Commit graph

99 commits

Author SHA1 Message Date
kobewi
d2900429e8 Add static methods for creating Image and ImageTexture 2022-07-08 13:40:47 +02:00
K. S. Ernest (iFire) Lee
42f7f0894e Restore the openexr grayscale property. 2022-06-23 21:10:59 -07:00
Hugo Locurcio
661808a84e
Document the MovieWriter class and associated project settings 2022-06-23 00:31:31 +02:00
Aaron Franke
8f05bd97b5
Add support for saving WebP images 2022-06-21 08:27:51 -05:00
reduz
5786516d4d 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).
2022-06-21 11:28:47 +02:00
Hugo Locurcio
3ca4514866
Merge pull request #50175 from kleonc/image-blit-blend-fix-rects
`Image.blit_rect/blend_rect` Fix rects calculations for negative arguments
2022-04-19 16:30:08 +02:00
reduz
45f74ceb85 Add PortableCompressedTexture
* Resource that allows saving textures embedded in scenes or standalone.
* Supports only formats that are portable: Lossy, Lossles or BasisUniversal

This is something I wanted to add for a long time. I made it now because @fire
requires it for importing GLTF2 files with embedded textures, but also this
will allow saving Godot scenes as standalone binary files that will run
in all platforms (because textures will load everywhere).

This is ideal when you want to distribute individual standalone assets online
in games that can be built from Godot scenes.
2022-03-30 10:39:41 +02:00
Hugo Locurcio
b68dd2e189
Add an XML schema for documentation
This makes it easier to spot syntax errors when editing the
class reference. The schema is referenced locally so validation
can still work offline.

Each class XML's schema conformance is also checked on GitHub Actions.
2022-02-15 00:03:31 +01:00
K. S. Ernest (iFire) Lee
419b342a9a Faster CVTT by reducing quality.
Make BC6 and BC7 CVTT faster while still having better quality than DXT5.
2022-02-04 15:15:26 -08:00
Rémi Verschelde
8898d6dadc
Dictionary: Serialize empty dict as {} instead of {\n}
Also make sure to always convert multiline dictionaries to a single line for
its EditorHelp representation, as multiline values break formatting.
2022-01-18 11:31:21 +01:00
Hugo Locurcio
40be15920f
Remove support for PVRTC texture encoding and decoding
On the only platform where PVRTC is supported (iOS),
ETC2 generally supersedes PVRTC in every possible way. The increased
memory usage is not really a problem thanks to modern iOS' devices
processing power being higher than its Android counterparts.
2022-01-14 21:08:22 +01:00
Manolis Papadeas
c01c4c687b
Fix link to the supported image formats in the Image class
It previously linked to this page which doesn't exist. https://docs.godotengine.org/en/latest/getting_started/workflow/assets/importing_images.html#supported-image-formats

Now, it should link here: https://docs.godotengine.org/en/latest/tutorials/assets_pipeline/importing_images.html#supported-image-formats
2021-12-06 00:01:19 +02:00
kleonc
4038bc0c36 Fix Image.blit_rect/blend_rect() for negative p_dest point 2021-11-26 22:23:04 +01:00
kleonc
91595b16e3 Add Image::fill_rect method 2021-11-23 18:06:23 +01:00
Rémi Verschelde
6c1bd4d227
Replace Godot docs URL with $DOCS_URL in XML class reference 2021-11-15 13:02:21 +01:00
Rémi Verschelde
862994a8ef
doc: Update links to latest documentation after content reorganization 2021-10-06 13:48:48 +02:00
Hugo Locurcio
30a88f464b
Document Image.generate_mipmaps() always running on the main thread 2021-08-22 02:22:04 +02:00
Rémi Verschelde
7adf4cc9b5
doc: Use self-closing tags for return and argument
For the time being we don't support writing a description for those, preferring
having all details in the method's description.

Using self-closing tags saves half the lines, and prevents contributors from
thinking that they should write the argument or return documentation there.
2021-07-30 15:29:52 +02:00
Rémi Verschelde
6256936d77
Merge pull request #50677 from Calinou/doc-image-save-exr-editor-only
Document `Image.save_exr()` only being available in editor builds
2021-07-28 15:29:52 +02:00
Nicholas Huelin
9787e631aa Fix miscellaneous doc typos and inconsistencies
This pull request fixes an assortment of typos, improves conciseness, and enhances clarity.
2021-07-22 14:01:39 -04:00
Hugo Locurcio
a1784c64b4
Document Image.save_exr() only being available in editor builds 2021-07-21 03:46:16 +02:00
Michael Alexsander Silva Dias
0ff4095b36 Better format arguments in variant parser 2021-06-18 00:06:40 -03:00
Rémi Verschelde
0ab928e060
Import: Cleanup and optimize etcpak compression method
Avoid unnecessary allocation of temporary buffers for each mip, and creates
only one Image with the compressed data.
Also renames variable and reorders code for clarity.

Clarify that squish is now only used for decompression.

Documented which formats can be decompressed in Image.
2021-04-16 17:08:36 +02:00
Paul Joannon
8455e901f3
class reference proofreading 2021-03-19 13:21:20 +01:00
Rémi Verschelde
0d1d719178 doc: Sync classref with current source
And fix various bogus bindings following previous PRs.
2021-02-19 14:39:14 +01:00
Marcel Admiraal
b4a190e0bc Consistently use normal_map 2020-12-29 08:04:19 +00:00
Theogen Ratkin
46ea6750b4 Add interpolation parameter to resize_to_po2()
Image::resize_to_po2() now takes an optional p_interpolation parameter
that it passes directly to resize() with default value INTERPOLATE_BILINEAR.
2020-12-18 14:05:07 -04:00
Rémi Verschelde
9263f8eb4b
Image: Rename PVRTC{2,4} to PVRTC1_{2,4}, drop COMPRESS_PVRTC2
We haven't had a proper implementation for COMPRESS_PVRTC2 (which is PVRTC1 2-bpp) in years,
so let's drop it instead of keeping a compress type which doesn't work.

The other enum values were renamed to clarify that our PVRTC2 and PVRTC4 are respectively
PVRTC1 2-bpp and PVRTC1 4-bpp. PVRTC2 2-bpp and 4-bpp are not implemented yet.
2020-12-10 23:14:04 +01:00
Aaron Franke
2c53e8b0e9
Use Vector2i instead of Vector2 for Image get_pixelv and set_pixelv
Co-authored-by: Andrii Doroshenko <xrayez@gmail.com>
2020-11-21 02:42:29 -05:00
Andrii Doroshenko (Xrayez)
0ee88d6705 Describe ImageTexture, Image creation and usage 2020-11-17 16:00:41 +02:00
Hugo Locurcio
0209e3790e
Add Image.load_bmp_from_buffer() for run-time BMP image loading
This partially addresses
https://github.com/godotengine/godot-proposals/issues/676.
2020-10-20 23:52:45 +02:00
Ebrahim Ebrahim
b9764b6109 Clarify get_data Image method 2020-09-11 11:10:18 -04:00
Rémi Verschelde
372136fe75 Environment: Refactor code for readability + more
- Makes all boolean setters/getters consistent.
- Fixes bug where `glow_hdr_bleed_scale` was not used.
- Split CameraEffects to their own source file.
- Reorder all Environment method and properties declarations,
  definitions and bindings to be consistent with each other
  and with the order of property bindings.
- Bind missing enum values added with SDFGI.
- Remove unused SDFGI enhance_ssr boolean.
- Sync doc changes after SDFGI merge and other misc changes.
2020-07-01 14:44:45 +02:00
31
09b324b5b6 Fix Image.create_from_data use_mipmaps doc
The Image.create_from_data doc describes the "use_mipmaps" argument as a
way to generate mipmaps, but this method only allocates and loads data.
This can cause confusion, where this function reads more or less data
than expected. Update the doc to be more specific that create_from_data
is loading the mipmaps from the raw data.
2020-06-13 17:18:02 -05:00
Rémi Verschelde
4ac78e6a5f doc: Sync classref with current source 2020-06-04 10:07:56 +02:00
Hugo Locurcio
d935a4348d
Remove HQ2X and the Image.expand_2x_hq2x() method
As of Godot 3.0, HQ2X is no longer used to upscale the editor theme
and icons on hiDPI displays, which limited its effective uses.
HQ2X was also used to upscale the project theme when the "Use Hidpi"
project setting was enabled, but results were often less than ideal.
The new StyleBoxFlat and SVG support also make HQ2X less important
to have as a core feature.

This decreases binary sizes slightly (-150 KB on most platforms,
-212 KB on WebAssembly release).

This partially addresses #12419.
2020-05-16 16:10:50 +02:00
Hugo Locurcio
a26649de42
Document the formats supported by Image.load()
This partially addresses #32166.
2020-04-29 17:58:38 +02:00
Hugo Locurcio
5497cec7a1 Document image size limits
This closes #30238.
2020-04-17 16:04:32 +02:00
Rémi Verschelde
d9a560d783 doc: Sync classref with current source 2020-04-03 10:11:23 +02:00
Rémi Verschelde
213a85521d doc: Sync classref with current source
Handle removal of Pool*Array types and other recent changes.
2020-02-18 14:02:02 +01:00
Rémi Verschelde
0e3d625737 doc: Sync classref with current source
Lots of internal API changes and some docstrings were lost in the conversion.
I manually salvaged many of them but for all the rendering-related ones, an
additional pass is needed.

Added missing enum bindings in BaseMaterial3D and VisualServer.
2020-02-12 12:37:13 +01:00
clayjohn
57e27683ba Update docs to version 4.0 2020-01-31 17:15:41 -08:00
Rémi Verschelde
2d20fc39aa doc: Drop unused 'category' property from header
We already removed it from the online docs with #35132.

Currently it can only be "Built-In Types" (Variant types) or "Core"
(everything else), which is of limited use.

We might also want to consider dropping it from `ClassDB` altogether
in Godot 4.0.
2020-01-26 16:02:39 +01:00
Eric Rybicki
439e0027ec Fix AtlasPacker ignoring semi-transparent pixels
Fixes #33106
2020-01-20 22:43:38 +01:00
clayjohn
46b5742159 Completed documentation for many visual nodes 2020-01-14 18:28:36 -08:00
Rémi Verschelde
4eff13d768 doc: Markup fixes for enums and constants 2019-12-06 23:09:20 +01:00
Tomasz Chabora
2bde99f790 Fix some small text mistakes 2019-11-08 23:31:29 +01:00
Rémi Verschelde
79918eca30
Merge pull request #33151 from thiagoamendola/doc_setpixelv
Add documentation for Image's set_pixelv method
2019-11-02 19:30:57 +01:00
Thiago Amendola
ecb4c70ed3 Add documentation for Image's set_pixelv method 2019-11-02 15:06:47 -03:00
PouleyKetchoupp
52e799b6d4 Code format for true/false/null to make documentation consistent 2019-11-02 12:14:15 +01:00