637 lines
24 KiB
C++
637 lines
24 KiB
C++
/*************************************************************************/
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/* texture.h */
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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) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 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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#ifndef TEXTURE_H
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#define TEXTURE_H
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#include "core/io/resource_loader.h"
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#include "core/math/rect2.h"
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#include "core/os/mutex.h"
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#include "core/os/rw_lock.h"
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#include "core/os/thread_safe.h"
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#include "core/resource.h"
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#include "scene/resources/curve.h"
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#include "scene/resources/gradient.h"
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#include "servers/camera_server.h"
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#include "servers/visual_server.h"
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class Texture : public Resource {
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GDCLASS(Texture, Resource);
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public:
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Texture() {}
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};
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class Texture2D : public Texture {
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GDCLASS(Texture2D, Resource);
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OBJ_SAVE_TYPE(Texture2D); // Saves derived classes with common type so they can be interchanged.
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protected:
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static void _bind_methods();
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public:
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virtual int get_width() const = 0;
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virtual int get_height() const = 0;
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virtual Size2 get_size() const;
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virtual RID get_rid() const = 0;
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virtual bool is_pixel_opaque(int p_x, int p_y) const;
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virtual bool has_alpha() 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 Ref<Texture2D> &p_normal_map = Ref<Texture2D>(), const Ref<Texture2D> &p_specular_map = Ref<Texture2D>(), const Color &p_specular_color_shininess = Color(1, 1, 1, 1), VS::CanvasItemTextureFilter p_texture_filter = VS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, VS::CanvasItemTextureRepeat p_texture_repeat = VS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) const;
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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 Ref<Texture2D> &p_normal_map = Ref<Texture2D>(), const Ref<Texture2D> &p_specular_map = Ref<Texture2D>(), const Color &p_specular_color_shininess = Color(1, 1, 1, 1), VS::CanvasItemTextureFilter p_texture_filter = VS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, VS::CanvasItemTextureRepeat p_texture_repeat = VS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) const;
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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 Ref<Texture2D> &p_normal_map = Ref<Texture2D>(), const Ref<Texture2D> &p_specular_map = Ref<Texture2D>(), const Color &p_specular_color_shininess = Color(1, 1, 1, 1), VS::CanvasItemTextureFilter p_texture_filter = VS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, VS::CanvasItemTextureRepeat p_texture_repeat = VS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT, bool p_clip_uv = true) const;
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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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Texture2D();
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};
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class BitMap;
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class ImageTexture : public Texture2D {
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GDCLASS(ImageTexture, Texture2D);
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RES_BASE_EXTENSION("tex");
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mutable RID texture;
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Image::Format format;
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bool mipmaps;
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int w, h;
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Size2 size_override;
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mutable Ref<BitMap> alpha_cache;
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bool image_stored;
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protected:
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virtual void reload_from_file();
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bool _set(const StringName &p_name, const Variant &p_value);
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bool _get(const StringName &p_name, Variant &r_ret) const;
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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();
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static void _bind_methods();
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public:
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void create_from_image(const Ref<Image> &p_image);
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Image::Format get_format() const;
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void update(const Ref<Image> &p_image, bool p_immediate = false);
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Ref<Image> get_data() const;
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int get_width() const;
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int get_height() const;
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virtual RID get_rid() const;
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bool has_alpha() 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 Ref<Texture2D> &p_normal_map = Ref<Texture2D>(), const Ref<Texture2D> &p_specular_map = Ref<Texture2D>(), const Color &p_specular_color_shininess = Color(1, 1, 1, 1), VS::CanvasItemTextureFilter p_texture_filter = VS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, VS::CanvasItemTextureRepeat p_texture_repeat = VS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) const;
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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 Ref<Texture2D> &p_normal_map = Ref<Texture2D>(), const Ref<Texture2D> &p_specular_map = Ref<Texture2D>(), const Color &p_specular_color_shininess = Color(1, 1, 1, 1), VS::CanvasItemTextureFilter p_texture_filter = VS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, VS::CanvasItemTextureRepeat p_texture_repeat = VS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) const;
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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 Ref<Texture2D> &p_normal_map = Ref<Texture2D>(), const Ref<Texture2D> &p_specular_map = Ref<Texture2D>(), const Color &p_specular_color_shininess = Color(1, 1, 1, 1), VS::CanvasItemTextureFilter p_texture_filter = VS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, VS::CanvasItemTextureRepeat p_texture_repeat = VS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT, bool p_clip_uv = true) const;
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bool is_pixel_opaque(int p_x, int p_y) const;
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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();
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~ImageTexture();
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};
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class StreamTexture : public Texture2D {
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GDCLASS(StreamTexture, Texture2D);
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public:
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enum DataFormat {
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DATA_FORMAT_IMAGE,
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DATA_FORMAT_LOSSLESS,
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DATA_FORMAT_LOSSY
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};
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enum FormatBits {
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FORMAT_MASK_IMAGE_FORMAT = (1 << 20) - 1,
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FORMAT_BIT_LOSSLESS = 1 << 20,
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FORMAT_BIT_LOSSY = 1 << 21,
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FORMAT_BIT_STREAM = 1 << 22,
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FORMAT_BIT_HAS_MIPMAPS = 1 << 23,
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FORMAT_BIT_DETECT_3D = 1 << 24,
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//FORMAT_BIT_DETECT_SRGB = 1 << 25,
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FORMAT_BIT_DETECT_NORMAL = 1 << 26,
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FORMAT_BIT_DETECT_ROUGNESS = 1 << 27,
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};
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private:
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Error _load_data(const String &p_path, int &tw, int &th, int &tw_custom, int &th_custom, Ref<Image> &image, bool &r_request_3d, bool &r_request_normal, bool &r_request_roughness, int p_size_limit = 0);
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String path_to_file;
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mutable RID texture;
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Image::Format format;
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int w, h;
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mutable Ref<BitMap> alpha_cache;
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virtual void reload_from_file();
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static void _requested_3d(void *p_ud);
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static void _requested_roughness(void *p_ud, const String &p_normal_path, VS::TextureDetectRoughnessChannel p_roughness_channel);
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static void _requested_normal(void *p_ud);
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protected:
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static void _bind_methods();
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void _validate_property(PropertyInfo &property) const;
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public:
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typedef void (*TextureFormatRequestCallback)(const Ref<StreamTexture> &);
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typedef void (*TextureFormatRoughnessRequestCallback)(const Ref<StreamTexture> &, const String &p_normal_path, VS::TextureDetectRoughnessChannel p_roughness_channel);
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static TextureFormatRequestCallback request_3d_callback;
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static TextureFormatRoughnessRequestCallback request_roughness_callback;
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static TextureFormatRequestCallback request_normal_callback;
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Image::Format get_format() const;
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Error load(const String &p_path);
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String get_load_path() const;
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int get_width() const;
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int get_height() const;
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virtual RID get_rid() const;
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virtual void set_path(const String &p_path, bool p_take_over);
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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 Ref<Texture2D> &p_normal_map = Ref<Texture2D>(), const Ref<Texture2D> &p_specular_map = Ref<Texture2D>(), const Color &p_specular_color_shininess = Color(1, 1, 1, 1), VS::CanvasItemTextureFilter p_texture_filter = VS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, VS::CanvasItemTextureRepeat p_texture_repeat = VS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) const;
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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 Ref<Texture2D> &p_normal_map = Ref<Texture2D>(), const Ref<Texture2D> &p_specular_map = Ref<Texture2D>(), const Color &p_specular_color_shininess = Color(1, 1, 1, 1), VS::CanvasItemTextureFilter p_texture_filter = VS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, VS::CanvasItemTextureRepeat p_texture_repeat = VS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) const;
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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 Ref<Texture2D> &p_normal_map = Ref<Texture2D>(), const Ref<Texture2D> &p_specular_map = Ref<Texture2D>(), const Color &p_specular_color_shininess = Color(1, 1, 1, 1), VS::CanvasItemTextureFilter p_texture_filter = VS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, VS::CanvasItemTextureRepeat p_texture_repeat = VS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT, bool p_clip_uv = true) const;
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virtual bool has_alpha() const;
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bool is_pixel_opaque(int p_x, int p_y) const;
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virtual Ref<Image> get_data() const;
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StreamTexture();
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~StreamTexture();
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};
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class ResourceFormatLoaderStreamTexture : public ResourceFormatLoader {
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public:
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virtual RES load(const String &p_path, const String &p_original_path = "", Error *r_error = NULL);
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virtual void get_recognized_extensions(List<String> *p_extensions) const;
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virtual bool handles_type(const String &p_type) const;
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virtual String get_resource_type(const String &p_path) const;
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};
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class AtlasTexture : public Texture2D {
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GDCLASS(AtlasTexture, Texture2D);
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RES_BASE_EXTENSION("atlastex");
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protected:
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Ref<Texture2D> atlas;
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Rect2 region;
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Rect2 margin;
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bool filter_clip;
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static void _bind_methods();
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public:
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virtual int get_width() const;
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virtual int get_height() const;
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virtual RID get_rid() const;
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virtual bool has_alpha() const;
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void set_atlas(const Ref<Texture2D> &p_atlas);
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Ref<Texture2D> get_atlas() const;
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void set_region(const Rect2 &p_region);
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Rect2 get_region() const;
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void set_margin(const Rect2 &p_margin);
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Rect2 get_margin() const;
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void set_filter_clip(const bool p_enable);
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bool has_filter_clip() 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 Ref<Texture2D> &p_normal_map = Ref<Texture2D>(), const Ref<Texture2D> &p_specular_map = Ref<Texture2D>(), const Color &p_specular_color_shininess = Color(1, 1, 1, 1), VS::CanvasItemTextureFilter p_texture_filter = VS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, VS::CanvasItemTextureRepeat p_texture_repeat = VS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) const;
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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 Ref<Texture2D> &p_normal_map = Ref<Texture2D>(), const Ref<Texture2D> &p_specular_map = Ref<Texture2D>(), const Color &p_specular_color_shininess = Color(1, 1, 1, 1), VS::CanvasItemTextureFilter p_texture_filter = VS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, VS::CanvasItemTextureRepeat p_texture_repeat = VS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) const;
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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 Ref<Texture2D> &p_normal_map = Ref<Texture2D>(), const Ref<Texture2D> &p_specular_map = Ref<Texture2D>(), const Color &p_specular_color_shininess = Color(1, 1, 1, 1), VS::CanvasItemTextureFilter p_texture_filter = VS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, VS::CanvasItemTextureRepeat p_texture_repeat = VS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT, bool p_clip_uv = true) const;
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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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bool is_pixel_opaque(int p_x, int p_y) const;
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AtlasTexture();
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};
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class Mesh;
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class MeshTexture : public Texture2D {
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GDCLASS(MeshTexture, Texture2D);
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RES_BASE_EXTENSION("meshtex");
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Ref<Texture2D> base_texture;
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Ref<Mesh> mesh;
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Size2i size;
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protected:
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static void _bind_methods();
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public:
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virtual int get_width() const;
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virtual int get_height() const;
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virtual RID get_rid() const;
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virtual bool has_alpha() const;
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void set_mesh(const Ref<Mesh> &p_mesh);
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Ref<Mesh> get_mesh() const;
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void set_image_size(const Size2 &p_size);
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Size2 get_image_size() const;
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void set_base_texture(const Ref<Texture2D> &p_texture);
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Ref<Texture2D> get_base_texture() 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 Ref<Texture2D> &p_normal_map = Ref<Texture2D>(), const Ref<Texture2D> &p_specular_map = Ref<Texture2D>(), const Color &p_specular_color_shininess = Color(1, 1, 1, 1), VS::CanvasItemTextureFilter p_texture_filter = VS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, VS::CanvasItemTextureRepeat p_texture_repeat = VS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) const;
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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 Ref<Texture2D> &p_normal_map = Ref<Texture2D>(), const Ref<Texture2D> &p_specular_map = Ref<Texture2D>(), const Color &p_specular_color_shininess = Color(1, 1, 1, 1), VS::CanvasItemTextureFilter p_texture_filter = VS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, VS::CanvasItemTextureRepeat p_texture_repeat = VS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) const;
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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 Ref<Texture2D> &p_normal_map = Ref<Texture2D>(), const Ref<Texture2D> &p_specular_map = Ref<Texture2D>(), const Color &p_specular_color_shininess = Color(1, 1, 1, 1), VS::CanvasItemTextureFilter p_texture_filter = VS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, VS::CanvasItemTextureRepeat p_texture_repeat = VS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT, bool p_clip_uv = true) const;
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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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bool is_pixel_opaque(int p_x, int p_y) const;
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MeshTexture();
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};
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class LargeTexture : public Texture2D {
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GDCLASS(LargeTexture, Texture2D);
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RES_BASE_EXTENSION("largetex");
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protected:
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struct Piece {
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Point2 offset;
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Ref<Texture2D> texture;
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};
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Vector<Piece> pieces;
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Size2i size;
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Array _get_data() const;
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void _set_data(const Array &p_array);
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static void _bind_methods();
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public:
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virtual int get_width() const;
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virtual int get_height() const;
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virtual RID get_rid() const;
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virtual bool has_alpha() const;
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int add_piece(const Point2 &p_offset, const Ref<Texture2D> &p_texture);
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void set_piece_offset(int p_idx, const Point2 &p_offset);
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void set_piece_texture(int p_idx, const Ref<Texture2D> &p_texture);
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void set_size(const Size2 &p_size);
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void clear();
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int get_piece_count() const;
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Vector2 get_piece_offset(int p_idx) const;
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Ref<Texture2D> get_piece_texture(int p_idx) const;
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Ref<Image> to_image() 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 Ref<Texture2D> &p_normal_map = Ref<Texture2D>(), const Ref<Texture2D> &p_specular_map = Ref<Texture2D>(), const Color &p_specular_color_shininess = Color(1, 1, 1, 1), VS::CanvasItemTextureFilter p_texture_filter = VS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, VS::CanvasItemTextureRepeat p_texture_repeat = VS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) const;
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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 Ref<Texture2D> &p_normal_map = Ref<Texture2D>(), const Ref<Texture2D> &p_specular_map = Ref<Texture2D>(), const Color &p_specular_color_shininess = Color(1, 1, 1, 1), VS::CanvasItemTextureFilter p_texture_filter = VS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, VS::CanvasItemTextureRepeat p_texture_repeat = VS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) const;
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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 Ref<Texture2D> &p_normal_map = Ref<Texture2D>(), const Ref<Texture2D> &p_specular_map = Ref<Texture2D>(), const Color &p_specular_color_shininess = Color(1, 1, 1, 1), VS::CanvasItemTextureFilter p_texture_filter = VS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, VS::CanvasItemTextureRepeat p_texture_repeat = VS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT, bool p_clip_uv = true) const;
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|
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bool is_pixel_opaque(int p_x, int p_y) const;
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|
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LargeTexture();
|
|
};
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|
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class TextureLayered : public Texture {
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GDCLASS(TextureLayered, Resource);
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|
|
VS::TextureLayeredType layered_type;
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|
|
mutable RID texture;
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|
Image::Format format;
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|
|
|
int width;
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|
int height;
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|
int layers;
|
|
bool mipmaps;
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|
|
|
Error _create_from_images(const Array &p_images);
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|
|
|
Array _get_images() const;
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|
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protected:
|
|
static void _bind_methods();
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|
|
|
public:
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|
Image::Format get_format() const;
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|
uint32_t get_width() const;
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|
uint32_t get_height() const;
|
|
uint32_t get_layers() const;
|
|
bool has_mipmaps() const;
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|
|
|
Error create_from_images(Vector<Ref<Image> > p_images);
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|
void update_layer(const Ref<Image> &p_image, int p_layer);
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|
Ref<Image> get_layer_data(int p_layer) const;
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|
|
virtual RID get_rid() const;
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|
virtual void set_path(const String &p_path, bool p_take_over = false);
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|
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TextureLayered(VS::TextureLayeredType p_layered_type);
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|
~TextureLayered();
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|
};
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|
|
|
class Texture2DArray : public TextureLayered {
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GDCLASS(Texture2DArray, TextureLayered)
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public:
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|
Texture2DArray() :
|
|
TextureLayered(VS::TEXTURE_LAYERED_2D_ARRAY) {}
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|
};
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|
|
class Cubemap : public TextureLayered {
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|
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GDCLASS(Cubemap, TextureLayered);
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|
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|
public:
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|
Cubemap() :
|
|
TextureLayered(VS::TEXTURE_LAYERED_CUBEMAP) {}
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|
};
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|
|
class CubemapArray : public TextureLayered {
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|
|
|
GDCLASS(CubemapArray, TextureLayered);
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|
|
|
public:
|
|
CubemapArray() :
|
|
TextureLayered(VS::TEXTURE_LAYERED_CUBEMAP_ARRAY) {}
|
|
};
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|
|
|
class ResourceFormatLoaderTextureLayered : public ResourceFormatLoader {
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|
public:
|
|
enum Compression {
|
|
COMPRESSION_LOSSLESS,
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|
COMPRESSION_VRAM,
|
|
COMPRESSION_UNCOMPRESSED
|
|
};
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|
|
|
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;
|
|
};
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|
|
|
class CurveTexture : public Texture2D {
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|
|
|
GDCLASS(CurveTexture, Texture2D);
|
|
RES_BASE_EXTENSION("curvetex")
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|
|
|
private:
|
|
mutable RID _texture;
|
|
Ref<Curve> _curve;
|
|
int _width;
|
|
|
|
void _update();
|
|
|
|
protected:
|
|
static void _bind_methods();
|
|
|
|
public:
|
|
void set_width(int p_width);
|
|
int get_width() const;
|
|
|
|
void ensure_default_setup(float p_min = 0, float p_max = 1);
|
|
|
|
void set_curve(Ref<Curve> p_curve);
|
|
Ref<Curve> get_curve() const;
|
|
|
|
virtual RID get_rid() const;
|
|
|
|
virtual int get_height() const { return 1; }
|
|
virtual bool has_alpha() const { return false; }
|
|
|
|
CurveTexture();
|
|
~CurveTexture();
|
|
};
|
|
/*
|
|
enum CubeMapSide {
|
|
|
|
CUBEMAP_LEFT,
|
|
CUBEMAP_RIGHT,
|
|
CUBEMAP_BOTTOM,
|
|
CUBEMAP_TOP,
|
|
CUBEMAP_FRONT,
|
|
CUBEMAP_BACK,
|
|
};
|
|
|
|
*/
|
|
//VARIANT_ENUM_CAST( Texture::CubeMapSide );
|
|
|
|
class GradientTexture : public Texture2D {
|
|
GDCLASS(GradientTexture, Texture2D);
|
|
|
|
public:
|
|
struct Point {
|
|
|
|
float offset;
|
|
Color color;
|
|
bool operator<(const Point &p_ponit) const {
|
|
return offset < p_ponit.offset;
|
|
}
|
|
};
|
|
|
|
private:
|
|
Ref<Gradient> gradient;
|
|
bool update_pending;
|
|
RID texture;
|
|
int width;
|
|
|
|
void _queue_update();
|
|
void _update();
|
|
|
|
protected:
|
|
static void _bind_methods();
|
|
|
|
public:
|
|
void set_gradient(Ref<Gradient> p_gradient);
|
|
Ref<Gradient> get_gradient() 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 Ref<Image> get_data() const;
|
|
|
|
GradientTexture();
|
|
virtual ~GradientTexture();
|
|
};
|
|
|
|
class ProxyTexture : public Texture2D {
|
|
GDCLASS(ProxyTexture, Texture2D);
|
|
|
|
private:
|
|
mutable RID proxy_ph;
|
|
mutable RID proxy;
|
|
Ref<Texture2D> base;
|
|
|
|
protected:
|
|
static void _bind_methods();
|
|
|
|
public:
|
|
void set_base(const Ref<Texture2D> &p_texture);
|
|
Ref<Texture2D> get_base() const;
|
|
|
|
virtual int get_width() const;
|
|
virtual int get_height() const;
|
|
virtual RID get_rid() const;
|
|
|
|
virtual bool has_alpha() const;
|
|
|
|
ProxyTexture();
|
|
~ProxyTexture();
|
|
};
|
|
|
|
class AnimatedTexture : public Texture2D {
|
|
GDCLASS(AnimatedTexture, Texture2D);
|
|
|
|
//use readers writers lock for this, since its far more times read than written to
|
|
RWLock *rw_lock;
|
|
|
|
private:
|
|
enum {
|
|
MAX_FRAMES = 256
|
|
};
|
|
|
|
RID proxy_ph;
|
|
RID proxy;
|
|
|
|
struct Frame {
|
|
|
|
Ref<Texture2D> texture;
|
|
float delay_sec;
|
|
|
|
Frame() {
|
|
delay_sec = 0;
|
|
}
|
|
};
|
|
|
|
Frame frames[MAX_FRAMES];
|
|
int frame_count;
|
|
int current_frame;
|
|
|
|
float fps;
|
|
|
|
float time;
|
|
|
|
uint64_t prev_ticks;
|
|
|
|
void _update_proxy();
|
|
|
|
protected:
|
|
static void _bind_methods();
|
|
void _validate_property(PropertyInfo &property) const;
|
|
|
|
public:
|
|
void set_frames(int p_frames);
|
|
int get_frames() const;
|
|
|
|
void set_frame_texture(int p_frame, const Ref<Texture2D> &p_texture);
|
|
Ref<Texture2D> get_frame_texture(int p_frame) const;
|
|
|
|
void set_frame_delay(int p_frame, float p_delay_sec);
|
|
float get_frame_delay(int p_frame) const;
|
|
|
|
void set_fps(float p_fps);
|
|
float get_fps() const;
|
|
|
|
virtual int get_width() const;
|
|
virtual int get_height() const;
|
|
virtual RID get_rid() const;
|
|
|
|
virtual bool has_alpha() const;
|
|
|
|
virtual Ref<Image> get_data() const;
|
|
|
|
bool is_pixel_opaque(int p_x, int p_y) const;
|
|
|
|
AnimatedTexture();
|
|
~AnimatedTexture();
|
|
};
|
|
|
|
class CameraTexture : public Texture2D {
|
|
GDCLASS(CameraTexture, Texture2D);
|
|
|
|
private:
|
|
int camera_feed_id;
|
|
CameraServer::FeedImage which_feed;
|
|
|
|
protected:
|
|
static void _bind_methods();
|
|
|
|
public:
|
|
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;
|
|
|
|
virtual Ref<Image> get_data() const;
|
|
|
|
void set_camera_feed_id(int p_new_id);
|
|
int get_camera_feed_id() const;
|
|
|
|
void set_which_feed(CameraServer::FeedImage p_which);
|
|
CameraServer::FeedImage get_which_feed() const;
|
|
|
|
void set_camera_active(bool p_active);
|
|
bool get_camera_active() const;
|
|
|
|
CameraTexture();
|
|
~CameraTexture();
|
|
};
|
|
|
|
#endif
|