/**************************************************************************/ /* portable_compressed_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. */ /**************************************************************************/ #ifndef PORTABLE_COMPRESSED_TEXTURE_H #define PORTABLE_COMPRESSED_TEXTURE_H #include "scene/resources/texture.h" class BitMap; class PortableCompressedTexture2D : public Texture2D { GDCLASS(PortableCompressedTexture2D, Texture2D); public: enum CompressionMode { COMPRESSION_MODE_LOSSLESS, COMPRESSION_MODE_LOSSY, COMPRESSION_MODE_BASIS_UNIVERSAL, COMPRESSION_MODE_S3TC, COMPRESSION_MODE_ETC2, COMPRESSION_MODE_BPTC, }; private: CompressionMode compression_mode = COMPRESSION_MODE_LOSSLESS; static bool keep_all_compressed_buffers; bool keep_compressed_buffer = false; Vector compressed_buffer; Size2 size; Size2 size_override; bool mipmaps = false; Image::Format format = Image::FORMAT_L8; mutable RID texture; mutable Ref alpha_cache; bool image_stored = false; protected: Vector _get_data() const; void _set_data(const Vector &p_data); static void _bind_methods(); public: CompressionMode get_compression_mode() const; void create_from_image(const Ref &p_image, CompressionMode p_compression_mode, bool p_normal_map = false, float p_lossy_quality = 0.8); Image::Format get_format() const; void update(const Ref &p_image); Ref get_image() const override; int get_width() const override; int get_height() const override; virtual RID get_rid() const override; bool has_alpha() const override; 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; 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; 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; bool is_pixel_opaque(int p_x, int p_y) const override; virtual void set_path(const String &p_path, bool p_take_over = false) override; void set_size_override(const Size2 &p_size); Size2 get_size_override() const; void set_keep_compressed_buffer(bool p_keep); bool is_keeping_compressed_buffer() const; static void set_keep_all_compressed_buffers(bool p_keep); static bool is_keeping_all_compressed_buffers(); PortableCompressedTexture2D(); ~PortableCompressedTexture2D(); }; VARIANT_ENUM_CAST(PortableCompressedTexture2D::CompressionMode) #endif // PORTABLE_COMPRESSED_TEXTURE_H