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			154 lines
		
	
	
	
		
			5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
		
		
			
		
	
	
			154 lines
		
	
	
	
		
			5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
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								/**************************************************************************/
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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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									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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									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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									Texture3DRD();
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									~Texture3DRD();
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								};
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								#endif // TEXTURE_RD_H
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