/*************************************************************************/ /* texture.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2020 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 "core/io/resource_loader.h" #include "core/math/rect2.h" #include "core/os/mutex.h" #include "core/os/rw_lock.h" #include "core/os/thread_safe.h" #include "core/resource.h" #include "scene/resources/curve.h" #include "scene/resources/gradient.h" #include "servers/camera_server.h" #include "servers/visual_server.h" class Texture : public Resource { GDCLASS(Texture, Resource); public: Texture() {} }; class Texture2D : public Texture { GDCLASS(Texture2D, Resource); OBJ_SAVE_TYPE(Texture2D); // Saves derived classes with common type so they can be interchanged. protected: static void _bind_methods(); public: 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 is_pixel_opaque(int p_x, int p_y) const; virtual bool has_alpha() 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 Ref &p_normal_map = Ref(), const Ref &p_specular_map = Ref(), const Color &p_specular_color_shininess = Color(1, 1, 1, 1), VS::CanvasItemTextureFilter p_texture_filter = VS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, VS::CanvasItemTextureRepeat p_texture_repeat = VS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) 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 Ref &p_normal_map = Ref(), const Ref &p_specular_map = Ref(), const Color &p_specular_color_shininess = Color(1, 1, 1, 1), VS::CanvasItemTextureFilter p_texture_filter = VS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, VS::CanvasItemTextureRepeat p_texture_repeat = VS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) 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 Ref &p_normal_map = Ref(), const Ref &p_specular_map = Ref(), const Color &p_specular_color_shininess = Color(1, 1, 1, 1), VS::CanvasItemTextureFilter p_texture_filter = VS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, VS::CanvasItemTextureRepeat p_texture_repeat = VS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT, bool p_clip_uv = true) 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(); } Texture2D(); }; class BitMap; class ImageTexture : public Texture2D { GDCLASS(ImageTexture, Texture2D); RES_BASE_EXTENSION("tex"); mutable RID texture; Image::Format format; bool mipmaps; int w, h; Size2 size_override; mutable Ref alpha_cache; bool image_stored; 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(); public: void create_from_image(const Ref &p_image); Image::Format get_format() const; void update(const Ref &p_image, bool p_immediate = false); 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 Ref &p_normal_map = Ref(), const Ref &p_specular_map = Ref(), const Color &p_specular_color_shininess = Color(1, 1, 1, 1), VS::CanvasItemTextureFilter p_texture_filter = VS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, VS::CanvasItemTextureRepeat p_texture_repeat = VS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) 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 Ref &p_normal_map = Ref(), const Ref &p_specular_map = Ref(), const Color &p_specular_color_shininess = Color(1, 1, 1, 1), VS::CanvasItemTextureFilter p_texture_filter = VS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, VS::CanvasItemTextureRepeat p_texture_repeat = VS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) 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 Ref &p_normal_map = Ref(), const Ref &p_specular_map = Ref(), const Color &p_specular_color_shininess = Color(1, 1, 1, 1), VS::CanvasItemTextureFilter p_texture_filter = VS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, VS::CanvasItemTextureRepeat p_texture_repeat = VS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT, bool p_clip_uv = true) const; bool is_pixel_opaque(int p_x, int p_y) 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 Texture2D { GDCLASS(StreamTexture, Texture2D); 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, FORMAT_BIT_DETECT_NORMAL = 1 << 26, FORMAT_BIT_DETECT_ROUGNESS = 1 << 27, }; private: Error _load_data(const String &p_path, int &tw, int &th, int &tw_custom, int &th_custom, Ref &image, bool &r_request_3d, bool &r_request_normal, bool &r_request_roughness, int p_size_limit = 0); String path_to_file; mutable RID texture; Image::Format format; int w, h; mutable Ref alpha_cache; virtual void reload_from_file(); static void _requested_3d(void *p_ud); static void _requested_roughness(void *p_ud, const String &p_normal_path, VS::TextureDetectRoughnessChannel p_roughness_channel); static void _requested_normal(void *p_ud); protected: static void _bind_methods(); void _validate_property(PropertyInfo &property) const; public: typedef void (*TextureFormatRequestCallback)(const Ref &); typedef void (*TextureFormatRoughnessRequestCallback)(const Ref &, const String &p_normal_path, VS::TextureDetectRoughnessChannel p_roughness_channel); static TextureFormatRequestCallback request_3d_callback; static TextureFormatRoughnessRequestCallback request_roughness_callback; static TextureFormatRequestCallback request_normal_callback; 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 set_path(const String &p_path, bool p_take_over); virtual void draw(RID p_canvas_item, const Point2 &p_pos, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false, const Ref &p_normal_map = Ref(), const Ref &p_specular_map = Ref(), const Color &p_specular_color_shininess = Color(1, 1, 1, 1), VS::CanvasItemTextureFilter p_texture_filter = VS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, VS::CanvasItemTextureRepeat p_texture_repeat = VS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) 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 Ref &p_normal_map = Ref(), const Ref &p_specular_map = Ref(), const Color &p_specular_color_shininess = Color(1, 1, 1, 1), VS::CanvasItemTextureFilter p_texture_filter = VS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, VS::CanvasItemTextureRepeat p_texture_repeat = VS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) 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 Ref &p_normal_map = Ref(), const Ref &p_specular_map = Ref(), const Color &p_specular_color_shininess = Color(1, 1, 1, 1), VS::CanvasItemTextureFilter p_texture_filter = VS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, VS::CanvasItemTextureRepeat p_texture_repeat = VS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT, bool p_clip_uv = true) const; virtual bool has_alpha() const; bool is_pixel_opaque(int p_x, int p_y) const; 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; }; class AtlasTexture : public Texture2D { GDCLASS(AtlasTexture, Texture2D); RES_BASE_EXTENSION("atlastex"); protected: Ref atlas; Rect2 region; Rect2 margin; bool filter_clip; 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; 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; void set_filter_clip(const bool p_enable); bool has_filter_clip() 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 Ref &p_normal_map = Ref(), const Ref &p_specular_map = Ref(), const Color &p_specular_color_shininess = Color(1, 1, 1, 1), VS::CanvasItemTextureFilter p_texture_filter = VS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, VS::CanvasItemTextureRepeat p_texture_repeat = VS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) 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 Ref &p_normal_map = Ref(), const Ref &p_specular_map = Ref(), const Color &p_specular_color_shininess = Color(1, 1, 1, 1), VS::CanvasItemTextureFilter p_texture_filter = VS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, VS::CanvasItemTextureRepeat p_texture_repeat = VS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) 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 Ref &p_normal_map = Ref(), const Ref &p_specular_map = Ref(), const Color &p_specular_color_shininess = Color(1, 1, 1, 1), VS::CanvasItemTextureFilter p_texture_filter = VS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, VS::CanvasItemTextureRepeat p_texture_repeat = VS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT, bool p_clip_uv = true) const; virtual bool get_rect_region(const Rect2 &p_rect, const Rect2 &p_src_rect, Rect2 &r_rect, Rect2 &r_src_rect) const; bool is_pixel_opaque(int p_x, int p_y) const; AtlasTexture(); }; class Mesh; class MeshTexture : public Texture2D { GDCLASS(MeshTexture, Texture2D); RES_BASE_EXTENSION("meshtex"); Ref base_texture; Ref mesh; Size2i size; protected: 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; void set_mesh(const Ref &p_mesh); Ref get_mesh() const; void set_image_size(const Size2 &p_size); Size2 get_image_size() const; void set_base_texture(const Ref &p_texture); Ref get_base_texture() 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 Ref &p_normal_map = Ref(), const Ref &p_specular_map = Ref(), const Color &p_specular_color_shininess = Color(1, 1, 1, 1), VS::CanvasItemTextureFilter p_texture_filter = VS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, VS::CanvasItemTextureRepeat p_texture_repeat = VS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) 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 Ref &p_normal_map = Ref(), const Ref &p_specular_map = Ref(), const Color &p_specular_color_shininess = Color(1, 1, 1, 1), VS::CanvasItemTextureFilter p_texture_filter = VS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, VS::CanvasItemTextureRepeat p_texture_repeat = VS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) 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 Ref &p_normal_map = Ref(), const Ref &p_specular_map = Ref(), const Color &p_specular_color_shininess = Color(1, 1, 1, 1), VS::CanvasItemTextureFilter p_texture_filter = VS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, VS::CanvasItemTextureRepeat p_texture_repeat = VS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT, bool p_clip_uv = true) const; virtual bool get_rect_region(const Rect2 &p_rect, const Rect2 &p_src_rect, Rect2 &r_rect, Rect2 &r_src_rect) const; bool is_pixel_opaque(int p_x, int p_y) const; MeshTexture(); }; class LargeTexture : public Texture2D { GDCLASS(LargeTexture, Texture2D); RES_BASE_EXTENSION("largetex"); 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; 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; Ref to_image() 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 Ref &p_normal_map = Ref(), const Ref &p_specular_map = Ref(), const Color &p_specular_color_shininess = Color(1, 1, 1, 1), VS::CanvasItemTextureFilter p_texture_filter = VS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, VS::CanvasItemTextureRepeat p_texture_repeat = VS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) 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 Ref &p_normal_map = Ref(), const Ref &p_specular_map = Ref(), const Color &p_specular_color_shininess = Color(1, 1, 1, 1), VS::CanvasItemTextureFilter p_texture_filter = VS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, VS::CanvasItemTextureRepeat p_texture_repeat = VS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) 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 Ref &p_normal_map = Ref(), const Ref &p_specular_map = Ref(), const Color &p_specular_color_shininess = Color(1, 1, 1, 1), VS::CanvasItemTextureFilter p_texture_filter = VS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, VS::CanvasItemTextureRepeat p_texture_repeat = VS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT, bool p_clip_uv = true) const; bool is_pixel_opaque(int p_x, int p_y) const; LargeTexture(); }; class TextureLayered : public Texture { GDCLASS(TextureLayered, Resource); VS::TextureLayeredType layered_type; mutable RID texture; Image::Format format; int width; int height; int layers; bool mipmaps; Error _create_from_images(const Array &p_images); Array _get_images() const; protected: static void _bind_methods(); public: Image::Format get_format() const; uint32_t get_width() const; uint32_t get_height() const; uint32_t get_layers() const; bool has_mipmaps() const; Error create_from_images(Vector > p_images); void update_layer(const Ref &p_image, int p_layer); Ref get_layer_data(int p_layer) const; virtual RID get_rid() const; virtual void set_path(const String &p_path, bool p_take_over = false); TextureLayered(VS::TextureLayeredType p_layered_type); ~TextureLayered(); }; class Texture2DArray : public TextureLayered { GDCLASS(Texture2DArray, TextureLayered) public: Texture2DArray() : TextureLayered(VS::TEXTURE_LAYERED_2D_ARRAY) {} }; class Cubemap : public TextureLayered { GDCLASS(Cubemap, TextureLayered); public: Cubemap() : TextureLayered(VS::TEXTURE_LAYERED_CUBEMAP) {} }; class CubemapArray : public TextureLayered { GDCLASS(CubemapArray, TextureLayered); public: CubemapArray() : TextureLayered(VS::TEXTURE_LAYERED_CUBEMAP_ARRAY) {} }; class ResourceFormatLoaderTextureLayered : public ResourceFormatLoader { public: enum Compression { COMPRESSION_LOSSLESS, COMPRESSION_VRAM, COMPRESSION_UNCOMPRESSED }; 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; }; class CurveTexture : public Texture2D { GDCLASS(CurveTexture, Texture2D); RES_BASE_EXTENSION("curvetex") private: mutable RID _texture; Ref _curve; int _width; void _update(); protected: static void _bind_methods(); public: void set_width(int p_width); int get_width() const; void ensure_default_setup(float p_min = 0, float p_max = 1); void set_curve(Ref p_curve); Ref get_curve() const; virtual RID get_rid() const; virtual int get_height() const { return 1; } virtual bool has_alpha() const { return false; } CurveTexture(); ~CurveTexture(); }; /* enum CubeMapSide { CUBEMAP_LEFT, CUBEMAP_RIGHT, CUBEMAP_BOTTOM, CUBEMAP_TOP, CUBEMAP_FRONT, CUBEMAP_BACK, }; */ //VARIANT_ENUM_CAST( Texture::CubeMapSide ); class GradientTexture : public Texture2D { GDCLASS(GradientTexture, Texture2D); public: struct Point { float offset; Color color; bool operator<(const Point &p_ponit) const { return offset < p_ponit.offset; } }; private: Ref gradient; bool update_pending; RID texture; int width; void _queue_update(); void _update(); protected: static void _bind_methods(); public: void set_gradient(Ref p_gradient); Ref get_gradient() 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 Ref get_data() const; GradientTexture(); virtual ~GradientTexture(); }; class ProxyTexture : public Texture2D { GDCLASS(ProxyTexture, Texture2D); private: mutable RID proxy_ph; mutable RID proxy; Ref base; protected: static void _bind_methods(); public: void set_base(const Ref &p_texture); Ref get_base() const; virtual int get_width() const; virtual int get_height() const; virtual RID get_rid() const; virtual bool has_alpha() const; ProxyTexture(); ~ProxyTexture(); }; class AnimatedTexture : public Texture2D { GDCLASS(AnimatedTexture, Texture2D); //use readers writers lock for this, since its far more times read than written to RWLock *rw_lock; private: enum { MAX_FRAMES = 256 }; RID proxy_ph; RID proxy; struct Frame { Ref texture; float delay_sec; Frame() { delay_sec = 0; } }; Frame frames[MAX_FRAMES]; int frame_count; int current_frame; float fps; float time; uint64_t prev_ticks; void _update_proxy(); protected: static void _bind_methods(); void _validate_property(PropertyInfo &property) const; public: void set_frames(int p_frames); int get_frames() const; void set_frame_texture(int p_frame, const Ref &p_texture); Ref get_frame_texture(int p_frame) const; void set_frame_delay(int p_frame, float p_delay_sec); float get_frame_delay(int p_frame) const; void set_fps(float p_fps); float get_fps() const; virtual int get_width() const; virtual int get_height() const; virtual RID get_rid() const; virtual bool has_alpha() const; virtual Ref get_data() const; bool is_pixel_opaque(int p_x, int p_y) const; AnimatedTexture(); ~AnimatedTexture(); }; class CameraTexture : public Texture2D { GDCLASS(CameraTexture, Texture2D); private: int camera_feed_id; CameraServer::FeedImage which_feed; protected: 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; virtual Ref get_data() const; void set_camera_feed_id(int p_new_id); int get_camera_feed_id() const; void set_which_feed(CameraServer::FeedImage p_which); CameraServer::FeedImage get_which_feed() const; void set_camera_active(bool p_active); bool get_camera_active() const; CameraTexture(); ~CameraTexture(); }; #endif