storage);
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class AtlasTexture : public Texture {
GDCLASS(AtlasTexture, Texture);
RES_BASE_EXTENSION("atlastex");
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protected:
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Ref<Texture> atlas;
Rect2 region;
Rect2 margin;
static void _bind_methods();
public:
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virtual int get_width() const;
virtual int get_height() const;
virtual RID get_rid() const;
virtual bool has_alpha() const;
virtual void set_flags(uint32_t p_flags);
virtual uint32_t get_flags() const;
void set_atlas(const Ref<Texture> &p_atlas);
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Ref<Texture> get_atlas() const;
void set_region(const Rect2 &p_region);
Rect2 get_region() const;
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void set_margin(const Rect2 &p_margin);
Rect2 get_margin() const;
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virtual void draw(RID p_canvas_item, const Point2 &p_pos, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false) const;
virtual void draw_rect(RID p_canvas_item, const Rect2 &p_rect, bool p_tile = false, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false) const;
virtual void draw_rect_region(RID p_canvas_item, const Rect2 &p_rect, const Rect2 &p_src_rect, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false) const;
virtual bool get_rect_region(const Rect2 &p_rect, const Rect2 &p_src_rect, Rect2 &r_rect, Rect2 &r_src_rect) const;
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AtlasTexture();
};
class LargeTexture : public Texture {
GDCLASS(LargeTexture, Texture);
RES_BASE_EXTENSION("largetex");
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protected:
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struct Piece {
Point2 offset;
Ref<Texture> texture;
};
Vector<Piece> pieces;
Size2i size;
Array _get_data() const;
void _set_data(const Array &p_array);
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static void _bind_methods();
public:
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virtual int get_width() const;
virtual int get_height() const;
virtual RID get_rid() const;
virtual bool has_alpha() const;
virtual void set_flags(uint32_t p_flags);
virtual uint32_t get_flags() const;
int add_piece(const Point2 &p_offset, const Ref<Texture> &p_texture);
void set_piece_offset(int p_idx, const Point2 &p_offset);
void set_piece_texture(int p_idx, const Ref<Texture> &p_texture);
void set_size(const Size2 &p_size);
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void clear();
int get_piece_count() const;
Vector2 get_piece_offset(int p_idx) const;
Ref<Texture> get_piece_texture(int p_idx) const;
virtual void draw(RID p_canvas_item, const Point2 &p_pos, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false) const;
virtual void draw_rect(RID p_canvas_item, const Rect2 &p_rect, bool p_tile = false, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false) const;
virtual void draw_rect_region(RID p_canvas_item, const Rect2 &p_rect, const Rect2 &p_src_rect, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false) const;
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LargeTexture();
};
class CubeMap : public Resource {
GDCLASS(CubeMap, Resource);
RES_BASE_EXTENSION("cubemap");
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public:
enum Storage {
STORAGE_RAW,
STORAGE_COMPRESS_LOSSY,
STORAGE_COMPRESS_LOSSLESS
};
enum Side {
SIDE_LEFT,
SIDE_RIGHT,
SIDE_BOTTOM,
SIDE_TOP,
SIDE_FRONT,
SIDE_BACK
};
enum Flags {
FLAG_MIPMAPS = VisualServer::TEXTURE_FLAG_MIPMAPS,
FLAG_REPEAT = VisualServer::TEXTURE_FLAG_REPEAT,
FLAG_FILTER = VisualServer::TEXTURE_FLAG_FILTER,
FLAGS_DEFAULT = FLAG_MIPMAPS | FLAG_REPEAT | FLAG_FILTER,
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};
private:
bool valid[6];
RID cubemap;
Image::Format format;
uint32_t flags;
int w, h;
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Storage storage;
Size2 size_override;
float lossy_storage_quality;
_FORCE_INLINE_ bool _is_valid() const {
for (int i = 0; i < 6; i++) {
if (valid[i]) return true;
}
return false;
}
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protected:
bool _set(const StringName &p_name, const Variant &p_value);
bool _get(const StringName &p_name, Variant &r_ret) const;
void _get_property_list(List<PropertyInfo> *p_list) const;
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static void _bind_methods();
public:
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void set_flags(uint32_t p_flags);
uint32_t get_flags() const;
void set_side(Side p_side, const Ref<Image> &p_image);
Ref<Image> get_side(Side p_side) const;
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Image::Format get_format() const;
int get_width() const;
int get_height() const;
virtual RID get_rid() const;
void set_storage(Storage p_storage);
Storage get_storage() const;
void set_lossy_storage_quality(float p_lossy_storage_quality);
float get_lossy_storage_quality() const;
virtual void set_path(const String &p_path, bool p_take_over = false);
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CubeMap();
~CubeMap();
};
VARIANT_ENUM_CAST(CubeMap::Flags);
VARIANT_ENUM_CAST(CubeMap::Side);
VARIANT_ENUM_CAST(CubeMap::Storage);
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class CurveTexture : public Texture {
GDCLASS(CurveTexture, Texture);
RES_BASE_EXTENSION("curvetex");
private:
RID texture;
PoolVector<Vector2> points;
float min, max;
int width;
protected:
static void _bind_methods();
public:
void set_max(float p_max);
float get_max() const;
void set_min(float p_min);
float get_min() const;
void set_width(int p_width);
int get_width() const;
void set_points(const PoolVector<Vector2> &p_points);
PoolVector<Vector2> get_points() const;
virtual RID get_rid() const;
virtual int get_height() const { return 1; }
virtual bool has_alpha() const { return false; }
virtual void set_flags(uint32_t p_flags) {}
virtual uint32_t get_flags() const { return FLAG_FILTER; }
CurveTexture();
~CurveTexture();
};
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/*
enum CubeMapSide {
CUBEMAP_LEFT,
CUBEMAP_RIGHT,
CUBEMAP_BOTTOM,
CUBEMAP_TOP,
CUBEMAP_FRONT,
CUBEMAP_BACK,
};
*/
//VARIANT_ENUM_CAST( Texture::CubeMapSide );
class GradientTexture : public Texture {
GDCLASS(GradientTexture, Texture);
public:
struct Point {
float offset;
Color color;
bool operator<(const Point &p_ponit) const {
return offset < p_ponit.offset;
}
};
private:
Vector<Point> points;
bool is_sorted;
bool update_pending;
RID texture;
int width;
void _queue_update();
void _update();
protected:
static void _bind_methods();
public:
void add_point(float p_offset, const Color &p_color);
void remove_point(int p_index);
void set_points(Vector<Point> &points);
Vector<Point> &get_points();
void set_offset(int pos, const float offset);
float get_offset(int pos) const;
void set_color(int pos, const Color &color);
Color get_color(int pos) const;
void set_offsets(const Vector<float> &offsets);
Vector<float> get_offsets() const;
void set_colors(const Vector<Color> &colors);
Vector<Color> get_colors() const;
void set_width(int p_width);
int get_width() const;
virtual RID get_rid() const { return texture; }
virtual int get_height() const { return 1; }
virtual bool has_alpha() const { return true; }
virtual void set_flags(uint32_t p_flags) {}
virtual uint32_t get_flags() const { return FLAG_FILTER; }
_FORCE_INLINE_ Color get_color_at_offset(float p_offset) {
if (points.empty())
return Color(0, 0, 0, 1);
if (!is_sorted) {
points.sort();
is_sorted = true;
}
//binary search
int low = 0;
int high = points.size() - 1;
int middle;
while (low <= high) {
middle = (low + high) / 2;
Point &point = points[middle];
if (point.offset > p_offset) {
high = middle - 1; //search low end of array
} else if (point.offset < p_offset) {
low = middle + 1; //search high end of array
} else {
return point.color;
}
}
//return interpolated value
if (points[middle].offset > p_offset) {
middle--;
}
int first = middle;
int second = middle + 1;
if (second >= points.size())
return points[points.size() - 1].color;
if (first < 0)
return points[0].color;
Point &pointFirst = points[first];
Point &pointSecond = points[second];
return pointFirst.color.linear_interpolate(pointSecond.color, (p_offset - pointFirst.offset) / (pointSecond.offset - pointFirst.offset));
}
virtual Ref<Image> get_data() const;
int get_points_count() const;
GradientTexture();
virtual ~GradientTexture();
};
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#endif