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https://github.com/Relintai/sfw.git
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More texture improvements.
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8868524c80
commit
f101e99d17
@ -103,8 +103,11 @@ void GameScene::render() {
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camera->camera_transform.basis = Basis(Vector3(0, 1, 0), rot);
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rot += 0.01;
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camera->bind();
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Ref<Image> d = texture->get_data();
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texture->create_from_image(d);
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camera->bind();
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//sprite->render();
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//material->bind();
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@ -142,7 +145,7 @@ GameScene::GameScene() {
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texture = new Texture();
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//texture->load_image("icon.png");
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texture->set_image(image);
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texture->create_from_image(image);
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//ha a textúrának van alpha csatornája:
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//texture->load_image("download.bmp", GL_RGBA, GL_RGBA);
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@ -182,7 +185,6 @@ GameScene::GameScene() {
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tile_map->transform.scale(Vector2(32, 32));
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tile_map->transform.set_origin(Vector2(500, 500));
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camera = new PerspectiveCamera();
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//camera->width = 2;
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//camera->height = 2;
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@ -3,83 +3,72 @@
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#include "memory.h"
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#include <stdio.h>
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void Texture::_get_gl_and_format(Image::Format p_format, GLenum &r_gl_format, GLenum &r_gl_internal_format, GLenum &r_gl_type, bool &r_supported) const {
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r_gl_format = 0;
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r_supported = true;
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switch (p_format) {
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case Image::FORMAT_L8: {
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r_gl_internal_format = GL_LUMINANCE;
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r_gl_format = GL_LUMINANCE;
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r_gl_type = GL_UNSIGNED_BYTE;
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} break;
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case Image::FORMAT_LA8: {
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r_gl_internal_format = GL_LUMINANCE_ALPHA;
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r_gl_format = GL_LUMINANCE_ALPHA;
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r_gl_type = GL_UNSIGNED_BYTE;
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} break;
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case Image::FORMAT_R8: {
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r_gl_internal_format = GL_ALPHA;
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r_gl_format = GL_ALPHA;
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r_gl_type = GL_UNSIGNED_BYTE;
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} break;
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case Image::FORMAT_RG8: {
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ERR_PRINT("RG texture not supported! Convert it to to RGB8.");
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r_supported = false;
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} break;
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case Image::FORMAT_RGB8: {
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r_gl_internal_format = GL_RGB;
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r_gl_format = GL_RGB;
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r_gl_type = GL_UNSIGNED_BYTE;
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} break;
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case Image::FORMAT_RGBA8: {
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r_gl_format = GL_RGBA;
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r_gl_internal_format = GL_RGBA;
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r_gl_type = GL_UNSIGNED_BYTE;
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} break;
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case Image::FORMAT_RGBA4444: {
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r_gl_internal_format = GL_RGBA;
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r_gl_format = GL_RGBA;
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r_gl_type = GL_UNSIGNED_SHORT_4_4_4_4;
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} break;
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case Image::FORMAT_RGBA5551: {
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r_gl_internal_format = GL_RGB5_A1;
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r_gl_format = GL_RGBA;
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r_gl_type = GL_UNSIGNED_SHORT_5_5_5_1;
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} break;
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case Image::FORMAT_RF: {
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r_gl_internal_format = GL_ALPHA;
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r_gl_format = GL_ALPHA;
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r_gl_type = GL_FLOAT;
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} break;
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case Image::FORMAT_RGF: {
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ERR_PRINT("RG float texture not supported! Convert it to RGB8.");
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r_supported = false;
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} break;
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case Image::FORMAT_RGBF: {
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r_gl_internal_format = GL_RGB;
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r_gl_format = GL_RGB;
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r_gl_type = GL_FLOAT;
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} break;
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case Image::FORMAT_RGBAF: {
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r_gl_internal_format = GL_RGBA;
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r_gl_format = GL_RGBA;
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r_gl_type = GL_FLOAT;
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} break;
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default: {
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r_supported = false;
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ERR_FAIL_COND(true);
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void Texture::create_from_image(const Ref<Image> &img) {
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if (_image == img) {
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return;
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}
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_image = img;
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_texture_width = 0;
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_texture_height = 0;
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if (!_image.is_valid()) {
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if (_texture) {
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glDeleteTextures(1, &_texture);
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_texture = 0;
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}
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return;
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}
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upload();
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}
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void Texture::texture_update() {
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Ref<Image> Texture::get_data() {
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ERR_FAIL_COND_V(!_texture, Ref<Image>());
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ERR_FAIL_COND_V(_data_size == 0, Ref<Image>());
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//TODO Error if not render target
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//GLES
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GLenum gl_format;
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GLenum gl_internal_format;
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GLenum gl_type;
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bool supported;
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_get_gl_format(_texture_format, gl_format, gl_internal_format, gl_type, supported);
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if (!supported) {
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return Ref<Image>();
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}
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Vector<uint8_t> data;
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int data_size = Image::get_image_data_size(_texture_width, _texture_height, _texture_format, _mipmaps > 1);
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data.resize(data_size * 2); //add some memory at the end, just in case for buggy drivers
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uint8_t *wb = data.ptrw();
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, _texture);
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glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
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for (int i = 0; i < _mipmaps; i++) {
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int ofs = Image::get_image_mipmap_offset(_texture_width, _texture_height, _texture_format, i);
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glPixelStorei(GL_PACK_ALIGNMENT, 1);
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glGetTexImage(GL_TEXTURE_2D, i, gl_format, gl_type, &wb[ofs]);
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}
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data.resize(data_size);
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Image *img = memnew(Image(_texture_width, _texture_height, _mipmaps > 1, _texture_format, data));
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return Ref<Image>(img);
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}
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void Texture::upload() {
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if (!_image.is_valid()) {
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return;
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}
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@ -88,13 +77,15 @@ void Texture::texture_update() {
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GLenum gl_internal_format;
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GLenum gl_type;
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bool supported;
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_get_gl_and_format(_image->get_format(), gl_format, gl_internal_format, gl_type, supported);
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Image::Format image_format = _image->get_format();
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_get_gl_format(image_format, gl_format, gl_internal_format, gl_type, supported);
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if (!supported) {
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return;
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}
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_data_size = _image->get_data().size();
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_texture_format = image_format;
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Vector<uint8_t> image_data = _image->get_data();
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if (image_data.size() == 0) {
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@ -181,26 +172,80 @@ void Texture::texture_update() {
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glBindTexture(texture_type, 0);
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}
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void Texture::set_image(const Ref<Image> &img) {
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if (_image == img) {
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return;
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void Texture::_get_gl_format(Image::Format p_format, GLenum &r_gl_format, GLenum &r_gl_internal_format, GLenum &r_gl_type, bool &r_supported) const {
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r_gl_format = 0;
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r_supported = true;
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switch (p_format) {
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case Image::FORMAT_L8: {
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r_gl_internal_format = GL_LUMINANCE;
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r_gl_format = GL_LUMINANCE;
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r_gl_type = GL_UNSIGNED_BYTE;
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} break;
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case Image::FORMAT_LA8: {
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r_gl_internal_format = GL_LUMINANCE_ALPHA;
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r_gl_format = GL_LUMINANCE_ALPHA;
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r_gl_type = GL_UNSIGNED_BYTE;
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} break;
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case Image::FORMAT_R8: {
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r_gl_internal_format = GL_ALPHA;
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r_gl_format = GL_ALPHA;
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r_gl_type = GL_UNSIGNED_BYTE;
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} break;
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case Image::FORMAT_RG8: {
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ERR_PRINT("RG texture not supported! Convert it to to RGB8.");
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r_supported = false;
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} break;
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case Image::FORMAT_RGB8: {
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r_gl_internal_format = GL_RGB;
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r_gl_format = GL_RGB;
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r_gl_type = GL_UNSIGNED_BYTE;
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} break;
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case Image::FORMAT_RGBA8: {
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r_gl_format = GL_RGBA;
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r_gl_internal_format = GL_RGBA;
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r_gl_type = GL_UNSIGNED_BYTE;
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} break;
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case Image::FORMAT_RGBA4444: {
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r_gl_internal_format = GL_RGBA;
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r_gl_format = GL_RGBA;
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r_gl_type = GL_UNSIGNED_SHORT_4_4_4_4;
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} break;
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case Image::FORMAT_RGBA5551: {
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r_gl_internal_format = GL_RGB5_A1;
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r_gl_format = GL_RGBA;
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r_gl_type = GL_UNSIGNED_SHORT_5_5_5_1;
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} break;
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case Image::FORMAT_RF: {
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r_gl_internal_format = GL_ALPHA;
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r_gl_format = GL_ALPHA;
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r_gl_type = GL_FLOAT;
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} break;
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case Image::FORMAT_RGF: {
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ERR_PRINT("RG float texture not supported! Convert it to RGB8.");
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r_supported = false;
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} break;
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case Image::FORMAT_RGBF: {
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r_gl_internal_format = GL_RGB;
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r_gl_format = GL_RGB;
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r_gl_type = GL_FLOAT;
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} break;
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case Image::FORMAT_RGBAF: {
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r_gl_internal_format = GL_RGBA;
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r_gl_format = GL_RGBA;
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r_gl_type = GL_FLOAT;
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} break;
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default: {
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r_supported = false;
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ERR_FAIL_COND(true);
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}
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_image = img;
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_texture_width = 0;
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_texture_height = 0;
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if (!_image.is_valid()) {
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if (_texture) {
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glDeleteTextures(1, &_texture);
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_texture = 0;
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}
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return;
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}
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texture_update();
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}
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Texture::Texture() {
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@ -211,6 +256,8 @@ Texture::Texture() {
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_data_size = 0;
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_texture_index = 0;
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_flags = 0;
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_render_target = false;
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_texture_format = Image::FORMAT_RGBA8;
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}
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Texture::~Texture() {
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@ -17,24 +17,33 @@ public:
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return _texture;
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}
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void texture_update();
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//TODO
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//set_as_render_target()
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//unset_render_target()
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void set_image(const Ref<Image> &img);
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void create_from_image(const Ref<Image> &img);
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Ref<Image> get_data();
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void upload();
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Texture();
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virtual ~Texture();
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protected:
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void _get_gl_and_format(Image::Format p_format, GLenum &r_gl_format, GLenum &r_gl_internal_format, GLenum &r_gl_type, bool &r_supported) const;
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void _get_gl_format(Image::Format p_format, GLenum &r_gl_format, GLenum &r_gl_internal_format, GLenum &r_gl_type, bool &r_supported) const;
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Ref<Image> _image;
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int _texture_width;
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int _texture_height;
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Ref<Image> _image;
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Image::Format _texture_format;
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int _flags;
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int _texture_index;
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int _data_size;
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int _mipmaps;
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bool _render_target;
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GLuint _texture;
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};
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