godot/scene/resources/texture_rd.h

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/**************************************************************************/
/* texture_rd.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 TEXTURE_RD_H
#define TEXTURE_RD_H
// Note, these classes are part of the Rendering Device based renderer.
// They are included here to ensure the correct order of registration
// is performed.
// Once the renderer has been moved into a module, these classes should
// be moved as well.
#include "scene/resources/texture.h"
class Texture2DRD : public Texture2D {
GDCLASS(Texture2DRD, Texture2D)
mutable RID texture_rid;
RID texture_rd_rid;
Size2i size;
protected:
static void _bind_methods();
public:
virtual int get_width() const override;
virtual int get_height() const override;
virtual RID get_rid() const override;
virtual bool has_alpha() const override;
virtual Ref<Image> get_image() const override;
void set_texture_rd_rid(RID p_texture_rd_rid);
RID get_texture_rd_rid() const;
// Internal function that should only be called from the rendering thread.
void _set_texture_rd_rid(RID p_texture_rd_rid);
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Texture2DRD();
~Texture2DRD();
};
class TextureLayeredRD : public TextureLayered {
GDCLASS(TextureLayeredRD, TextureLayered)
LayeredType layer_type;
mutable RID texture_rid;
RID texture_rd_rid;
Image::Format image_format;
Size2i size;
uint32_t layers = 0;
uint32_t mipmaps = 0;
protected:
static void _bind_methods();
public:
virtual Image::Format get_format() const override;
virtual LayeredType get_layered_type() 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 RID get_rid() const override;
virtual Ref<Image> get_layer_data(int p_layer) const override;
void set_texture_rd_rid(RID p_texture_rd_rid);
RID get_texture_rd_rid() const;
// Internal function that should only be called from the rendering thread.
void _set_texture_rd_rid(RID p_texture_rd_rid);
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TextureLayeredRD(LayeredType p_layer_type);
~TextureLayeredRD();
};
class Texture2DArrayRD : public TextureLayeredRD {
GDCLASS(Texture2DArrayRD, TextureLayeredRD)
public:
Texture2DArrayRD() :
TextureLayeredRD(LAYERED_TYPE_2D_ARRAY) {}
};
class TextureCubemapRD : public TextureLayeredRD {
GDCLASS(TextureCubemapRD, TextureLayeredRD)
public:
TextureCubemapRD() :
TextureLayeredRD(LAYERED_TYPE_CUBEMAP) {}
};
class TextureCubemapArrayRD : public TextureLayeredRD {
GDCLASS(TextureCubemapArrayRD, TextureLayeredRD)
public:
TextureCubemapArrayRD() :
TextureLayeredRD(LAYERED_TYPE_CUBEMAP_ARRAY) {}
};
class Texture3DRD : public Texture3D {
GDCLASS(Texture3DRD, Texture3D)
mutable RID texture_rid;
RID texture_rd_rid;
Image::Format image_format;
Vector3i size;
uint32_t mipmaps = 0;
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_depth() const override;
virtual bool has_mipmaps() const override;
virtual RID get_rid() const override;
void set_texture_rd_rid(RID p_texture_rd_rid);
RID get_texture_rd_rid() const;
// Internal function that should only be called from the rendering thread.
void _set_texture_rd_rid(RID p_texture_rd_rid);
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Texture3DRD();
~Texture3DRD();
};
#endif // TEXTURE_RD_H