57e5a33623
Split canvas_texture_storage and texture_storage from render_storage class
97 lines
4.2 KiB
C++
97 lines
4.2 KiB
C++
/*************************************************************************/
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/* canvas_texture_storage.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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#ifdef GLES3_ENABLED
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#include "canvas_texture_storage.h"
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using namespace GLES3;
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CanvasTextureStorage *CanvasTextureStorage::singleton = nullptr;
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CanvasTextureStorage *CanvasTextureStorage::get_singleton() {
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return singleton;
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}
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CanvasTextureStorage::CanvasTextureStorage() {
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singleton = this;
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}
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CanvasTextureStorage::~CanvasTextureStorage() {
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singleton = nullptr;
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}
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RID CanvasTextureStorage::canvas_texture_allocate() {
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return canvas_texture_owner.allocate_rid();
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}
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void CanvasTextureStorage::canvas_texture_initialize(RID p_rid) {
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canvas_texture_owner.initialize_rid(p_rid);
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}
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void CanvasTextureStorage::canvas_texture_free(RID p_rid) {
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canvas_texture_owner.free(p_rid);
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}
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void CanvasTextureStorage::canvas_texture_set_channel(RID p_canvas_texture, RS::CanvasTextureChannel p_channel, RID p_texture) {
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CanvasTexture *ct = canvas_texture_owner.get_or_null(p_canvas_texture);
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switch (p_channel) {
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case RS::CANVAS_TEXTURE_CHANNEL_DIFFUSE: {
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ct->diffuse = p_texture;
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} break;
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case RS::CANVAS_TEXTURE_CHANNEL_NORMAL: {
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ct->normal_map = p_texture;
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} break;
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case RS::CANVAS_TEXTURE_CHANNEL_SPECULAR: {
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ct->specular = p_texture;
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} break;
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}
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}
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void CanvasTextureStorage::canvas_texture_set_shading_parameters(RID p_canvas_texture, const Color &p_specular_color, float p_shininess) {
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CanvasTexture *ct = canvas_texture_owner.get_or_null(p_canvas_texture);
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ct->specular_color.r = p_specular_color.r;
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ct->specular_color.g = p_specular_color.g;
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ct->specular_color.b = p_specular_color.b;
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ct->specular_color.a = p_shininess;
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}
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void CanvasTextureStorage::canvas_texture_set_texture_filter(RID p_canvas_texture, RS::CanvasItemTextureFilter p_filter) {
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CanvasTexture *ct = canvas_texture_owner.get_or_null(p_canvas_texture);
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ct->texture_filter = p_filter;
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}
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void CanvasTextureStorage::canvas_texture_set_texture_repeat(RID p_canvas_texture, RS::CanvasItemTextureRepeat p_repeat) {
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CanvasTexture *ct = canvas_texture_owner.get_or_null(p_canvas_texture);
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ct->texture_repeat = p_repeat;
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}
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#endif // !GLES3_ENABLED
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