godot/scene/resources/image_texture.h
2023-09-22 16:24:46 +08:00

207 lines
7.0 KiB
C++

/**************************************************************************/
/* 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<BitMap> 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<PropertyInfo> *p_list) const;
static void _bind_methods();
public:
void set_image(const Ref<Image> &p_image);
static Ref<ImageTexture> create_from_image(const Ref<Image> &p_image);
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;
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<Image> &p_images);
TypedArray<Image> _get_images() const;
void _set_images(const TypedArray<Image> &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<Ref<Image>> p_images);
void update_layer(const Ref<Image> &p_image, int p_layer);
virtual Ref<Image> 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;
TypedArray<Image> _get_images() const;
void _set_images(const TypedArray<Image> &p_images);
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<Image> &p_data);
void _update(const TypedArray<Image> &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<Ref<Image>> &p_data);
void update(const Vector<Ref<Image>> &p_data);
virtual Vector<Ref<Image>> 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<Resource> create_placeholder() const;
};
class Cubemap : public ImageTextureLayered {
GDCLASS(Cubemap, ImageTextureLayered);
protected:
static void _bind_methods();
public:
Cubemap() :
ImageTextureLayered(LAYERED_TYPE_CUBEMAP) {}
virtual Ref<Resource> create_placeholder() const;
};
class CubemapArray : public ImageTextureLayered {
GDCLASS(CubemapArray, ImageTextureLayered);
protected:
static void _bind_methods();
public:
CubemapArray() :
ImageTextureLayered(LAYERED_TYPE_CUBEMAP_ARRAY) {}
virtual Ref<Resource> create_placeholder() const;
};
#endif // IMAGE_TEXTURE_H