mirror of
https://github.com/Relintai/pandemonium_engine.git
synced 2024-12-30 15:47:12 +01:00
51 lines
2.3 KiB
XML
51 lines
2.3 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
|
|
<class name="TextureArray" inherits="TextureLayered" version="3.5">
|
|
<brief_description>
|
|
Array of textures stored in a single primitive.
|
|
</brief_description>
|
|
<description>
|
|
[TextureArray]s store an array of [Image]s in a single [Texture] primitive. Each layer of the texture array has its own mipmap chain. This makes it is a good alternative to texture atlases. See also [Texture3D].
|
|
[TextureArray]s must be displayed using shaders. After importing your file as a [TextureArray] and setting the appropriate Horizontal and Vertical Slices, display it by setting it as a uniform to a shader, for example (2D):
|
|
[codeblock]
|
|
shader_type canvas_item;
|
|
|
|
uniform sampler2DArray tex;
|
|
uniform int index;
|
|
|
|
void fragment() {
|
|
COLOR = texture(tex, vec3(UV.x, UV.y, float(index)));
|
|
}
|
|
[/codeblock]
|
|
Set the integer uniform "index" to show a particular part of the texture as defined by the Horizontal and Vertical Slices in the importer.
|
|
[b]Note:[/b] When sampling an albedo texture from a texture array in 3D, the sRGB -> linear conversion hint ([code]hint_albedo[/code]) should be used to prevent colors from looking washed out:
|
|
[codeblock]
|
|
shader_type spatial;
|
|
|
|
uniform sampler2DArray tex : hint_albedo;
|
|
uniform int index;
|
|
|
|
void fragment() {
|
|
ALBEDO = texture(tex, vec3(UV.x, UV.y, float(index)));
|
|
}
|
|
[/codeblock]
|
|
[b]Note:[/b] [TextureArray]s can only be sampled in shaders in the GLES3 backend. In GLES2, their data can be accessed via scripting, but there is no way to render them in a hardware-accelerated manner.
|
|
</description>
|
|
<tutorials>
|
|
</tutorials>
|
|
<methods>
|
|
<method name="create">
|
|
<return type="void" />
|
|
<argument index="0" name="width" type="int" />
|
|
<argument index="1" name="height" type="int" />
|
|
<argument index="2" name="depth" type="int" />
|
|
<argument index="3" name="format" type="int" enum="Image.Format" />
|
|
<argument index="4" name="flags" type="int" default="7" />
|
|
<description>
|
|
Creates the TextureArray with specified [code]width[/code], [code]height[/code], and [code]depth[/code]. See [enum Image.Format] for [code]format[/code] options. See [enum TextureLayered.Flags] enumerator for [code]flags[/code] options.
|
|
</description>
|
|
</method>
|
|
</methods>
|
|
<constants>
|
|
</constants>
|
|
</class>
|