/*************************************************************************/ /* texture.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2017 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. */ /*************************************************************************/ #ifndef TEXTURE_H #define TEXTURE_H #include "io/resource_loader.h" #include "math_2d.h" #include "resource.h" #include "servers/visual_server.h" /** @author Juan Linietsky */ class Texture : public Resource { GDCLASS(Texture, Resource); OBJ_SAVE_TYPE(Texture); //children are all saved as Texture, so they can be exchanged protected: static void _bind_methods(); public: enum Flags { FLAG_MIPMAPS = VisualServer::TEXTURE_FLAG_MIPMAPS, FLAG_REPEAT = VisualServer::TEXTURE_FLAG_REPEAT, FLAG_FILTER = VisualServer::TEXTURE_FLAG_FILTER, FLAG_ANISOTROPIC_FILTER = VisualServer::TEXTURE_FLAG_ANISOTROPIC_FILTER, FLAG_CONVERT_TO_LINEAR = VisualServer::TEXTURE_FLAG_CONVERT_TO_LINEAR, FLAG_VIDEO_SURFACE = VisualServer::TEXTURE_FLAG_USED_FOR_STREAMING, FLAGS_DEFAULT = FLAG_MIPMAPS | FLAG_REPEAT | FLAG_FILTER, FLAG_MIRRORED_REPEAT = VisualServer::TEXTURE_FLAG_MIRRORED_REPEAT }; virtual int get_width() const = 0; virtual int get_height() const = 0; virtual Size2 get_size() const; virtual RID get_rid() const = 0; virtual bool has_alpha() const = 0; virtual void set_flags(uint32_t p_flags) = 0; virtual uint32_t get_flags() const = 0; virtual void draw(RID p_canvas_item, const Point2 &p_pos, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false) const; 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; 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) const; virtual bool get_rect_region(const Rect2 &p_rect, const Rect2 &p_src_rect, Rect2 &r_rect, Rect2 &r_src_rect) const; virtual Ref get_data() const { return Ref(); } Texture(); }; VARIANT_ENUM_CAST(Texture::Flags); class ImageTexture : public Texture { GDCLASS(ImageTexture, Texture); RES_BASE_EXTENSION("tex"); public: enum Storage { STORAGE_RAW, STORAGE_COMPRESS_LOSSY, STORAGE_COMPRESS_LOSSLESS }; private: RID texture; Image::Format format; uint32_t flags; int w, h; Storage storage; Size2 size_override; float lossy_storage_quality; protected: virtual void reload_from_file(); 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 *p_list) const; void _reload_hook(const RID &p_hook); virtual void _resource_path_changed(); static void _bind_methods(); void _set_data(Dictionary p_data); public: void create(int p_width, int p_height, Image::Format p_format, uint32_t p_flags = FLAGS_DEFAULT); void create_from_image(const Ref &p_image, uint32_t p_flags = FLAGS_DEFAULT); void set_flags(uint32_t p_flags); uint32_t get_flags() const; Image::Format get_format() const; void load(const String &p_path); void set_data(const Ref &p_image); Ref get_data() const; int get_width() const; int get_height() const; virtual RID get_rid() const; bool has_alpha() const; virtual void draw(RID p_canvas_item, const Point2 &p_pos, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false) const; 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; 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) const; void set_storage(Storage p_storage); Storage get_storage() const; void set_lossy_storage_quality(float p_lossy_storage_quality); float get_lossy_storage_quality() const; void set_size_override(const Size2 &p_size); virtual void set_path(const String &p_path, bool p_take_over = false); ImageTexture(); ~ImageTexture(); }; class StreamTexture : public Texture { GDCLASS(StreamTexture, Texture); public: enum DataFormat { DATA_FORMAT_IMAGE, DATA_FORMAT_LOSSLESS, DATA_FORMAT_LOSSY }; enum FormatBits { FORMAT_MASK_IMAGE_FORMAT = (1 << 20) - 1, FORMAT_BIT_LOSSLESS = 1 << 20, FORMAT_BIT_LOSSY = 1 << 21, FORMAT_BIT_STREAM = 1 << 22, FORMAT_BIT_HAS_MIPMAPS = 1 << 23, FORMAT_BIT_DETECT_3D = 1 << 24, FORMAT_BIT_DETECT_SRGB = 1 << 25, }; private: Error _load_data(const String &p_path, int &tw, int &th, int &flags, Ref &image, int p_size_limit = 0); String path_to_file; RID texture; Image::Format format; uint32_t flags; int w, h; virtual void reload_from_file(); static void _requested_3d(void *p_ud); static void _requested_srgb(void *p_ud); protected: static void _bind_methods(); public: typedef void (*TextureFormatRequestCallback)(const Ref &); static TextureFormatRequestCallback request_3d_callback; static TextureFormatRequestCallback request_srgb_callback; uint32_t get_flags() const; Image::Format get_format() const; Error load(const String &p_path); String get_load_path() const; int get_width() const; int get_height() const; virtual RID get_rid() const; virtual void draw(RID p_canvas_item, const Point2 &p_pos, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false) const; 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; 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) const; virtual bool has_alpha() const; virtual void set_flags(uint32_t p_flags); virtual Ref get_data() const; StreamTexture(); ~StreamTexture(); }; class ResourceFormatLoaderStreamTexture : public ResourceFormatLoader { public: virtual RES load(const String &p_path, const String &p_original_path = "", Error *r_error = NULL); virtual void get_recognized_extensions(List *p_extensions) const; virtual bool handles_type(const String &p_type) const; virtual String get_resource_type(const String &p_path) const; }; VARIANT_ENUM_CAST(ImageTexture::Storage); class AtlasTexture : public Texture { GDCLASS(AtlasTexture, Texture); RES_BASE_EXTENSION("atex"); protected: Ref atlas; Rect2 region; Rect2 margin; static void _bind_methods(); public: virtual int get_width() const; virtual int get_height() const; virtual RID get_rid() const; virtual bool has_alpha() const; virtual void set_flags(uint32_t p_flags); virtual uint32_t get_flags() const; void set_atlas(const Ref &p_atlas); Ref get_atlas() const; void set_region(const Rect2 &p_region); Rect2 get_region() const; void set_margin(const Rect2 &p_margin); Rect2 get_margin() const; virtual void draw(RID p_canvas_item, const Point2 &p_pos, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false) const; 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; 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) const; virtual bool get_rect_region(const Rect2 &p_rect, const Rect2 &p_src_rect, Rect2 &r_rect, Rect2 &r_src_rect) const; AtlasTexture(); }; class LargeTexture : public Texture { GDCLASS(LargeTexture, Texture); RES_BASE_EXTENSION("ltex"); protected: struct Piece { Point2 offset; Ref texture; }; Vector pieces; Size2i size; Array _get_data() const; void _set_data(const Array &p_array); static void _bind_methods(); public: virtual int get_width() const; virtual int get_height() const; virtual RID get_rid() const; virtual bool has_alpha() const; virtual void set_flags(uint32_t p_flags); virtual uint32_t get_flags() const; int add_piece(const Point2 &p_offset, const Ref &p_texture); void set_piece_offset(int p_idx, const Point2 &p_offset); void set_piece_texture(int p_idx, const Ref &p_texture); void set_size(const Size2 &p_size); void clear(); int get_piece_count() const; Vector2 get_piece_offset(int p_idx) const; Ref get_piece_texture(int p_idx) const; virtual void draw(RID p_canvas_item, const Point2 &p_pos, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false) const; 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; 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) const; LargeTexture(); }; class CubeMap : public Resource { GDCLASS(CubeMap, Resource); RES_BASE_EXTENSION("cbm"); public: enum Storage { STORAGE_RAW, STORAGE_COMPRESS_LOSSY, STORAGE_COMPRESS_LOSSLESS }; enum Side { SIDE_LEFT, SIDE_RIGHT, SIDE_BOTTOM, SIDE_TOP, SIDE_FRONT, SIDE_BACK }; enum Flags { FLAG_MIPMAPS = VisualServer::TEXTURE_FLAG_MIPMAPS, FLAG_REPEAT = VisualServer::TEXTURE_FLAG_REPEAT, FLAG_FILTER = VisualServer::TEXTURE_FLAG_FILTER, FLAGS_DEFAULT = FLAG_MIPMAPS | FLAG_REPEAT | FLAG_FILTER, }; private: bool valid[6]; RID cubemap; Image::Format format; uint32_t flags; int w, h; Storage storage; Size2 size_override; float lossy_storage_quality; _FORCE_INLINE_ bool _is_valid() const { for (int i = 0; i < 6; i++) { if (valid[i]) return true; } return false; } protected: 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 *p_list) const; static void _bind_methods(); public: void set_flags(uint32_t p_flags); uint32_t get_flags() const; void set_side(Side p_side, const Ref &p_image); Ref get_side(Side p_side) const; Image::Format get_format() const; int get_width() const; int get_height() const; virtual RID get_rid() const; void set_storage(Storage p_storage); Storage get_storage() const; void set_lossy_storage_quality(float p_lossy_storage_quality); float get_lossy_storage_quality() const; virtual void set_path(const String &p_path, bool p_take_over = false); CubeMap(); ~CubeMap(); }; VARIANT_ENUM_CAST(CubeMap::Flags); VARIANT_ENUM_CAST(CubeMap::Side); VARIANT_ENUM_CAST(CubeMap::Storage); class CurveTexture : public Texture { GDCLASS(CurveTexture, Texture); RES_BASE_EXTENSION("cvtex"); private: RID texture; PoolVector points; float min, max; int width; protected: static void _bind_methods(); public: void set_max(float p_max); float get_max() const; void set_min(float p_min); float get_min() const; void set_width(int p_width); int get_width() const; void set_points(const PoolVector &p_points); PoolVector get_points() const; virtual RID get_rid() const; virtual int get_height() const { return 1; } virtual bool has_alpha() const { return false; } virtual void set_flags(uint32_t p_flags) {} virtual uint32_t get_flags() const { return FLAG_FILTER; } CurveTexture(); ~CurveTexture(); }; /* enum CubeMapSide { CUBEMAP_LEFT, CUBEMAP_RIGHT, CUBEMAP_BOTTOM, CUBEMAP_TOP, CUBEMAP_FRONT, CUBEMAP_BACK, }; */ //VARIANT_ENUM_CAST( Texture::CubeMapSide ); class GradientTexture : public Texture { GDCLASS(GradientTexture, Texture); public: struct Point { float offset; Color color; bool operator<(const Point &p_ponit) const { return offset < p_ponit.offset; } }; private: Vector points; bool is_sorted; bool update_pending; RID texture; int width; void _queue_update(); void _update(); protected: static void _bind_methods(); public: void add_point(float p_offset, const Color &p_color); void remove_point(int p_index); void set_points(Vector &points); Vector &get_points(); void set_offset(int pos, const float offset); float get_offset(int pos) const; void set_color(int pos, const Color &color); Color get_color(int pos) const; void set_offsets(const Vector &offsets); Vector get_offsets() const; void set_colors(const Vector &colors); Vector get_colors() const; void set_width(int p_width); int get_width() const; virtual RID get_rid() const { return texture; } virtual int get_height() const { return 1; } virtual bool has_alpha() const { return true; } virtual void set_flags(uint32_t p_flags) {} virtual uint32_t get_flags() const { return FLAG_FILTER; } _FORCE_INLINE_ Color get_color_at_offset(float p_offset) { if (points.empty()) return Color(0, 0, 0, 1); if (!is_sorted) { points.sort(); is_sorted = true; } //binary search int low = 0; int high = points.size() - 1; int middle; while (low <= high) { middle = (low + high) / 2; Point &point = points[middle]; if (point.offset > p_offset) { high = middle - 1; //search low end of array } else if (point.offset < p_offset) { low = middle + 1; //search high end of array } else { return point.color; } } //return interpolated value if (points[middle].offset > p_offset) { middle--; } int first = middle; int second = middle + 1; if (second >= points.size()) return points[points.size() - 1].color; if (first < 0) return points[0].color; Point &pointFirst = points[first]; Point &pointSecond = points[second]; return pointFirst.color.linear_interpolate(pointSecond.color, (p_offset - pointFirst.offset) / (pointSecond.offset - pointFirst.offset)); } int get_points_count() const; GradientTexture(); virtual ~GradientTexture(); }; #endif