112 lines
4.2 KiB
C++
112 lines
4.2 KiB
C++
/*************************************************************************/
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/* texture_loader_gles3.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "texture_loader_gles3.h"
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#ifdef GLES3_ENABLED
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#include "core/io/file_access.h"
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#include "core/string/print_string.h"
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#include <string.h>
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RES ResourceFormatGLES2Texture::load(const String &p_path, const String &p_original_path, Error *r_error, bool p_use_sub_threads, float *r_progress, CacheMode p_cache_mode) {
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unsigned int width = 8;
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unsigned int height = 8;
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//We just use some format
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Image::Format fmt = Image::FORMAT_RGB8;
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int rowsize = 3 * width;
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Vector<uint8_t> dstbuff;
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dstbuff.resize(rowsize * height);
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uint8_t **row_p = memnew_arr(uint8_t *, height);
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for (unsigned int i = 0; i < height; i++) {
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row_p[i] = 0; //No colors any more, I want them to turn black
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}
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memdelete_arr(row_p);
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Ref<Image> img = memnew(Image(width, height, 0, fmt, dstbuff));
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Ref<ImageTexture> texture = memnew(ImageTexture);
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texture->create_from_image(img);
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if (r_error) {
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*r_error = OK;
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}
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return texture;
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}
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void ResourceFormatGLES2Texture::get_recognized_extensions(List<String> *p_extensions) const {
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p_extensions->push_back("bmp");
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p_extensions->push_back("dds");
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p_extensions->push_back("exr");
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p_extensions->push_back("jpeg");
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p_extensions->push_back("jpg");
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p_extensions->push_back("hdr");
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p_extensions->push_back("pkm");
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p_extensions->push_back("png");
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p_extensions->push_back("pvr");
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p_extensions->push_back("svg");
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p_extensions->push_back("tga");
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p_extensions->push_back("webp");
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}
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bool ResourceFormatGLES2Texture::handles_type(const String &p_type) const {
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return ClassDB::is_parent_class(p_type, "Texture2D");
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}
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String ResourceFormatGLES2Texture::get_resource_type(const String &p_path) const {
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String extension = p_path.get_extension().to_lower();
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if (
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extension == "bmp" ||
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extension == "dds" ||
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extension == "exr" ||
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extension == "jpeg" ||
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extension == "jpg" ||
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extension == "hdr" ||
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extension == "pkm" ||
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extension == "png" ||
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extension == "pvr" ||
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extension == "svg" ||
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extension == "tga" ||
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extension == "webp") {
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return "ImageTexture";
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}
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return "";
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}
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#endif
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