virtualx-engine/scene/resources/texture.h

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/**************************************************************************/
/* texture.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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. */
/**************************************************************************/
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#ifndef TEXTURE_H
#define TEXTURE_H
#include "core/io/file_access.h"
#include "core/io/resource.h"
#include "core/io/resource_loader.h"
#include "core/math/rect2.h"
#include "core/os/mutex.h"
#include "core/os/rw_lock.h"
#include "core/os/thread_safe.h"
#include "scene/resources/curve.h"
#include "scene/resources/gradient.h"
#include "servers/camera_server.h"
#include "servers/rendering_server.h"
class Texture : public Resource {
GDCLASS(Texture, Resource);
public:
Texture() {}
};
class Texture2D : public Texture {
GDCLASS(Texture2D, Texture);
OBJ_SAVE_TYPE(Texture2D); // Saves derived classes with common type so they can be interchanged.
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protected:
static void _bind_methods();
GDVIRTUAL0RC(int, _get_width)
GDVIRTUAL0RC(int, _get_height)
GDVIRTUAL2RC(bool, _is_pixel_opaque, int, int)
GDVIRTUAL0RC(bool, _has_alpha)
GDVIRTUAL4C(_draw, RID, Point2, Color, bool)
GDVIRTUAL5C(_draw_rect, RID, Rect2, bool, Color, bool)
GDVIRTUAL6C(_draw_rect_region, RID, Rect2, Rect2, Color, bool, bool)
public:
virtual int get_width() const;
virtual int get_height() const;
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virtual Size2 get_size() const;
virtual bool is_pixel_opaque(int p_x, int p_y) const;
virtual 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;
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;
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;
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_image() const { return Ref<Image>(); }
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virtual Ref<Resource> create_placeholder() const;
Texture2D();
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};
class TextureLayered : public Texture {
GDCLASS(TextureLayered, Texture);
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protected:
static void _bind_methods();
GDVIRTUAL0RC(Image::Format, _get_format)
GDVIRTUAL0RC(uint32_t, _get_layered_type)
GDVIRTUAL0RC(int, _get_width)
GDVIRTUAL0RC(int, _get_height)
GDVIRTUAL0RC(int, _get_layers)
GDVIRTUAL0RC(bool, _has_mipmaps)
GDVIRTUAL1RC(Ref<Image>, _get_layer_data, int)
public:
enum LayeredType {
LAYERED_TYPE_2D_ARRAY,
LAYERED_TYPE_CUBEMAP,
LAYERED_TYPE_CUBEMAP_ARRAY
};
virtual Image::Format get_format() const;
virtual LayeredType get_layered_type() const;
virtual int get_width() const;
virtual int get_height() const;
virtual int get_layers() const;
virtual bool has_mipmaps() const;
virtual Ref<Image> get_layer_data(int p_layer) const;
TextureLayered() {}
};
VARIANT_ENUM_CAST(TextureLayered::LayeredType)
class Texture3D : public Texture {
GDCLASS(Texture3D, Texture);
protected:
static void _bind_methods();
TypedArray<Image> _get_datai() const;
GDVIRTUAL0RC(Image::Format, _get_format)
GDVIRTUAL0RC(int, _get_width)
GDVIRTUAL0RC(int, _get_height)
GDVIRTUAL0RC(int, _get_depth)
GDVIRTUAL0RC(bool, _has_mipmaps)
GDVIRTUAL0RC(TypedArray<Image>, _get_data)
public:
virtual Image::Format get_format() const;
virtual int get_width() const;
virtual int get_height() const;
virtual int get_depth() const;
virtual bool has_mipmaps() const;
virtual Vector<Ref<Image>> get_data() const;
virtual Ref<Resource> create_placeholder() const;
};
#endif // TEXTURE_H