godot/scene/resources/portable_compressed_texture.h
2023-07-14 20:04:21 +02:00

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4.6 KiB
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/**************************************************************************/
/* 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<uint8_t> compressed_buffer;
Size2 size;
Size2 size_override;
bool mipmaps = false;
Image::Format format = Image::FORMAT_L8;
mutable RID texture;
mutable Ref<BitMap> alpha_cache;
bool image_stored = false;
protected:
Vector<uint8_t> _get_data() const;
void _set_data(const Vector<uint8_t> &p_data);
static void _bind_methods();
public:
CompressionMode get_compression_mode() const;
void create_from_image(const Ref<Image> &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<Image> &p_image);
Ref<Image> 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