/**************************************************************************/ /* gradient_texture.h */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* 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 GRADIENT_TEXTURE_H #define GRADIENT_TEXTURE_H #include "scene/resources/texture.h" class GradientTexture1D : public Texture2D { GDCLASS(GradientTexture1D, Texture2D); private: Ref gradient; bool update_pending = false; mutable RID texture; int width = 256; bool use_hdr = false; 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 override; void set_use_hdr(bool p_enabled); bool is_using_hdr() const; virtual RID get_rid() const override; virtual int get_height() const override { return 1; } virtual bool has_alpha() const override { return true; } virtual Ref get_image() const override; void update_now(); GradientTexture1D(); virtual ~GradientTexture1D(); }; class GradientTexture2D : public Texture2D { GDCLASS(GradientTexture2D, Texture2D); public: enum Fill { FILL_LINEAR, FILL_RADIAL, FILL_SQUARE, }; enum Repeat { REPEAT_NONE, REPEAT, REPEAT_MIRROR, }; private: Ref gradient; mutable RID texture; int width = 64; int height = 64; bool use_hdr = false; Vector2 fill_from; Vector2 fill_to = Vector2(1, 0); Fill fill = FILL_LINEAR; Repeat repeat = REPEAT_NONE; float _get_gradient_offset_at(int x, int y) const; bool update_pending = false; 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); virtual int get_width() const override; void set_height(int p_height); virtual int get_height() const override; void set_use_hdr(bool p_enabled); bool is_using_hdr() const; void set_fill(Fill p_fill); Fill get_fill() const; void set_fill_from(Vector2 p_fill_from); Vector2 get_fill_from() const; void set_fill_to(Vector2 p_fill_to); Vector2 get_fill_to() const; void set_repeat(Repeat p_repeat); Repeat get_repeat() const; virtual RID get_rid() const override; virtual bool has_alpha() const override { return true; } virtual Ref get_image() const override; void update_now(); GradientTexture2D(); virtual ~GradientTexture2D(); }; VARIANT_ENUM_CAST(GradientTexture2D::Fill); VARIANT_ENUM_CAST(GradientTexture2D::Repeat); #endif // GRADIENT_TEXTURE_H