virtualx-engine/core/io/image.h

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/*************************************************************************/
/* image.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
/* 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 IMAGE_H
#define IMAGE_H
#include "core/io/resource.h"
#include "core/math/color.h"
#include "core/math/rect2.h"
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/**
* Image storage class. This is used to store an image in user memory, as well as
* providing some basic methods for image manipulation.
* Images can be loaded from a file, or registered into the Render object as textures.
*/
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class Image;
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typedef Error (*SavePNGFunc)(const String &p_path, const Ref<Image> &p_img);
typedef Vector<uint8_t> (*SavePNGBufferFunc)(const Ref<Image> &p_img);
Implement Running Godot as Movie Writer * Allows running the game in "movie writer" mode. * It ensures entirely stable framerate, so your run can be saved stable and with proper sound (which is impossible if your CPU/GPU can't sustain doing this in real-time). * If disabling vsync, it can save movies faster than the game is run, but if you want to control the interaction it can get difficult. * Implements a simple, default MJPEG writer. This new features has two main use cases, which have high demand: * Saving game videos in high quality and ensuring the frame rate is *completely* stable, always. * Using Godot as a tool to make movies and animations (which is ideal if you want interaction, or creating them procedurally. No other software is as good for this). **Note**: This feature **IS NOT** for capturing real-time footage. Use something like OBS, SimpleScreenRecorder or FRAPS to achieve that, as they do a much better job at intercepting the compositor than Godot can probably do using Vulkan or OpenGL natively. If your game runs near real-time when capturing, you can still use this feature but it will play no sound (sound will be saved directly). Usage: $ godot --write-movie movie.avi [scene_file.tscn] Missing: * Options for configuring video writing via GLOBAL_DEF * UI Menu for launching with this mode from the editor. * Add to list of command line options. * Add a feature tag to override configurations when movie writing (fantastic for saving videos with highest quality settings).
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typedef Error (*SaveJPGFunc)(const String &p_path, const Ref<Image> &p_img, float p_quality);
typedef Vector<uint8_t> (*SaveJPGBufferFunc)(const Ref<Image> &p_img, float p_quality);
typedef Ref<Image> (*ImageMemLoadFunc)(const uint8_t *p_png, int p_size);
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typedef Error (*SaveWebPFunc)(const String &p_path, const Ref<Image> &p_img, const bool p_lossy, const float p_quality);
typedef Vector<uint8_t> (*SaveWebPBufferFunc)(const Ref<Image> &p_img, const bool p_lossy, const float p_quality);
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typedef Error (*SaveEXRFunc)(const String &p_path, const Ref<Image> &p_img, bool p_grayscale);
typedef Vector<uint8_t> (*SaveEXRBufferFunc)(const Ref<Image> &p_img, bool p_grayscale);
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class Image : public Resource {
GDCLASS(Image, Resource);
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public:
static SavePNGFunc save_png_func;
Implement Running Godot as Movie Writer * Allows running the game in "movie writer" mode. * It ensures entirely stable framerate, so your run can be saved stable and with proper sound (which is impossible if your CPU/GPU can't sustain doing this in real-time). * If disabling vsync, it can save movies faster than the game is run, but if you want to control the interaction it can get difficult. * Implements a simple, default MJPEG writer. This new features has two main use cases, which have high demand: * Saving game videos in high quality and ensuring the frame rate is *completely* stable, always. * Using Godot as a tool to make movies and animations (which is ideal if you want interaction, or creating them procedurally. No other software is as good for this). **Note**: This feature **IS NOT** for capturing real-time footage. Use something like OBS, SimpleScreenRecorder or FRAPS to achieve that, as they do a much better job at intercepting the compositor than Godot can probably do using Vulkan or OpenGL natively. If your game runs near real-time when capturing, you can still use this feature but it will play no sound (sound will be saved directly). Usage: $ godot --write-movie movie.avi [scene_file.tscn] Missing: * Options for configuring video writing via GLOBAL_DEF * UI Menu for launching with this mode from the editor. * Add to list of command line options. * Add a feature tag to override configurations when movie writing (fantastic for saving videos with highest quality settings).
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static SaveJPGFunc save_jpg_func;
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static SaveEXRFunc save_exr_func;
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static SavePNGBufferFunc save_png_buffer_func;
static SaveEXRBufferFunc save_exr_buffer_func;
Implement Running Godot as Movie Writer * Allows running the game in "movie writer" mode. * It ensures entirely stable framerate, so your run can be saved stable and with proper sound (which is impossible if your CPU/GPU can't sustain doing this in real-time). * If disabling vsync, it can save movies faster than the game is run, but if you want to control the interaction it can get difficult. * Implements a simple, default MJPEG writer. This new features has two main use cases, which have high demand: * Saving game videos in high quality and ensuring the frame rate is *completely* stable, always. * Using Godot as a tool to make movies and animations (which is ideal if you want interaction, or creating them procedurally. No other software is as good for this). **Note**: This feature **IS NOT** for capturing real-time footage. Use something like OBS, SimpleScreenRecorder or FRAPS to achieve that, as they do a much better job at intercepting the compositor than Godot can probably do using Vulkan or OpenGL natively. If your game runs near real-time when capturing, you can still use this feature but it will play no sound (sound will be saved directly). Usage: $ godot --write-movie movie.avi [scene_file.tscn] Missing: * Options for configuring video writing via GLOBAL_DEF * UI Menu for launching with this mode from the editor. * Add to list of command line options. * Add a feature tag to override configurations when movie writing (fantastic for saving videos with highest quality settings).
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static SaveJPGBufferFunc save_jpg_buffer_func;
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static SaveWebPFunc save_webp_func;
static SaveWebPBufferFunc save_webp_buffer_func;
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enum {
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MAX_WIDTH = (1 << 24), // force a limit somehow
MAX_HEIGHT = (1 << 24), // force a limit somehow
MAX_PIXELS = 268435456
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};
enum Format {
FORMAT_L8, //luminance
FORMAT_LA8, //luminance-alpha
FORMAT_R8,
FORMAT_RG8,
FORMAT_RGB8,
FORMAT_RGBA8,
FORMAT_RGBA4444,
FORMAT_RGB565,
FORMAT_RF, //float
FORMAT_RGF,
FORMAT_RGBF,
FORMAT_RGBAF,
FORMAT_RH, //half float
FORMAT_RGH,
FORMAT_RGBH,
FORMAT_RGBAH,
FORMAT_RGBE9995,
FORMAT_DXT1, //s3tc bc1
FORMAT_DXT3, //bc2
FORMAT_DXT5, //bc3
FORMAT_RGTC_R,
FORMAT_RGTC_RG,
FORMAT_BPTC_RGBA, //btpc bc7
FORMAT_BPTC_RGBF, //float bc6h
FORMAT_BPTC_RGBFU, //unsigned float bc6hu
FORMAT_ETC, //etc1
FORMAT_ETC2_R11, //etc2
FORMAT_ETC2_R11S, //signed, NOT srgb.
FORMAT_ETC2_RG11,
FORMAT_ETC2_RG11S,
FORMAT_ETC2_RGB8,
FORMAT_ETC2_RGBA8,
FORMAT_ETC2_RGB8A1,
FORMAT_ETC2_RA_AS_RG, //used to make basis universal happy
FORMAT_DXT5_RA_AS_RG, //used to make basis universal happy
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FORMAT_MAX
};
static const char *format_names[FORMAT_MAX];
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enum Interpolation {
INTERPOLATE_NEAREST,
INTERPOLATE_BILINEAR,
INTERPOLATE_CUBIC,
INTERPOLATE_TRILINEAR,
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INTERPOLATE_LANCZOS,
/* INTERPOLATE_TRICUBIC, */
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/* INTERPOLATE GAUSS */
};
//this is used for compression
enum UsedChannels {
USED_CHANNELS_L,
USED_CHANNELS_LA,
USED_CHANNELS_R,
USED_CHANNELS_RG,
USED_CHANNELS_RGB,
USED_CHANNELS_RGBA,
};
//some functions provided by something else
static ImageMemLoadFunc _png_mem_loader_func;
static ImageMemLoadFunc _jpg_mem_loader_func;
static ImageMemLoadFunc _webp_mem_loader_func;
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static ImageMemLoadFunc _tga_mem_loader_func;
static ImageMemLoadFunc _bmp_mem_loader_func;
static void (*_image_compress_bc_func)(Image *, float, UsedChannels p_channels);
static void (*_image_compress_bptc_func)(Image *, float p_lossy_quality, UsedChannels p_channels);
static void (*_image_compress_etc1_func)(Image *, float);
static void (*_image_compress_etc2_func)(Image *, float, UsedChannels p_channels);
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static void (*_image_decompress_bc)(Image *);
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static void (*_image_decompress_bptc)(Image *);
static void (*_image_decompress_etc1)(Image *);
static void (*_image_decompress_etc2)(Image *);
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static Vector<uint8_t> (*webp_lossy_packer)(const Ref<Image> &p_image, float p_quality);
static Vector<uint8_t> (*webp_lossless_packer)(const Ref<Image> &p_image);
static Ref<Image> (*webp_unpacker)(const Vector<uint8_t> &p_buffer);
static Vector<uint8_t> (*png_packer)(const Ref<Image> &p_image);
static Ref<Image> (*png_unpacker)(const Vector<uint8_t> &p_buffer);
static Vector<uint8_t> (*basis_universal_packer)(const Ref<Image> &p_image, UsedChannels p_channels);
static Ref<Image> (*basis_universal_unpacker)(const Vector<uint8_t> &p_buffer);
static Ref<Image> (*basis_universal_unpacker_ptr)(const uint8_t *p_data, int p_size);
_FORCE_INLINE_ Color _get_color_at_ofs(const uint8_t *ptr, uint32_t ofs) const;
_FORCE_INLINE_ void _set_color_at_ofs(uint8_t *ptr, uint32_t ofs, const Color &p_color);
protected:
static void _bind_methods();
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private:
Format format = FORMAT_L8;
Vector<uint8_t> data;
int width = 0;
int height = 0;
bool mipmaps = false;
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void _copy_internals_from(const Image &p_image) {
format = p_image.format;
width = p_image.width;
height = p_image.height;
mipmaps = p_image.mipmaps;
data = p_image.data;
}
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_FORCE_INLINE_ void _get_mipmap_offset_and_size(int p_mipmap, int &r_offset, int &r_width, int &r_height) const; //get where the mipmap begins in data
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static int _get_dst_image_size(int p_width, int p_height, Format p_format, int &r_mipmaps, int p_mipmaps = -1, int *r_mm_width = nullptr, int *r_mm_height = nullptr);
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bool _can_modify(Format p_format) const;
_FORCE_INLINE_ void _get_clipped_src_and_dest_rects(const Ref<Image> &p_src, const Rect2i &p_src_rect, const Point2i &p_dest, Rect2i &r_clipped_src_rect, Rect2i &r_clipped_dest_rect) const;
_FORCE_INLINE_ void _put_pixelb(int p_x, int p_y, uint32_t p_pixel_size, uint8_t *p_data, const uint8_t *p_pixel);
_FORCE_INLINE_ void _get_pixelb(int p_x, int p_y, uint32_t p_pixel_size, const uint8_t *p_data, uint8_t *p_pixel);
_FORCE_INLINE_ void _repeat_pixel_over_subsequent_memory(uint8_t *p_pixel, int p_pixel_size, int p_count);
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void _set_data(const Dictionary &p_data);
Dictionary _get_data() const;
Error _load_from_buffer(const Vector<uint8_t> &p_array, ImageMemLoadFunc p_loader);
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static void average_4_uint8(uint8_t &p_out, const uint8_t &p_a, const uint8_t &p_b, const uint8_t &p_c, const uint8_t &p_d);
static void average_4_float(float &p_out, const float &p_a, const float &p_b, const float &p_c, const float &p_d);
static void average_4_half(uint16_t &p_out, const uint16_t &p_a, const uint16_t &p_b, const uint16_t &p_c, const uint16_t &p_d);
static void average_4_rgbe9995(uint32_t &p_out, const uint32_t &p_a, const uint32_t &p_b, const uint32_t &p_c, const uint32_t &p_d);
static void renormalize_uint8(uint8_t *p_rgb);
static void renormalize_float(float *p_rgb);
static void renormalize_half(uint16_t *p_rgb);
static void renormalize_rgbe9995(uint32_t *p_rgb);
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public:
int get_width() const; ///< Get image width
int get_height() const; ///< Get image height
Size2i get_size() const;
bool has_mipmaps() const;
int get_mipmap_count() const;
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/**
* Convert the image to another format, conversion only to raw byte format
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*/
void convert(Format p_new_format);
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 05:10:51 +02:00
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/**
* Get the current image format.
*/
Format get_format() const;
int get_mipmap_byte_size(int p_mipmap) const; //get where the mipmap begins in data
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int get_mipmap_offset(int p_mipmap) const; //get where the mipmap begins in data
void get_mipmap_offset_and_size(int p_mipmap, int &r_ofs, int &r_size) const; //get where the mipmap begins in data
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void get_mipmap_offset_size_and_dimensions(int p_mipmap, int &r_ofs, int &r_size, int &w, int &h) const; //get where the mipmap begins in data
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enum Image3DValidateError {
VALIDATE_3D_OK,
VALIDATE_3D_ERR_IMAGE_EMPTY,
VALIDATE_3D_ERR_MISSING_IMAGES,
VALIDATE_3D_ERR_EXTRA_IMAGES,
VALIDATE_3D_ERR_IMAGE_SIZE_MISMATCH,
VALIDATE_3D_ERR_IMAGE_FORMAT_MISMATCH,
VALIDATE_3D_ERR_IMAGE_HAS_MIPMAPS,
};
static Image3DValidateError validate_3d_image(Format p_format, int p_width, int p_height, int p_depth, bool p_mipmaps, const Vector<Ref<Image>> &p_images);
static String get_3d_image_validation_error_text(Image3DValidateError p_error);
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/**
* Resize the image, using the preferred interpolation method.
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*/
void resize_to_po2(bool p_square = false, Interpolation p_interpolation = INTERPOLATE_BILINEAR);
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void resize(int p_width, int p_height, Interpolation p_interpolation = INTERPOLATE_BILINEAR);
void shrink_x2();
bool is_size_po2() const;
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/**
* Crop the image to a specific size, if larger, then the image is filled by black
*/
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void crop_from_point(int p_x, int p_y, int p_width, int p_height);
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void crop(int p_width, int p_height);
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void rotate_90(ClockDirection p_direction);
void rotate_180();
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void flip_x();
void flip_y();
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/**
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* Generate a mipmap to an image (creates an image 1/4 the size, with averaging of 4->1)
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*/
Error generate_mipmaps(bool p_renormalize = false);
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enum RoughnessChannel {
ROUGHNESS_CHANNEL_R,
ROUGHNESS_CHANNEL_G,
ROUGHNESS_CHANNEL_B,
ROUGHNESS_CHANNEL_A,
ROUGHNESS_CHANNEL_L,
};
Error generate_mipmap_roughness(RoughnessChannel p_roughness_channel, const Ref<Image> &p_normal_map);
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void clear_mipmaps();
void normalize(); //for normal maps
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/**
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* Creates new internal image data of a given size and format. Current image will be lost.
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*/
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void initialize_data(int p_width, int p_height, bool p_use_mipmaps, Format p_format);
void initialize_data(int p_width, int p_height, bool p_use_mipmaps, Format p_format, const Vector<uint8_t> &p_data);
void initialize_data(const char **p_xpm);
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/**
* returns true when the image is empty (0,0) in size
*/
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bool is_empty() const;
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Vector<uint8_t> get_data() const;
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Error load(const String &p_path);
static Ref<Image> load_from_file(const String &p_path);
Error save_png(const String &p_path) const;
Implement Running Godot as Movie Writer * Allows running the game in "movie writer" mode. * It ensures entirely stable framerate, so your run can be saved stable and with proper sound (which is impossible if your CPU/GPU can't sustain doing this in real-time). * If disabling vsync, it can save movies faster than the game is run, but if you want to control the interaction it can get difficult. * Implements a simple, default MJPEG writer. This new features has two main use cases, which have high demand: * Saving game videos in high quality and ensuring the frame rate is *completely* stable, always. * Using Godot as a tool to make movies and animations (which is ideal if you want interaction, or creating them procedurally. No other software is as good for this). **Note**: This feature **IS NOT** for capturing real-time footage. Use something like OBS, SimpleScreenRecorder or FRAPS to achieve that, as they do a much better job at intercepting the compositor than Godot can probably do using Vulkan or OpenGL natively. If your game runs near real-time when capturing, you can still use this feature but it will play no sound (sound will be saved directly). Usage: $ godot --write-movie movie.avi [scene_file.tscn] Missing: * Options for configuring video writing via GLOBAL_DEF * UI Menu for launching with this mode from the editor. * Add to list of command line options. * Add a feature tag to override configurations when movie writing (fantastic for saving videos with highest quality settings).
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Error save_jpg(const String &p_path, float p_quality = 0.75) const;
Vector<uint8_t> save_png_to_buffer() const;
Implement Running Godot as Movie Writer * Allows running the game in "movie writer" mode. * It ensures entirely stable framerate, so your run can be saved stable and with proper sound (which is impossible if your CPU/GPU can't sustain doing this in real-time). * If disabling vsync, it can save movies faster than the game is run, but if you want to control the interaction it can get difficult. * Implements a simple, default MJPEG writer. This new features has two main use cases, which have high demand: * Saving game videos in high quality and ensuring the frame rate is *completely* stable, always. * Using Godot as a tool to make movies and animations (which is ideal if you want interaction, or creating them procedurally. No other software is as good for this). **Note**: This feature **IS NOT** for capturing real-time footage. Use something like OBS, SimpleScreenRecorder or FRAPS to achieve that, as they do a much better job at intercepting the compositor than Godot can probably do using Vulkan or OpenGL natively. If your game runs near real-time when capturing, you can still use this feature but it will play no sound (sound will be saved directly). Usage: $ godot --write-movie movie.avi [scene_file.tscn] Missing: * Options for configuring video writing via GLOBAL_DEF * UI Menu for launching with this mode from the editor. * Add to list of command line options. * Add a feature tag to override configurations when movie writing (fantastic for saving videos with highest quality settings).
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Vector<uint8_t> save_jpg_to_buffer(float p_quality = 0.75) const;
Vector<uint8_t> save_exr_to_buffer(bool p_grayscale) const;
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Error save_exr(const String &p_path, bool p_grayscale) const;
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Error save_webp(const String &p_path, const bool p_lossy = false, const float p_quality = 0.75f) const;
Vector<uint8_t> save_webp_to_buffer(const bool p_lossy = false, const float p_quality = 0.75f) const;
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static Ref<Image> create_empty(int p_width, int p_height, bool p_use_mipmaps, Format p_format);
static Ref<Image> create_from_data(int p_width, int p_height, bool p_use_mipmaps, Format p_format, const Vector<uint8_t> &p_data);
void set_data(int p_width, int p_height, bool p_use_mipmaps, Format p_format, const Vector<uint8_t> &p_data);
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/**
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* create an empty image
*/
Image() {}
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/**
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* create an empty image of a specific size and format
*/
Image(int p_width, int p_height, bool p_use_mipmaps, Format p_format);
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/**
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* import an image of a specific size and format from a pointer
*/
Image(int p_width, int p_height, bool p_mipmaps, Format p_format, const Vector<uint8_t> &p_data);
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~Image() {}
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enum AlphaMode {
ALPHA_NONE,
ALPHA_BIT,
ALPHA_BLEND
};
AlphaMode detect_alpha() const;
bool is_invisible() const;
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static int get_format_pixel_size(Format p_format);
static int get_format_pixel_rshift(Format p_format);
static int get_format_block_size(Format p_format);
static void get_format_min_pixel_size(Format p_format, int &r_w, int &r_h);
static int get_image_data_size(int p_width, int p_height, Format p_format, bool p_mipmaps = false);
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static int get_image_required_mipmaps(int p_width, int p_height, Format p_format);
static Size2i get_image_mipmap_size(int p_width, int p_height, Format p_format, int p_mipmap);
static int get_image_mipmap_offset(int p_width, int p_height, Format p_format, int p_mipmap);
static int get_image_mipmap_offset_and_dimensions(int p_width, int p_height, Format p_format, int p_mipmap, int &r_w, int &r_h);
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enum CompressMode {
COMPRESS_S3TC,
COMPRESS_ETC,
COMPRESS_ETC2,
COMPRESS_BPTC,
COMPRESS_MAX,
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};
enum CompressSource {
COMPRESS_SOURCE_GENERIC,
COMPRESS_SOURCE_SRGB,
COMPRESS_SOURCE_NORMAL,
COMPRESS_SOURCE_MAX,
};
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Error compress(CompressMode p_mode, CompressSource p_source = COMPRESS_SOURCE_GENERIC, float p_lossy_quality = 0.7);
Error compress_from_channels(CompressMode p_mode, UsedChannels p_channels, float p_lossy_quality = 0.7);
Error decompress();
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bool is_compressed() const;
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void fix_alpha_edges();
void premultiply_alpha();
void srgb_to_linear();
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void normal_map_to_xy();
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Ref<Image> rgbe_to_srgb();
Ref<Image> get_image_from_mipmap(int p_mipamp) const;
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void bump_map_to_normal_map(float bump_scale = 1.0);
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void blit_rect(const Ref<Image> &p_src, const Rect2i &p_src_rect, const Point2i &p_dest);
void blit_rect_mask(const Ref<Image> &p_src, const Ref<Image> &p_mask, const Rect2i &p_src_rect, const Point2i &p_dest);
void blend_rect(const Ref<Image> &p_src, const Rect2i &p_src_rect, const Point2i &p_dest);
void blend_rect_mask(const Ref<Image> &p_src, const Ref<Image> &p_mask, const Rect2i &p_src_rect, const Point2i &p_dest);
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void fill(const Color &p_color);
void fill_rect(const Rect2i &p_rect, const Color &p_color);
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Rect2i get_used_rect() const;
Ref<Image> get_region(const Rect2i &p_area) const;
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static void set_compress_bc_func(void (*p_compress_func)(Image *, float, UsedChannels));
static void set_compress_bptc_func(void (*p_compress_func)(Image *, float, UsedChannels));
static String get_format_name(Format p_format);
Error load_png_from_buffer(const Vector<uint8_t> &p_array);
Error load_jpg_from_buffer(const Vector<uint8_t> &p_array);
Error load_webp_from_buffer(const Vector<uint8_t> &p_array);
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Error load_tga_from_buffer(const Vector<uint8_t> &p_array);
Error load_bmp_from_buffer(const Vector<uint8_t> &p_array);
void convert_rg_to_ra_rgba8();
void convert_ra_rgba8_to_rg();
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void convert_rgba8_to_bgra8();
Image(const uint8_t *p_mem_png_jpg, int p_len = -1);
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Image(const char **p_xpm);
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virtual Ref<Resource> duplicate(bool p_subresources = false) const override;
UsedChannels detect_used_channels(CompressSource p_source = COMPRESS_SOURCE_GENERIC) const;
void optimize_channels();
Color get_pixelv(const Point2i &p_point) const;
Color get_pixel(int p_x, int p_y) const;
void set_pixelv(const Point2i &p_point, const Color &p_color);
void set_pixel(int p_x, int p_y, const Color &p_color);
void adjust_bcs(float p_brightness, float p_contrast, float p_saturation);
void set_as_black();
void copy_internals_from(const Ref<Image> &p_image) {
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ERR_FAIL_COND_MSG(p_image.is_null(), "It's not a reference to a valid Image object.");
format = p_image->format;
width = p_image->width;
height = p_image->height;
mipmaps = p_image->mipmaps;
data = p_image->data;
}
Dictionary compute_image_metrics(const Ref<Image> p_compared_image, bool p_luma_metric = true);
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};
VARIANT_ENUM_CAST(Image::Format)
VARIANT_ENUM_CAST(Image::Interpolation)
VARIANT_ENUM_CAST(Image::CompressMode)
VARIANT_ENUM_CAST(Image::CompressSource)
VARIANT_ENUM_CAST(Image::UsedChannels)
VARIANT_ENUM_CAST(Image::AlphaMode)
VARIANT_ENUM_CAST(Image::RoughnessChannel)
#endif // IMAGE_H