/**************************************************************************/ /* texture_rd.h */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 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. */ /**************************************************************************/ #ifndef TEXTURE_RD_H #define TEXTURE_RD_H // Note, these classes are part of the Rendering Device based renderer. // They are included here to ensure the correct order of registration // is performed. // Once the renderer has been moved into a module, these classes should // be moved as well. #include "scene/resources/texture.h" class Texture2DRD : public Texture2D { GDCLASS(Texture2DRD, Texture2D) mutable RID texture_rid; RID texture_rd_rid; Size2i size; protected: static void _bind_methods(); public: virtual int get_width() const override; virtual int get_height() const override; virtual RID get_rid() const override; virtual bool has_alpha() const override; virtual Ref get_image() const override; void set_texture_rd_rid(RID p_texture_rd_rid); RID get_texture_rd_rid() const; // Internal function that should only be called from the rendering thread. void _set_texture_rd_rid(RID p_texture_rd_rid); Texture2DRD(); ~Texture2DRD(); }; class TextureLayeredRD : public TextureLayered { GDCLASS(TextureLayeredRD, TextureLayered) LayeredType layer_type; mutable RID texture_rid; RID texture_rd_rid; Image::Format image_format; Size2i size; uint32_t layers = 0; uint32_t mipmaps = 0; protected: static void _bind_methods(); public: virtual Image::Format get_format() const override; virtual LayeredType get_layered_type() const override; virtual int get_width() const override; virtual int get_height() const override; virtual int get_layers() const override; virtual bool has_mipmaps() const override; virtual RID get_rid() const override; virtual Ref get_layer_data(int p_layer) const override; void set_texture_rd_rid(RID p_texture_rd_rid); RID get_texture_rd_rid() const; // Internal function that should only be called from the rendering thread. void _set_texture_rd_rid(RID p_texture_rd_rid); TextureLayeredRD(LayeredType p_layer_type); ~TextureLayeredRD(); }; class Texture2DArrayRD : public TextureLayeredRD { GDCLASS(Texture2DArrayRD, TextureLayeredRD) public: Texture2DArrayRD() : TextureLayeredRD(LAYERED_TYPE_2D_ARRAY) {} }; class TextureCubemapRD : public TextureLayeredRD { GDCLASS(TextureCubemapRD, TextureLayeredRD) public: TextureCubemapRD() : TextureLayeredRD(LAYERED_TYPE_CUBEMAP) {} }; class TextureCubemapArrayRD : public TextureLayeredRD { GDCLASS(TextureCubemapArrayRD, TextureLayeredRD) public: TextureCubemapArrayRD() : TextureLayeredRD(LAYERED_TYPE_CUBEMAP_ARRAY) {} }; class Texture3DRD : public Texture3D { GDCLASS(Texture3DRD, Texture3D) mutable RID texture_rid; RID texture_rd_rid; Image::Format image_format; Vector3i size; uint32_t mipmaps = 0; protected: static void _bind_methods(); public: virtual Image::Format get_format() const override; virtual int get_width() const override; virtual int get_height() const override; virtual int get_depth() const override; virtual bool has_mipmaps() const override; virtual RID get_rid() const override; void set_texture_rd_rid(RID p_texture_rd_rid); RID get_texture_rd_rid() const; // Internal function that should only be called from the rendering thread. void _set_texture_rd_rid(RID p_texture_rd_rid); Texture3DRD(); ~Texture3DRD(); }; #endif // TEXTURE_RD_H