/**************************************************************************/ /* image_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 IMAGE_TEXTURE_H #define IMAGE_TEXTURE_H #include "scene/resources/texture.h" class BitMap; class ImageTexture : public Texture2D { GDCLASS(ImageTexture, Texture2D); RES_BASE_EXTENSION("tex"); mutable RID texture; Image::Format format = Image::FORMAT_L8; bool mipmaps = false; int w = 0; int h = 0; Size2 size_override; mutable Ref alpha_cache; bool image_stored = false; protected: virtual void reload_from_file() override; bool _set(const StringName &p_name, const Variant &p_value); bool _get(const StringName &p_name, Variant &r_ret) const; void _get_property_list(List *p_list) const; static void _bind_methods(); public: void set_image(const Ref &p_image); static Ref create_from_image(const Ref &p_image); 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; void set_size_override(const Size2i &p_size); virtual void set_path(const String &p_path, bool p_take_over = false) override; ImageTexture(); ~ImageTexture(); }; class ImageTextureLayered : public TextureLayered { GDCLASS(ImageTextureLayered, TextureLayered); LayeredType layered_type; mutable RID texture; Image::Format format = Image::FORMAT_L8; int width = 0; int height = 0; int layers = 0; bool mipmaps = false; Error _create_from_images(const TypedArray &p_images); TypedArray _get_images() const; void _set_images(const TypedArray &p_images); protected: static void _bind_methods(); public: virtual Image::Format get_format() const override; virtual int get_width() const override; virtual int get_height() const override; virtual int get_layers() const override; virtual bool has_mipmaps() const override; virtual LayeredType get_layered_type() const override; Error create_from_images(Vector> p_images); void update_layer(const Ref &p_image, int p_layer); virtual Ref get_layer_data(int p_layer) const override; virtual RID get_rid() const override; virtual void set_path(const String &p_path, bool p_take_over = false) override; ImageTextureLayered(LayeredType p_layered_type); ~ImageTextureLayered(); }; class ImageTexture3D : public Texture3D { GDCLASS(ImageTexture3D, Texture3D); mutable RID texture; Image::Format format = Image::FORMAT_L8; int width = 1; int height = 1; int depth = 1; bool mipmaps = false; protected: static void _bind_methods(); Error _create(Image::Format p_format, int p_width, int p_height, int p_depth, bool p_mipmaps, const TypedArray &p_data); void _update(const TypedArray &p_data); public: virtual Image::Format get_format() const override; virtual int get_width() const override; virtual int get_height() const override; virtual int get_depth() const override; virtual bool has_mipmaps() const override; Error create(Image::Format p_format, int p_width, int p_height, int p_depth, bool p_mipmaps, const Vector> &p_data); void update(const Vector> &p_data); virtual Vector> get_data() const override; virtual RID get_rid() const override; virtual void set_path(const String &p_path, bool p_take_over = false) override; ImageTexture3D(); ~ImageTexture3D(); }; class Texture2DArray : public ImageTextureLayered { GDCLASS(Texture2DArray, ImageTextureLayered) protected: static void _bind_methods(); public: Texture2DArray() : ImageTextureLayered(LAYERED_TYPE_2D_ARRAY) {} virtual Ref create_placeholder() const; }; class Cubemap : public ImageTextureLayered { GDCLASS(Cubemap, ImageTextureLayered); protected: static void _bind_methods(); public: Cubemap() : ImageTextureLayered(LAYERED_TYPE_CUBEMAP) {} virtual Ref create_placeholder() const; }; class CubemapArray : public ImageTextureLayered { GDCLASS(CubemapArray, ImageTextureLayered); protected: static void _bind_methods(); public: CubemapArray() : ImageTextureLayered(LAYERED_TYPE_CUBEMAP_ARRAY) {} virtual Ref create_placeholder() const; }; #endif // IMAGE_TEXTURE_H