/*************************************************************************/ /* texture_loader_gles3.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* 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. */ /*************************************************************************/ #include "texture_loader_gles3.h" #ifdef GLES3_ENABLED #include "core/io/file_access.h" #include "core/string/print_string.h" #include RES ResourceFormatGLES2Texture::load(const String &p_path, const String &p_original_path, Error *r_error, bool p_use_sub_threads, float *r_progress, CacheMode p_cache_mode) { unsigned int width = 8; unsigned int height = 8; //We just use some format Image::Format fmt = Image::FORMAT_RGB8; int rowsize = 3 * width; Vector dstbuff; dstbuff.resize(rowsize * height); uint8_t **row_p = memnew_arr(uint8_t *, height); for (unsigned int i = 0; i < height; i++) { row_p[i] = 0; //No colors any more, I want them to turn black } memdelete_arr(row_p); Ref img = memnew(Image(width, height, 0, fmt, dstbuff)); Ref texture = memnew(ImageTexture); texture->create_from_image(img); if (r_error) { *r_error = OK; } return texture; } void ResourceFormatGLES2Texture::get_recognized_extensions(List *p_extensions) const { p_extensions->push_back("bmp"); p_extensions->push_back("dds"); p_extensions->push_back("exr"); p_extensions->push_back("jpeg"); p_extensions->push_back("jpg"); p_extensions->push_back("hdr"); p_extensions->push_back("pkm"); p_extensions->push_back("png"); p_extensions->push_back("pvr"); p_extensions->push_back("svg"); p_extensions->push_back("tga"); p_extensions->push_back("webp"); } bool ResourceFormatGLES2Texture::handles_type(const String &p_type) const { return ClassDB::is_parent_class(p_type, "Texture2D"); } String ResourceFormatGLES2Texture::get_resource_type(const String &p_path) const { String extension = p_path.get_extension().to_lower(); if ( extension == "bmp" || extension == "dds" || extension == "exr" || extension == "jpeg" || extension == "jpg" || extension == "hdr" || extension == "pkm" || extension == "png" || extension == "pvr" || extension == "svg" || extension == "tga" || extension == "webp") { return "ImageTexture"; } return ""; } #endif