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148 lines
5.6 KiB
C++
148 lines
5.6 KiB
C++
/**************************************************************************/
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/* texture.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifndef TEXTURE_H
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#define TEXTURE_H
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#include "core/io/file_access.h"
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#include "core/io/resource.h"
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#include "core/io/resource_loader.h"
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#include "core/math/rect2.h"
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#include "core/os/mutex.h"
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#include "core/os/rw_lock.h"
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#include "core/os/thread_safe.h"
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#include "scene/resources/curve.h"
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#include "scene/resources/gradient.h"
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#include "servers/camera_server.h"
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#include "servers/rendering_server.h"
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class Texture : public Resource {
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GDCLASS(Texture, Resource);
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public:
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Texture() {}
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};
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class Texture2D : public Texture {
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GDCLASS(Texture2D, Texture);
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OBJ_SAVE_TYPE(Texture2D); // Saves derived classes with common type so they can be interchanged.
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protected:
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static void _bind_methods();
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GDVIRTUAL0RC(int, _get_width)
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GDVIRTUAL0RC(int, _get_height)
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GDVIRTUAL2RC(bool, _is_pixel_opaque, int, int)
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GDVIRTUAL0RC(bool, _has_alpha)
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GDVIRTUAL4C(_draw, RID, Point2, Color, bool)
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GDVIRTUAL5C(_draw_rect, RID, Rect2, bool, Color, bool)
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GDVIRTUAL6C(_draw_rect_region, RID, Rect2, Rect2, Color, bool, bool)
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public:
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virtual int get_width() const;
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virtual int get_height() const;
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virtual Size2 get_size() const;
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virtual bool is_pixel_opaque(int p_x, int p_y) const;
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virtual bool has_alpha() const;
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virtual void draw(RID p_canvas_item, const Point2 &p_pos, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false) const;
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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;
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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;
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virtual bool get_rect_region(const Rect2 &p_rect, const Rect2 &p_src_rect, Rect2 &r_rect, Rect2 &r_src_rect) const;
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virtual Ref<Image> get_image() const { return Ref<Image>(); }
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virtual Ref<Resource> create_placeholder() const;
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Texture2D();
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};
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class TextureLayered : public Texture {
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GDCLASS(TextureLayered, Texture);
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protected:
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static void _bind_methods();
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GDVIRTUAL0RC(Image::Format, _get_format)
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GDVIRTUAL0RC(uint32_t, _get_layered_type)
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GDVIRTUAL0RC(int, _get_width)
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GDVIRTUAL0RC(int, _get_height)
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GDVIRTUAL0RC(int, _get_layers)
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GDVIRTUAL0RC(bool, _has_mipmaps)
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GDVIRTUAL1RC(Ref<Image>, _get_layer_data, int)
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public:
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enum LayeredType {
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LAYERED_TYPE_2D_ARRAY,
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LAYERED_TYPE_CUBEMAP,
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LAYERED_TYPE_CUBEMAP_ARRAY
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};
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virtual Image::Format get_format() const;
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virtual LayeredType get_layered_type() const;
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virtual int get_width() const;
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virtual int get_height() const;
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virtual int get_layers() const;
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virtual bool has_mipmaps() const;
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virtual Ref<Image> get_layer_data(int p_layer) const;
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TextureLayered() {}
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};
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VARIANT_ENUM_CAST(TextureLayered::LayeredType)
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class Texture3D : public Texture {
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GDCLASS(Texture3D, Texture);
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protected:
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static void _bind_methods();
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TypedArray<Image> _get_datai() const;
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GDVIRTUAL0RC(Image::Format, _get_format)
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GDVIRTUAL0RC(int, _get_width)
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GDVIRTUAL0RC(int, _get_height)
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GDVIRTUAL0RC(int, _get_depth)
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GDVIRTUAL0RC(bool, _has_mipmaps)
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GDVIRTUAL0RC(TypedArray<Image>, _get_data)
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public:
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virtual Image::Format get_format() const;
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virtual int get_width() const;
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virtual int get_height() const;
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virtual int get_depth() const;
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virtual bool has_mipmaps() const;
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virtual Vector<Ref<Image>> get_data() const;
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virtual Ref<Resource> create_placeholder() const;
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};
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#endif // TEXTURE_H
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