initial commit, 4.5 stable
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This commit is contained in:
203
scene/resources/image_texture.h
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203
scene/resources/image_texture.h
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/**************************************************************************/
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/* image_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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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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#pragma once
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#include "scene/resources/texture.h"
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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 = Image::FORMAT_L8;
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bool mipmaps = false;
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int w = 0;
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int h = 0;
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Size2 size_override;
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mutable Ref<BitMap> alpha_cache;
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bool image_stored = false;
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protected:
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virtual void reload_from_file() override;
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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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static void _bind_methods();
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public:
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void set_image(const Ref<Image> &p_image);
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static Ref<ImageTexture> 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);
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Ref<Image> get_image() const override;
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int get_width() const override;
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int get_height() const override;
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virtual RID get_rid() const override;
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bool has_alpha() const override;
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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 override;
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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 override;
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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, bool p_clip_uv = true) const override;
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bool is_pixel_opaque(int p_x, int p_y) const override;
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void set_size_override(const Size2i &p_size);
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virtual void set_path(const String &p_path, bool p_take_over = false) override;
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~ImageTexture();
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};
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class ImageTextureLayered : public TextureLayered {
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GDCLASS(ImageTextureLayered, TextureLayered);
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LayeredType layered_type;
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mutable RID texture;
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Image::Format format = Image::FORMAT_L8;
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int width = 0;
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int height = 0;
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int layers = 0;
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bool mipmaps = false;
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Error _create_from_images(const TypedArray<Image> &p_images);
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TypedArray<Image> _get_images() const;
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void _set_images(const TypedArray<Image> &p_images);
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protected:
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static void _bind_methods();
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public:
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virtual Image::Format get_format() const override;
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virtual int get_width() const override;
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virtual int get_height() const override;
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virtual int get_layers() const override;
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virtual bool has_mipmaps() const override;
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virtual LayeredType get_layered_type() const override;
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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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virtual Ref<Image> get_layer_data(int p_layer) const override;
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virtual RID get_rid() const override;
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virtual void set_path(const String &p_path, bool p_take_over = false) override;
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ImageTextureLayered(LayeredType p_layered_type);
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~ImageTextureLayered();
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};
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class ImageTexture3D : public Texture3D {
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GDCLASS(ImageTexture3D, Texture3D);
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mutable RID texture;
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Image::Format format = Image::FORMAT_L8;
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int width = 1;
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int height = 1;
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int depth = 1;
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bool mipmaps = false;
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bool images_stored = false;
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TypedArray<Image> _get_images() const;
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void _set_images(const TypedArray<Image> &p_images);
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protected:
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static void _bind_methods();
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Error _create(Image::Format p_format, int p_width, int p_height, int p_depth, bool p_mipmaps, const TypedArray<Image> &p_data);
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void _update(const TypedArray<Image> &p_data);
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public:
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virtual Image::Format get_format() const override;
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virtual int get_width() const override;
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virtual int get_height() const override;
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virtual int get_depth() const override;
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virtual bool has_mipmaps() const override;
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Error create(Image::Format p_format, int p_width, int p_height, int p_depth, bool p_mipmaps, const Vector<Ref<Image>> &p_data);
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void update(const Vector<Ref<Image>> &p_data);
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virtual Vector<Ref<Image>> get_data() const override;
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virtual RID get_rid() const override;
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virtual void set_path(const String &p_path, bool p_take_over = false) override;
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ImageTexture3D();
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~ImageTexture3D();
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};
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class Texture2DArray : public ImageTextureLayered {
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GDCLASS(Texture2DArray, ImageTextureLayered)
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protected:
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static void _bind_methods();
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public:
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Texture2DArray() :
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ImageTextureLayered(LAYERED_TYPE_2D_ARRAY) {}
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virtual Ref<Resource> create_placeholder() const;
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};
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class Cubemap : public ImageTextureLayered {
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GDCLASS(Cubemap, ImageTextureLayered);
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protected:
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static void _bind_methods();
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public:
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Cubemap() :
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ImageTextureLayered(LAYERED_TYPE_CUBEMAP) {}
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virtual Ref<Resource> create_placeholder() const;
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};
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class CubemapArray : public ImageTextureLayered {
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GDCLASS(CubemapArray, ImageTextureLayered);
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protected:
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static void _bind_methods();
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public:
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CubemapArray() :
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ImageTextureLayered(LAYERED_TYPE_CUBEMAP_ARRAY) {}
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virtual Ref<Resource> create_placeholder() const;
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};
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