/*************************************************************************/ /* canvas_texture_storage.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* 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 CANVAS_TEXTURE_STORAGE_H #define CANVAS_TEXTURE_STORAGE_H #include "servers/rendering_server.h" class RendererCanvasTextureStorage { public: virtual ~RendererCanvasTextureStorage(){}; virtual RID canvas_texture_allocate() = 0; virtual void canvas_texture_initialize(RID p_rid) = 0; virtual void canvas_texture_free(RID p_rid) = 0; virtual void canvas_texture_set_channel(RID p_canvas_texture, RS::CanvasTextureChannel p_channel, RID p_texture) = 0; virtual void canvas_texture_set_shading_parameters(RID p_canvas_texture, const Color &p_base_color, float p_shininess) = 0; virtual void canvas_texture_set_texture_filter(RID p_item, RS::CanvasItemTextureFilter p_filter) = 0; virtual void canvas_texture_set_texture_repeat(RID p_item, RS::CanvasItemTextureRepeat p_repeat) = 0; }; #endif // !CANVAS_TEXTURE_STORAGE_H