Link to runtime loading/saving tutorial and improve Image documentation

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Hugo Locurcio 2023-11-13 14:37:27 +01:00
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24 changed files with 37 additions and 7 deletions

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This class can also be used to store dynamically-generated PCM audio data. See also [AudioStreamGenerator] for procedural audio generation.
</description>
<tutorials>
<link title="Runtime file loading and saving">$DOCS_URL/tutorials/io/runtime_file_loading_and_saving.html</link>
</tutorials>
<methods>
<method name="save_to_wav">

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</description>
<tutorials>
<link title="File system">$DOCS_URL/tutorials/scripting/filesystem.html</link>
<link title="Runtime file loading and saving">$DOCS_URL/tutorials/io/runtime_file_loading_and_saving.html</link>
<link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link>
</tutorials>
<methods>

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[/codeblocks]
</description>
<tutorials>
<link title="Runtime file loading and saving">$DOCS_URL/tutorials/io/runtime_file_loading_and_saving.html</link>
</tutorials>
<methods>
<method name="clear_cache">

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@ -10,6 +10,7 @@
</description>
<tutorials>
<link title="Importing images">$DOCS_URL/tutorials/assets_pipeline/importing_images.html</link>
<link title="Runtime file loading and saving">$DOCS_URL/tutorials/io/runtime_file_loading_and_saving.html</link>
</tutorials>
<methods>
<method name="adjust_bcs">
@ -201,8 +202,8 @@
<return type="int" enum="Error" />
<param index="0" name="renormalize" type="bool" default="false" />
<description>
Generates mipmaps for the image. Mipmaps are precalculated lower-resolution copies of the image that are automatically used if the image needs to be scaled down when rendered. They help improve image quality and performance when rendering. This method returns an error if the image is compressed, in a custom format, or if the image's width/height is [code]0[/code]. Enabling [param renormalize] when generating mipmaps for normal textures will make sure all resulting vector values are normalized.
It is possible to check if the image has mipmaps by calling [method has_mipmaps] or [method get_mipmap_count].
Generates mipmaps for the image. Mipmaps are precalculated lower-resolution copies of the image that are automatically used if the image needs to be scaled down when rendered. They help improve image quality and performance when rendering. This method returns an error if the image is compressed, in a custom format, or if the image's width/height is [code]0[/code]. Enabling [param renormalize] when generating mipmaps for normal map textures will make sure all resulting vector values are normalized.
It is possible to check if the image has mipmaps by calling [method has_mipmaps] or [method get_mipmap_count]. Calling [method generate_mipmaps] on an image that already has mipmaps will replace existing mipmaps in the image.
</description>
</method>
<method name="get_data" qualifiers="const">
@ -317,6 +318,7 @@
<description>
Loads an image from the binary contents of a BMP file.
[b]Note:[/b] Godot's BMP module doesn't support 16-bit per pixel images. Only 1-bit, 4-bit, 8-bit, 24-bit, and 32-bit per pixel images are supported.
[b]Note:[/b] This method is only available in engine builds with the BMP module enabled. By default, the BMP module is enabled, but it can be disabled at build-time using the [code]module_bmp_enabled=no[/code] SCons option.
</description>
</method>
<method name="load_from_file" qualifiers="static">
@ -337,7 +339,9 @@
<return type="int" enum="Error" />
<param index="0" name="buffer" type="PackedByteArray" />
<description>
Loads an image from the binary contents of a KTX file.
Loads an image from the binary contents of a [url=https://github.com/KhronosGroup/KTX-Software]KTX[/url] file. Unlike most image formats, KTX can store VRAM-compressed data and embed mipmaps.
[b]Note:[/b] Godot's libktx implementation only supports 2D images. Cubemaps, texture arrays, and de-padding are not supported.
[b]Note:[/b] This method is only available in engine builds with the KTX module enabled. By default, the KTX module is enabled, but it can be disabled at build-time using the [code]module_ktx_enabled=no[/code] SCons option.
</description>
</method>
<method name="load_png_from_buffer">
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<param index="0" name="buffer" type="PackedByteArray" />
<description>
Loads an image from the binary contents of a TGA file.
[b]Note:[/b] This method is only available in engine builds with the TGA module enabled. By default, the TGA module is enabled, but it can be disabled at build-time using the [code]module_tga_enabled=no[/code] SCons option.
</description>
</method>
<method name="load_webp_from_buffer">
@ -389,7 +394,7 @@
<method name="premultiply_alpha">
<return type="void" />
<description>
Multiplies color values with alpha values. Resulting color values for a pixel are [code](color * alpha)/256[/code].
Multiplies color values with alpha values. Resulting color values for a pixel are [code](color * alpha)/256[/code]. See also [member CanvasItemMaterial.blend_mode].
</description>
</method>
<method name="resize">
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<param index="1" name="lossy" type="bool" default="false" />
<param index="2" name="quality" type="float" default="0.75" />
<description>
Saves the image as a WebP (Web Picture) file to the file at [param path]. By default it will save lossless. If [param lossy] is true, the image will be saved lossy, using the [param quality] setting between 0.0 and 1.0 (inclusive).
Saves the image as a WebP (Web Picture) file to the file at [param path]. By default it will save lossless. If [param lossy] is true, the image will be saved lossy, using the [param quality] setting between 0.0 and 1.0 (inclusive). Lossless WebP offers more efficient compression than PNG.
[b]Note:[/b] The WebP format is limited to a size of 16383×16383 pixels, while PNG can save larger images.
</description>
</method>
<method name="save_webp_to_buffer" qualifiers="const">
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<param index="0" name="lossy" type="bool" default="false" />
<param index="1" name="quality" type="float" default="0.75" />
<description>
Saves the image as a WebP (Web Picture) file to a byte array. By default it will save lossless. If [param lossy] is true, the image will be saved lossy, using the [param quality] setting between 0.0 and 1.0 (inclusive).
Saves the image as a WebP (Web Picture) file to a byte array. By default it will save lossless. If [param lossy] is true, the image will be saved lossy, using the [param quality] setting between 0.0 and 1.0 (inclusive). Lossless WebP offers more efficient compression than PNG.
[b]Note:[/b] The WebP format is limited to a size of 16383×16383 pixels, while PNG can save larger images.
</description>
</method>
<method name="set_data">
@ -559,7 +566,7 @@
<method name="shrink_x2">
<return type="void" />
<description>
Shrinks the image by a factor of 2.
Shrinks the image by a factor of 2 on each axis (this divides the pixel count by 4).
</description>
</method>
<method name="srgb_to_linear">

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</description>
<tutorials>
<link title="Playing videos">$DOCS_URL/tutorials/animation/playing_videos.html</link>
<link title="Runtime file loading and saving">$DOCS_URL/tutorials/io/runtime_file_loading_and_saving.html</link>
</tutorials>
<methods>
<method name="_instantiate_playback" qualifiers="virtual">

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<description>
</description>
<tutorials>
<link title="Runtime file loading and saving">$DOCS_URL/tutorials/io/runtime_file_loading_and_saving.html</link>
</tutorials>
<members>
<member name="buffer_view" type="int" setter="set_buffer_view" getter="get_buffer_view" default="-1">

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<description>
</description>
<tutorials>
<link title="Runtime file loading and saving">$DOCS_URL/tutorials/io/runtime_file_loading_and_saving.html</link>
</tutorials>
<members>
<member name="loop" type="bool" setter="set_loop" getter="get_loop" default="false">

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<description>
</description>
<tutorials>
<link title="Runtime file loading and saving">$DOCS_URL/tutorials/io/runtime_file_loading_and_saving.html</link>
</tutorials>
<members>
<member name="buffer" type="int" setter="set_buffer" getter="get_buffer" default="-1">

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Represents a camera as defined by the base GLTF spec.
</description>
<tutorials>
<link title="Runtime file loading and saving">$DOCS_URL/tutorials/io/runtime_file_loading_and_saving.html</link>
<link title="GLTF camera detailed specification">https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#reference-camera</link>
<link title="GLTF camera spec and example file">https://github.com/KhronosGroup/glTF-Tutorials/blob/master/gltfTutorial/gltfTutorial_015_SimpleCameras.md</link>
</tutorials>

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GLTFDocument can be extended with arbitrary functionality by extending the [GLTFDocumentExtension] class and registering it with GLTFDocument via [method register_gltf_document_extension]. This allows for custom data to be imported and exported.
</description>
<tutorials>
<link title="Runtime file loading and saving">$DOCS_URL/tutorials/io/runtime_file_loading_and_saving.html</link>
<link title="glTF 'What the duck?' guide">https://www.khronos.org/files/gltf20-reference-guide.pdf</link>
<link title="Khronos glTF specification">https://registry.khronos.org/glTF/</link>
</tutorials>

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[b]Note:[/b] Like GLTFDocument itself, all GLTFDocumentExtension classes must be stateless in order to function properly. If you need to store data, use the [code]set_additional_data[/code] and [code]get_additional_data[/code] methods in [GLTFState] or [GLTFNode].
</description>
<tutorials>
<link title="Runtime file loading and saving">$DOCS_URL/tutorials/io/runtime_file_loading_and_saving.html</link>
</tutorials>
<methods>
<method name="_convert_scene_node" qualifiers="virtual">

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<description>
</description>
<tutorials>
<link title="Runtime file loading and saving">$DOCS_URL/tutorials/io/runtime_file_loading_and_saving.html</link>
</tutorials>
</class>

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Represents a light as defined by the [code]KHR_lights_punctual[/code] GLTF extension.
</description>
<tutorials>
<link title="Runtime file loading and saving">$DOCS_URL/tutorials/io/runtime_file_loading_and_saving.html</link>
<link title="KHR_lights_punctual GLTF extension spec">https://github.com/KhronosGroup/glTF/blob/main/extensions/2.0/Khronos/KHR_lights_punctual</link>
</tutorials>
<methods>

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<description>
</description>
<tutorials>
<link title="Runtime file loading and saving">$DOCS_URL/tutorials/io/runtime_file_loading_and_saving.html</link>
</tutorials>
<members>
<member name="blend_weights" type="PackedFloat32Array" setter="set_blend_weights" getter="get_blend_weights" default="PackedFloat32Array()">

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GLTF nodes generally exist inside of [GLTFState] which represents all data of a GLTF file. Most of GLTFNode's properties are indices of other data in the GLTF file. You can extend a GLTF node with additional properties by using [method get_additional_data] and [method set_additional_data].
</description>
<tutorials>
<link title="Runtime file loading and saving">$DOCS_URL/tutorials/io/runtime_file_loading_and_saving.html</link>
<link title="GLTF scene and node spec">https://github.com/KhronosGroup/glTF-Tutorials/blob/master/gltfTutorial/gltfTutorial_004_ScenesNodes.md"</link>
</tutorials>
<methods>

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Represents a physics body as defined by the [code]OMI_physics_body[/code] GLTF extension. This class is an intermediary between the GLTF data and Godot's nodes, and it's abstracted in a way that allows adding support for different GLTF physics extensions in the future.
</description>
<tutorials>
<link title="Runtime file loading and saving">$DOCS_URL/tutorials/io/runtime_file_loading_and_saving.html</link>
<link title="OMI_physics_body GLTF extension">https://github.com/omigroup/gltf-extensions/tree/main/extensions/2.0/OMI_physics_body</link>
</tutorials>
<methods>

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Represents a physics shape as defined by the [code]OMI_collider[/code] GLTF extension. This class is an intermediary between the GLTF data and Godot's nodes, and it's abstracted in a way that allows adding support for different GLTF physics extensions in the future.
</description>
<tutorials>
<link title="Runtime file loading and saving">$DOCS_URL/tutorials/io/runtime_file_loading_and_saving.html</link>
<link title="OMI_collider GLTF extension">https://github.com/omigroup/gltf-extensions/tree/main/extensions/2.0/OMI_collider</link>
</tutorials>
<methods>

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<description>
</description>
<tutorials>
<link title="Runtime file loading and saving">$DOCS_URL/tutorials/io/runtime_file_loading_and_saving.html</link>
</tutorials>
<methods>
<method name="get_bone_attachment">

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<description>
</description>
<tutorials>
<link title="Runtime file loading and saving">$DOCS_URL/tutorials/io/runtime_file_loading_and_saving.html</link>
</tutorials>
<methods>
<method name="get_inverse_binds">

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KHR_materials_pbrSpecularGlossiness is an archived GLTF extension. This means that it is deprecated and not recommended for new files. However, it is still supported for loading old files.
</description>
<tutorials>
<link title="Runtime file loading and saving">$DOCS_URL/tutorials/io/runtime_file_loading_and_saving.html</link>
<link title="KHR_materials_pbrSpecularGlossiness GLTF extension spec">https://github.com/KhronosGroup/glTF/blob/main/extensions/2.0/Archived/KHR_materials_pbrSpecularGlossiness</link>
</tutorials>
<members>

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GLTFState can be populated by [GLTFDocument] reading a file or by converting a Godot scene. Then the data can either be used to create a Godot scene or save to a GLTF file. The code that converts to/from a Godot scene can be intercepted at arbitrary points by [GLTFDocumentExtension] classes. This allows for custom data to be stored in the GLTF file or for custom data to be converted to/from Godot nodes.
</description>
<tutorials>
<link title="Runtime file loading and saving">$DOCS_URL/tutorials/io/runtime_file_loading_and_saving.html</link>
<link title="GLTF asset header schema">https://github.com/KhronosGroup/glTF/blob/main/specification/2.0/schema/asset.schema.json"</link>
</tutorials>
<methods>

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<description>
</description>
<tutorials>
<link title="Runtime file loading and saving">$DOCS_URL/tutorials/io/runtime_file_loading_and_saving.html</link>
</tutorials>
<members>
<member name="sampler" type="int" setter="set_sampler" getter="get_sampler" default="-1">

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Represents a texture sampler as defined by the base GLTF spec. Texture samplers in GLTF specify how to sample data from the texture's base image, when rendering the texture on an object.
</description>
<tutorials>
<link title="Runtime file loading and saving">$DOCS_URL/tutorials/io/runtime_file_loading_and_saving.html</link>
</tutorials>
<members>
<member name="mag_filter" type="int" setter="set_mag_filter" getter="get_mag_filter" default="9729">

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The AudioStreamOggVorbis class is a specialized [AudioStream] for handling Ogg Vorbis file formats. It offers functionality for loading and playing back Ogg Vorbis files, as well as managing looping and other playback properties. This class is part of the audio stream system, which also supports WAV files through the [AudioStreamWAV] class.
</description>
<tutorials>
<link title="Runtime file loading and saving">$DOCS_URL/tutorials/io/runtime_file_loading_and_saving.html</link>
</tutorials>
<methods>
<method name="load_from_buffer" qualifiers="static">