diff options
Diffstat (limited to 'scene')
-rw-r--r-- | scene/register_scene_types.cpp | 1 | ||||
-rw-r--r-- | scene/resources/sky_box.cpp | 4 | ||||
-rw-r--r-- | scene/resources/texture.cpp | 224 | ||||
-rw-r--r-- | scene/resources/texture.h | 71 |
4 files changed, 289 insertions, 11 deletions
diff --git a/scene/register_scene_types.cpp b/scene/register_scene_types.cpp index a4fd35304a..753fcf2a13 100644 --- a/scene/register_scene_types.cpp +++ b/scene/register_scene_types.cpp @@ -613,6 +613,7 @@ void register_scene_types() { ClassDB::register_class<ProxyTexture>(); ClassDB::register_class<AnimatedTexture>(); ClassDB::register_class<CubeMap>(); + ClassDB::register_class<Texture3D>(); ClassDB::register_class<Animation>(); ClassDB::register_virtual_class<Font>(); ClassDB::register_class<BitmapFont>(); diff --git a/scene/resources/sky_box.cpp b/scene/resources/sky_box.cpp index f2d5cb3516..414d56ac61 100644 --- a/scene/resources/sky_box.cpp +++ b/scene/resources/sky_box.cpp @@ -405,7 +405,7 @@ void ProceduralSky::_update_sky() { } else { Ref<Image> image = _generate_sky(); - VS::get_singleton()->texture_allocate(texture, image->get_width(), image->get_height(), Image::FORMAT_RGBE9995, VS::TEXTURE_FLAG_FILTER | VS::TEXTURE_FLAG_REPEAT); + VS::get_singleton()->texture_allocate(texture, image->get_width(), image->get_height(), 0, Image::FORMAT_RGBE9995, VS::TEXTURE_TYPE_2D, VS::TEXTURE_FLAG_FILTER | VS::TEXTURE_FLAG_REPEAT); VS::get_singleton()->texture_set_data(texture, image); _radiance_changed(); } @@ -422,7 +422,7 @@ void ProceduralSky::_queue_update() { void ProceduralSky::_thread_done(const Ref<Image> &p_image) { - VS::get_singleton()->texture_allocate(texture, p_image->get_width(), p_image->get_height(), Image::FORMAT_RGBE9995, VS::TEXTURE_FLAG_FILTER | VS::TEXTURE_FLAG_REPEAT); + VS::get_singleton()->texture_allocate(texture, p_image->get_width(), p_image->get_height(), 0, Image::FORMAT_RGBE9995, VS::TEXTURE_TYPE_2D, VS::TEXTURE_FLAG_FILTER | VS::TEXTURE_FLAG_REPEAT); VS::get_singleton()->texture_set_data(texture, p_image); _radiance_changed(); Thread::wait_to_finish(sky_thread); diff --git a/scene/resources/texture.cpp b/scene/resources/texture.cpp index c8d12b88fc..a5b5375130 100644 --- a/scene/resources/texture.cpp +++ b/scene/resources/texture.cpp @@ -124,7 +124,7 @@ bool ImageTexture::_set(const StringName &p_name, const Variant &p_value) { Size2 s = p_value; w = s.width; h = s.height; - VisualServer::get_singleton()->texture_set_size_override(texture, w, h); + VisualServer::get_singleton()->texture_set_size_override(texture, w, h, 0); } else if (p_name == "_data") { _set_data(p_value); } else @@ -183,7 +183,7 @@ void ImageTexture::_reload_hook(const RID &p_hook) { void ImageTexture::create(int p_width, int p_height, Image::Format p_format, uint32_t p_flags) { flags = p_flags; - VisualServer::get_singleton()->texture_allocate(texture, p_width, p_height, p_format, p_flags); + VisualServer::get_singleton()->texture_allocate(texture, p_width, p_height, 0, p_format, VS::TEXTURE_TYPE_2D, p_flags); format = p_format; w = p_width; h = p_height; @@ -196,7 +196,7 @@ void ImageTexture::create_from_image(const Ref<Image> &p_image, uint32_t p_flags h = p_image->get_height(); format = p_image->get_format(); - VisualServer::get_singleton()->texture_allocate(texture, p_image->get_width(), p_image->get_height(), p_image->get_format(), p_flags); + VisualServer::get_singleton()->texture_allocate(texture, p_image->get_width(), p_image->get_height(), 0, p_image->get_format(), VS::TEXTURE_TYPE_2D, p_flags); VisualServer::get_singleton()->texture_set_data(texture, p_image); _change_notify(); } @@ -301,7 +301,7 @@ void ImageTexture::set_size_override(const Size2 &p_size) { w = s.x; if (s.y != 0) h = s.y; - VisualServer::get_singleton()->texture_set_size_override(texture, w, h); + VisualServer::get_singleton()->texture_set_size_override(texture, w, h, 0); } void ImageTexture::set_path(const String &p_path, bool p_take_over) { @@ -648,7 +648,7 @@ Error StreamTexture::load(const String &p_path) { if (err) return err; - VS::get_singleton()->texture_allocate(texture, image->get_width(), image->get_height(), image->get_format(), lflags); + VS::get_singleton()->texture_allocate(texture, image->get_width(), image->get_height(), 0, image->get_format(), VS::TEXTURE_TYPE_2D, lflags); VS::get_singleton()->texture_set_data(texture, image); w = lw; @@ -1195,7 +1195,7 @@ void CubeMap::set_flags(uint32_t p_flags) { flags = p_flags; if (_is_valid()) - VS::get_singleton()->texture_set_flags(cubemap, flags | VS::TEXTURE_FLAG_CUBEMAP); + VS::get_singleton()->texture_set_flags(cubemap, flags); } uint32_t CubeMap::get_flags() const { @@ -1211,7 +1211,7 @@ void CubeMap::set_side(Side p_side, const Ref<Image> &p_image) { format = p_image->get_format(); w = p_image->get_width(); h = p_image->get_height(); - VS::get_singleton()->texture_allocate(cubemap, w, h, p_image->get_format(), flags | VS::TEXTURE_FLAG_CUBEMAP); + VS::get_singleton()->texture_allocate(cubemap, w, h, 0, p_image->get_format(), VS::TEXTURE_TYPE_CUBEMAP, flags); } VS::get_singleton()->texture_set_data(cubemap, p_image, VS::CubeMapSide(p_side)); @@ -1474,7 +1474,7 @@ void CurveTexture::_update() { Ref<Image> image = memnew(Image(_width, 1, false, Image::FORMAT_RF, data)); - VS::get_singleton()->texture_allocate(_texture, _width, 1, Image::FORMAT_RF, VS::TEXTURE_FLAG_FILTER); + VS::get_singleton()->texture_allocate(_texture, _width, 1, 0, Image::FORMAT_RF, VS::TEXTURE_TYPE_2D, VS::TEXTURE_FLAG_FILTER); VS::get_singleton()->texture_set_data(_texture, image); emit_changed(); @@ -1583,7 +1583,7 @@ void GradientTexture::_update() { Ref<Image> image = memnew(Image(width, 1, false, Image::FORMAT_RGBA8, data)); - VS::get_singleton()->texture_allocate(texture, width, 1, Image::FORMAT_RGBA8, VS::TEXTURE_FLAG_FILTER); + VS::get_singleton()->texture_allocate(texture, width, 1, 0, Image::FORMAT_RGBA8, VS::TEXTURE_TYPE_2D, VS::TEXTURE_FLAG_FILTER); VS::get_singleton()->texture_set_data(texture, image); emit_changed(); @@ -1876,3 +1876,209 @@ AnimatedTexture::AnimatedTexture() { AnimatedTexture::~AnimatedTexture() { VS::get_singleton()->free(proxy); } + +bool Texture3D::get_split_single_image_enabled() const { + return split_single_image_enabled; +} + +void Texture3D::set_split_single_image_enabled(bool p_split_enabled) { + split_single_image_enabled = p_split_enabled; + + _change_notify(); +} + +uint32_t Texture3D::get_split_single_image_h_split() const { + return split_single_image_h_split; +} + +void Texture3D::set_split_single_image_h_split(uint32_t p_h_split) { + split_single_image_h_split = p_h_split; + + if (split_single_image_image.is_valid()) + create_from_image(split_single_image_image, split_single_image_h_split, split_single_image_v_split, split_single_image_num_layers, flags); +} + +uint32_t Texture3D::get_split_single_image_v_split() const { + return split_single_image_v_split; +} + +void Texture3D::set_split_single_image_v_split(uint32_t p_v_split) { + split_single_image_v_split = p_v_split; + + if (split_single_image_image.is_valid()) + create_from_image(split_single_image_image, split_single_image_h_split, split_single_image_v_split, split_single_image_num_layers, flags); +} + +uint32_t Texture3D::get_split_single_image_num_layers() const { + return split_single_image_num_layers; +} + +void Texture3D::set_split_single_image_num_layers(uint32_t p_num_layers) { + split_single_image_num_layers = p_num_layers; + + if (split_single_image_image.is_valid()) + create_from_image(split_single_image_image, split_single_image_h_split, split_single_image_v_split, split_single_image_num_layers, flags); +} + +Ref<Image> Texture3D::get_split_single_image_image() const { + return split_single_image_image; +} + +void Texture3D::set_split_single_image_image(const Ref<Image> &p_image) { + split_single_image_image = p_image; + + create_from_image(split_single_image_image, split_single_image_h_split, split_single_image_v_split, split_single_image_num_layers, flags); +} + +void Texture3D::_validate_property(PropertyInfo &property) const { + if (property.name.begins_with("split_single_image_") && property.name != "split_single_image_enabled" && !split_single_image_enabled) { + property.usage = 0; + } +} + +void Texture3D::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_flags", "flags"), &Texture3D::set_flags); + ClassDB::bind_method(D_METHOD("get_flags"), &Texture3D::get_flags); + + ClassDB::bind_method(D_METHOD("get_format"), &Texture3D::get_format); + + ClassDB::bind_method(D_METHOD("get_width"), &Texture3D::get_width); + ClassDB::bind_method(D_METHOD("get_height"), &Texture3D::get_height); + ClassDB::bind_method(D_METHOD("get_depth"), &Texture3D::get_depth); + + ClassDB::bind_method(D_METHOD("set_split_single_image_enabled", "split_enabled"), &Texture3D::set_split_single_image_enabled); + ClassDB::bind_method(D_METHOD("get_split_single_image_enabled"), &Texture3D::get_split_single_image_enabled); + + ClassDB::bind_method(D_METHOD("set_split_single_image_h_split", "h_split"), &Texture3D::set_split_single_image_h_split); + ClassDB::bind_method(D_METHOD("get_split_single_image_h_split"), &Texture3D::get_split_single_image_h_split); + + ClassDB::bind_method(D_METHOD("set_split_single_image_v_split", "v_split"), &Texture3D::set_split_single_image_v_split); + ClassDB::bind_method(D_METHOD("get_split_single_image_v_split"), &Texture3D::get_split_single_image_v_split); + + ClassDB::bind_method(D_METHOD("set_split_single_image_num_layers", "num_layers"), &Texture3D::set_split_single_image_num_layers); + ClassDB::bind_method(D_METHOD("get_split_single_image_num_layers"), &Texture3D::get_split_single_image_num_layers); + + ClassDB::bind_method(D_METHOD("set_split_single_image_image", "image"), &Texture3D::set_split_single_image_image); + ClassDB::bind_method(D_METHOD("get_split_single_image_image"), &Texture3D::get_split_single_image_image); + + ClassDB::bind_method(D_METHOD("create", "width", "height", "depth", "format", "flags"), &Texture3D::create, DEFVAL(FLAGS_DEFAULT)); + ClassDB::bind_method(D_METHOD("create_from_image", "image", "h_split", "v_split", "num_layer", "flags"), &Texture3D::create_from_image, DEFVAL(FLAGS_DEFAULT)); + + ClassDB::bind_method(D_METHOD("set_data_partial", "image", "x_offset", "y_offset", "layer", "mipmap"), &Texture3D::set_data_partial, DEFVAL(0)); + + ADD_PROPERTY(PropertyInfo(Variant::INT, "flags", PROPERTY_HINT_FLAGS, "Mipmaps,Repeat,Filter"), "set_flags", "get_flags"); + + BIND_ENUM_CONSTANT(FLAG_MIPMAPS); + BIND_ENUM_CONSTANT(FLAG_REPEAT); + BIND_ENUM_CONSTANT(FLAG_FILTER); + BIND_ENUM_CONSTANT(FLAGS_DEFAULT); + + ADD_GROUP("Split single image", "split_single_image_"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "split_single_image_enabled"), "set_split_single_image_enabled", "get_split_single_image_enabled"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "split_single_image_h_split", PROPERTY_HINT_RANGE, "0,1000"), "set_split_single_image_h_split", "get_split_single_image_h_split"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "split_single_image_v_split", PROPERTY_HINT_RANGE, "0,1000"), "set_split_single_image_v_split", "get_split_single_image_v_split"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "split_single_image_num_layers"), "set_split_single_image_num_layers", "get_split_single_image_num_layers"); + ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "split_single_image_image", PROPERTY_HINT_RESOURCE_TYPE, "Image"), "set_split_single_image_image", "get_split_single_image_image"); +} + +void Texture3D::set_flags(uint32_t p_flags) { + flags = p_flags; + + if (texture.is_valid()) { + VS::get_singleton()->texture_set_flags(texture, flags); + } +} + +uint32_t Texture3D::get_flags() const { + return flags; +} + +Image::Format Texture3D::get_format() const { + return format; +} + +uint32_t Texture3D::get_width() const { + return width; +} + +uint32_t Texture3D::get_height() const { + return height; +} + +uint32_t Texture3D::get_depth() const { + return depth; +} + +void Texture3D::create(uint32_t p_width, uint32_t p_height, uint32_t p_depth, Image::Format p_format, uint32_t p_flags) { + VS::get_singleton()->texture_allocate(texture, p_width, p_height, p_depth, p_format, VS::TEXTURE_TYPE_3D, p_flags); + + width = p_width; + height = p_height; + depth = p_depth; + + flags = p_flags; +} + +void Texture3D::create_from_image(const Ref<Image> &p_image, uint32_t p_h_split, uint32_t p_v_split, uint32_t p_num_layer, uint32_t flags) { + + ERR_FAIL_COND(p_image.is_null()); + ERR_FAIL_COND((p_h_split + 1) * (p_v_split + 1) < p_num_layer); + + uint32_t total_width = p_image->get_width(); + uint32_t total_height = p_image->get_height(); + + uint32_t width = total_width / (p_h_split + 1); + uint32_t height = total_height / (p_v_split + 1); + + create(width, height, p_num_layer, p_image->get_format(), flags); + + for (uint32_t i = 0; i < p_num_layer; i++) { + uint32_t row = i / (p_v_split + 1); + uint32_t col = i % (p_v_split + 1); + + uint32_t x_offset = col * width; + uint32_t y_offset = row * height; + + VS::get_singleton()->texture_set_data_partial(texture, p_image, x_offset, y_offset, width, height, 0, 0, 0, i); + } +} + +void Texture3D::set_data_partial(const Ref<Image> &p_image, int p_x_ofs, int p_y_ofs, int p_layer, int p_mipmap) { + ERR_FAIL_COND(!texture.is_valid()); + VS::get_singleton()->texture_set_data_partial(texture, p_image, 0, 0, p_image->get_width(), p_image->get_height(), p_x_ofs, p_y_ofs, p_mipmap, p_layer); +} + +RID Texture3D::get_rid() const { + return texture; +} + +void Texture3D::set_path(const String &p_path, bool p_take_over) { + if (texture.is_valid()) { + VS::get_singleton()->texture_set_path(texture, p_path); + } + + Resource::set_path(p_path, p_take_over); +} + +Texture3D::Texture3D() { + format = Image::FORMAT_MAX; + flags = FLAGS_DEFAULT; + + width = 0; + height = 0; + depth = 0; + + split_single_image_enabled = false; + split_single_image_h_split = 0; + split_single_image_v_split = 0; + split_single_image_num_layers = 0; + split_single_image_image = Ref<Image>(); + + texture = VS::get_singleton()->texture_create(); +} + +Texture3D::~Texture3D() { + if (texture.is_valid()) { + VS::get_singleton()->free(texture); + } +} diff --git a/scene/resources/texture.h b/scene/resources/texture.h index c994bdad5f..ebb40ab0cb 100644 --- a/scene/resources/texture.h +++ b/scene/resources/texture.h @@ -401,6 +401,77 @@ VARIANT_ENUM_CAST(CubeMap::Flags) VARIANT_ENUM_CAST(CubeMap::Side) VARIANT_ENUM_CAST(CubeMap::Storage) +class Texture3D : public Resource { + + GDCLASS(Texture3D, Resource) + RES_BASE_EXTENSION("tex3d") + +public: + enum Flags { + FLAG_MIPMAPS = VisualServer::TEXTURE_FLAG_MIPMAPS, + FLAG_REPEAT = VisualServer::TEXTURE_FLAG_REPEAT, + FLAG_FILTER = VisualServer::TEXTURE_FLAG_FILTER, + FLAGS_DEFAULT = FLAG_REPEAT | FLAG_FILTER, + }; + +private: + RID texture; + Image::Format format; + uint32_t flags; + + uint32_t width; + uint32_t height; + uint32_t depth; + + // for setting an image as a property + bool split_single_image_enabled; + + uint32_t split_single_image_h_split; + uint32_t split_single_image_v_split; + uint32_t split_single_image_num_layers; + Ref<Image> split_single_image_image; + +protected: + void _validate_property(PropertyInfo &property) const; + + static void _bind_methods(); + +public: + void set_flags(uint32_t p_flags); + uint32_t get_flags() const; + + Image::Format get_format() const; + uint32_t get_width() const; + uint32_t get_height() const; + uint32_t get_depth() const; + + void create(uint32_t p_width, uint32_t p_height, uint32_t p_depth, Image::Format p_format, uint32_t p_flags = FLAGS_DEFAULT); + void create_from_image(const Ref<Image> &p_image, uint32_t p_h_split, uint32_t p_v_split, uint32_t p_num_layer, uint32_t flags = FLAGS_DEFAULT); + + void set_data_partial(const Ref<Image> &p_image, int p_x_ofs, int p_y_ofs, int p_layer, int p_mipmap = 0); + + virtual RID get_rid() const; + + bool get_split_single_image_enabled() const; + void set_split_single_image_enabled(bool p_split_enabled); + + uint32_t get_split_single_image_h_split() const; + void set_split_single_image_h_split(uint32_t p_h_split); + uint32_t get_split_single_image_v_split() const; + void set_split_single_image_v_split(uint32_t p_v_split); + + uint32_t get_split_single_image_num_layers() const; + void set_split_single_image_num_layers(uint32_t p_num_layers); + + Ref<Image> get_split_single_image_image() const; + void set_split_single_image_image(const Ref<Image> &p_image); + + virtual void set_path(const String &p_path, bool p_take_over = false); + + Texture3D(); + ~Texture3D(); +}; + class CurveTexture : public Texture { GDCLASS(CurveTexture, Texture) |