/*************************************************************************/ /* texture_storage.h */ /*************************************************************************/ /* 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. */ /*************************************************************************/ #ifndef TEXTURE_STORAGE_H #define TEXTURE_STORAGE_H #include "servers/rendering_server.h" class RendererTextureStorage { public: /* Canvas Texture API */ virtual RID canvas_texture_allocate() = 0; virtual void canvas_texture_initialize(RID p_rid) = 0; virtual void canvas_texture_free(RID p_rid) = 0; virtual void canvas_texture_set_channel(RID p_canvas_texture, RS::CanvasTextureChannel p_channel, RID p_texture) = 0; virtual void canvas_texture_set_shading_parameters(RID p_canvas_texture, const Color &p_base_color, float p_shininess) = 0; virtual void canvas_texture_set_texture_filter(RID p_item, RS::CanvasItemTextureFilter p_filter) = 0; virtual void canvas_texture_set_texture_repeat(RID p_item, RS::CanvasItemTextureRepeat p_repeat) = 0; /* Texture API */ virtual bool can_create_resources_async() const = 0; virtual ~RendererTextureStorage(){}; virtual RID texture_allocate() = 0; virtual void texture_free(RID p_rid) = 0; virtual void texture_2d_initialize(RID p_texture, const Ref &p_image) = 0; virtual void texture_2d_layered_initialize(RID p_texture, const Vector> &p_layers, RS::TextureLayeredType p_layered_type) = 0; virtual void texture_3d_initialize(RID p_texture, Image::Format, int p_width, int p_height, int p_depth, bool p_mipmaps, const Vector> &p_data) = 0; virtual void texture_proxy_initialize(RID p_texture, RID p_base) = 0; //all slices, then all the mipmaps, must be coherent virtual void texture_2d_update(RID p_texture, const Ref &p_image, int p_layer = 0) = 0; virtual void texture_3d_update(RID p_texture, const Vector> &p_data) = 0; virtual void texture_proxy_update(RID p_proxy, RID p_base) = 0; //these two APIs can be used together or in combination with the others. virtual void texture_2d_placeholder_initialize(RID p_texture) = 0; virtual void texture_2d_layered_placeholder_initialize(RID p_texture, RenderingServer::TextureLayeredType p_layered_type) = 0; virtual void texture_3d_placeholder_initialize(RID p_texture) = 0; virtual Ref texture_2d_get(RID p_texture) const = 0; virtual Ref texture_2d_layer_get(RID p_texture, int p_layer) const = 0; virtual Vector> texture_3d_get(RID p_texture) const = 0; virtual void texture_replace(RID p_texture, RID p_by_texture) = 0; virtual void texture_set_size_override(RID p_texture, int p_width, int p_height) = 0; virtual void texture_set_path(RID p_texture, const String &p_path) = 0; virtual String texture_get_path(RID p_texture) const = 0; virtual void texture_set_detect_3d_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) = 0; virtual void texture_set_detect_normal_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) = 0; virtual void texture_set_detect_roughness_callback(RID p_texture, RS::TextureDetectRoughnessCallback p_callback, void *p_userdata) = 0; virtual void texture_debug_usage(List *r_info) = 0; virtual void texture_set_force_redraw_if_visible(RID p_texture, bool p_enable) = 0; virtual Size2 texture_size_with_proxy(RID p_proxy) = 0; /* Decal API */ virtual RID decal_allocate() = 0; virtual void decal_initialize(RID p_rid) = 0; virtual void decal_free(RID p_rid) = 0; virtual void decal_set_extents(RID p_decal, const Vector3 &p_extents) = 0; virtual void decal_set_texture(RID p_decal, RS::DecalTexture p_type, RID p_texture) = 0; virtual void decal_set_emission_energy(RID p_decal, float p_energy) = 0; virtual void decal_set_albedo_mix(RID p_decal, float p_mix) = 0; virtual void decal_set_modulate(RID p_decal, const Color &p_modulate) = 0; virtual void decal_set_cull_mask(RID p_decal, uint32_t p_layers) = 0; virtual void decal_set_distance_fade(RID p_decal, bool p_enabled, float p_begin, float p_length) = 0; virtual void decal_set_fade(RID p_decal, float p_above, float p_below) = 0; virtual void decal_set_normal_fade(RID p_decal, float p_fade) = 0; virtual AABB decal_get_aabb(RID p_decal) const = 0; virtual void texture_add_to_decal_atlas(RID p_texture, bool p_panorama_to_dp = false) = 0; virtual void texture_remove_from_decal_atlas(RID p_texture, bool p_panorama_to_dp = false) = 0; /* RENDER TARGET */ enum RenderTargetFlags { RENDER_TARGET_TRANSPARENT, RENDER_TARGET_DIRECT_TO_SCREEN, RENDER_TARGET_FLAG_MAX }; virtual RID render_target_create() = 0; virtual void render_target_free(RID p_rid) = 0; virtual void render_target_set_position(RID p_render_target, int p_x, int p_y) = 0; virtual void render_target_set_size(RID p_render_target, int p_width, int p_height, uint32_t p_view_count) = 0; virtual RID render_target_get_texture(RID p_render_target) = 0; virtual void render_target_set_external_texture(RID p_render_target, unsigned int p_texture_id) = 0; virtual void render_target_set_flag(RID p_render_target, RenderTargetFlags p_flag, bool p_value) = 0; virtual bool render_target_was_used(RID p_render_target) = 0; virtual void render_target_set_as_unused(RID p_render_target) = 0; virtual void render_target_request_clear(RID p_render_target, const Color &p_clear_color) = 0; virtual bool render_target_is_clear_requested(RID p_render_target) = 0; virtual Color render_target_get_clear_request_color(RID p_render_target) = 0; virtual void render_target_disable_clear_request(RID p_render_target) = 0; virtual void render_target_do_clear_request(RID p_render_target) = 0; virtual void render_target_set_sdf_size_and_scale(RID p_render_target, RS::ViewportSDFOversize p_size, RS::ViewportSDFScale p_scale) = 0; virtual Rect2i render_target_get_sdf_rect(RID p_render_target) const = 0; virtual void render_target_mark_sdf_enabled(RID p_render_target, bool p_enabled) = 0; }; #endif // !TEXTURE_STORAGE_H