mirror of
https://github.com/godotengine/godot
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163 lines
5.4 KiB
C++
163 lines
5.4 KiB
C++
/**************************************************************************/
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/* texture_rd.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifndef TEXTURE_RD_H
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#define TEXTURE_RD_H
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// Note, these classes are part of the Rendering Device based renderer.
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// They are included here to ensure the correct order of registration
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// is performed.
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// Once the renderer has been moved into a module, these classes should
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// be moved as well.
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#include "scene/resources/texture.h"
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class Texture2DRD : public Texture2D {
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GDCLASS(Texture2DRD, Texture2D)
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mutable RID texture_rid;
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RID texture_rd_rid;
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Size2i size;
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protected:
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static void _bind_methods();
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public:
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virtual int get_width() const override;
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virtual int get_height() const override;
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virtual RID get_rid() const override;
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virtual bool has_alpha() const override;
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virtual Ref<Image> get_image() const override;
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void set_texture_rd_rid(RID p_texture_rd_rid);
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RID get_texture_rd_rid() const;
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// Internal function that should only be called from the rendering thread.
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void _set_texture_rd_rid(RID p_texture_rd_rid);
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Texture2DRD();
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~Texture2DRD();
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};
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class TextureLayeredRD : public TextureLayered {
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GDCLASS(TextureLayeredRD, TextureLayered)
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LayeredType layer_type;
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mutable RID texture_rid;
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RID texture_rd_rid;
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Image::Format image_format;
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Size2i size;
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uint32_t layers = 0;
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uint32_t mipmaps = 0;
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protected:
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static void _bind_methods();
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public:
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virtual Image::Format get_format() const override;
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virtual LayeredType get_layered_type() const override;
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virtual int get_width() const override;
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virtual int get_height() const override;
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virtual int get_layers() const override;
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virtual bool has_mipmaps() const override;
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virtual RID get_rid() const override;
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virtual Ref<Image> get_layer_data(int p_layer) const override;
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void set_texture_rd_rid(RID p_texture_rd_rid);
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RID get_texture_rd_rid() const;
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// Internal function that should only be called from the rendering thread.
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void _set_texture_rd_rid(RID p_texture_rd_rid);
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TextureLayeredRD(LayeredType p_layer_type);
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~TextureLayeredRD();
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};
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class Texture2DArrayRD : public TextureLayeredRD {
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GDCLASS(Texture2DArrayRD, TextureLayeredRD)
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public:
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Texture2DArrayRD() :
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TextureLayeredRD(LAYERED_TYPE_2D_ARRAY) {}
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};
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class TextureCubemapRD : public TextureLayeredRD {
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GDCLASS(TextureCubemapRD, TextureLayeredRD)
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public:
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TextureCubemapRD() :
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TextureLayeredRD(LAYERED_TYPE_CUBEMAP) {}
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};
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class TextureCubemapArrayRD : public TextureLayeredRD {
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GDCLASS(TextureCubemapArrayRD, TextureLayeredRD)
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public:
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TextureCubemapArrayRD() :
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TextureLayeredRD(LAYERED_TYPE_CUBEMAP_ARRAY) {}
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};
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class Texture3DRD : public Texture3D {
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GDCLASS(Texture3DRD, Texture3D)
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mutable RID texture_rid;
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RID texture_rd_rid;
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Image::Format image_format;
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Vector3i size;
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uint32_t mipmaps = 0;
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protected:
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static void _bind_methods();
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public:
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virtual Image::Format get_format() const override;
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virtual int get_width() const override;
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virtual int get_height() const override;
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virtual int get_depth() const override;
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virtual bool has_mipmaps() const override;
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virtual RID get_rid() const override;
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void set_texture_rd_rid(RID p_texture_rd_rid);
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RID get_texture_rd_rid() const;
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// Internal function that should only be called from the rendering thread.
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void _set_texture_rd_rid(RID p_texture_rd_rid);
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Texture3DRD();
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~Texture3DRD();
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};
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#endif // TEXTURE_RD_H
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