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path: root/modules/dds/texture_loader_dds.cpp
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* Core: Move DirAccess and FileAccess to `core/io`Rémi Verschelde2021-06-111-1/+1
| | | | | File handling APIs are typically considered part of I/O, and we did have most `FileAccess` implementations in `core/io` already.
* Improve resource load cachereduz2021-02-111-1/+1
| | | | | | -Added a new method in Resource: reset_state , used for reloading the same resource from disk -Added a new cache mode "replace" in ResourceLoader, which reuses existing loaded sub-resources but resets their data from disk (or replaces them if they chaged type) -Because the correct sub-resource paths are always loaded now, this fixes bugs with subresource folding or subresource ordering when saving.
* Initialize class/struct variables with default values in modules/Rafał Mikrut2021-02-081-5/+5
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* Update copyright statements to 2021Rémi Verschelde2021-01-011-2/+2
| | | | | | | | | | | | | | Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆
* Remove empty lines around braces with the formatting scriptAaron Franke2020-11-161-2/+0
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* DDS: Fix loading files without DDSD_CAPS or DDSD_PIXELFORMATRémi Verschelde2020-06-151-4/+6
| | | | | | | | | | | | | | | | | MSDN says: > When you write .dds files, you should set the DDSD_CAPS and > DDSD_PIXELFORMAT flags, and for mipmapped textures you should also > set the DDSD_MIPMAPCOUNT flag. However, when you read a .dds file, > you should not rely on the DDSD_CAPS, DDSD_PIXELFORMAT, and > DDSD_MIPMAPCOUNT flags being set because some writers of such a file > might not set these flags. https://docs.microsoft.com/en-us/windows/win32/direct3ddds/dds-header ¯\_(ツ)_/¯ Fixes #39516.
* Style: Enforce braces around if blocks and loopsRémi Verschelde2020-05-141-12/+23
| | | | | Using clang-tidy's `readability-braces-around-statements`. https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
* Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde2020-05-141-43/+0
| | | | | | | | | | | | | | Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
* Exposed RenderingDevice to script APIJuan Linietsky2020-04-201-1/+1
| | | | | | | | | | | | | Also added an easier way to load native GLSL shaders. Extras: Had to fix no-cache for subresources in resource loader, it was not properly working, making shaders not properly reload. Note: The precommit hooks are broken because they don't seem to support enums from one class being used in another. Feel free to fix this after merging this PR.
* Removed interactive loader, added proper thread loading.Juan Linietsky2020-02-281-1/+1
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* PoolVector is gone, replaced by VectorJuan Linietsky2020-02-181-7/+7
| | | | | Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are sugar for `Vector<Type>`.
* Texture refactorJuan Linietsky2020-02-111-1/+1
| | | | | | | | -Texture renamed to Texture2D -TextureLayered as base now inherits 2Darray, cubemap and cubemap array -Removed all references to flags in textures (they will go in the shader) -Texture3D gone for now (will come back later done properly) -Create base rasterizer for RenderDevice, RasterizerRD
* Update copyright statements to 2020Rémi Verschelde2020-01-011-2/+2
| | | | | | | | | | | Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
* Added some obvious errors explanationsqarmin2019-09-251-3/+3
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* Replace 'ERR_EXPLAIN' with 'ERR_FAIL_*_MSG' in rest of 'modules/'Robin Hübner2019-08-121-7/+3
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* Added release function to PoolVector::Access.Ibrahn Sahir2019-07-061-5/+0
| | | | | | For clarity, assign-to-release idiom for PoolVector::Read/Write replaced with a function call. Existing uses replaced (or removed if already handled by scope)
* Fix few GCC9 warnings:Martin Liska2019-07-021-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | thirdparty/assimp/include/assimp/material.inl: In member function 'aiReturn aiMaterial::Get(const char*, unsigned int, unsigned int, aiColor3D&) const': thirdparty/assimp/include/assimp/material.inl:176:33: error: implicitly-declared 'aiColor3D& aiColor3D::operator=(const aiColor3D&)' is deprecated [-Werror=deprecated-copy] 176 | pOut = aiColor3D(c.r,c.g,c.b); modules/dds/texture_loader_dds.cpp:167:50: error: comparison of integer expressions of different signedness: 'uint32_t' {aka 'unsigned int'} and 'int' [-Werror=sign-compare] 167 | if (format_flags & DDPF_FOURCC && format_fourcc == PF_FOURCC("DXT1")) { | ^ [ 28%] modules/dds/texture_loader_dds.cpp:170:57: error: comparison of integer expressions of different signedness: 'uint32_t' {aka 'unsigned int'} and 'int' [-Werror=sign-compare] 170 | } else if (format_flags & DDPF_FOURCC && format_fourcc == PF_FOURCC("DXT3")) { | ^ modules/dds/texture_loader_dds.cpp:174:57: error: comparison of integer expressions of different signedness: 'uint32_t' {aka 'unsigned int'} and 'int' [-Werror=sign-compare] 174 | } else if (format_flags & DDPF_FOURCC && format_fourcc == PF_FOURCC("DXT5")) { | ^ modules/dds/texture_loader_dds.cpp:177:57: error: comparison of integer expressions of different signedness: 'uint32_t' {aka 'unsigned int'} and 'int' [-Werror=sign-compare] 177 | } else if (format_flags & DDPF_FOURCC && format_fourcc == PF_FOURCC("ATI1")) { | ^ modules/dds/texture_loader_dds.cpp:180:57: error: comparison of integer expressions of different signedness: 'uint32_t' {aka 'unsigned int'} and 'int' [-Werror=sign-compare] 180 | } else if (format_flags & DDPF_FOURCC && format_fourcc == PF_FOURCC("ATI2")) { | ^ modules/dds/texture_loader_dds.cpp:183:57: error: comparison of integer expressions of different signedness: 'uint32_t' {aka 'unsigned int'} and 'int' [-Werror=sign-compare] 183 | } else if (format_flags & DDPF_FOURCC && format_fourcc == PF_FOURCC("A2XY")) { | ^ thirdparty/assimp/include/assimp/material.inl: In member function 'aiReturn aiMaterial::Get(const char*, unsigned int, unsigned int, aiColor3D&) const': thirdparty/assimp/include/assimp/material.inl:176:33: error: implicitly-declared 'aiColor3D& aiColor3D::operator=(const aiColor3D&)' is deprecated [-Werror=deprecated-copy] 176 | pOut = aiColor3D(c.r,c.g,c.b);
* Fixes to the DDS loaderDaniel Rakos2019-05-071-8/+17
| | | | | * Added missing format info entries for ATI1 and ATI2 formats * Added missing A2XY format
* Style: Apply new changes from clang-format 8.0Rémi Verschelde2019-04-091-1/+2
| | | | | | It seems to stay compatible with formatting done by clang-format 6.0 and 7.0, so contributors can keep using those versions for now (they will not undo those changes).
* Add -Wshadow=local to warnings and fix reported issues.marxin2019-02-201-5/+5
| | | | Fixes #25316.
* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Fixed DDS loader according to issue #22530qonnop2018-10-031-1/+1
| | | | | | width and height attributes have to be switched according to the official DDS header docs: https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dds-header
* Make core/ includes absolute, remove subfolders from include pathRémi Verschelde2018-09-121-1/+1
| | | | | | This allows more consistency in the manner we include core headers, where previously there would be a mix of absolute, relative and include path-dependent includes.
* Make some debug prints verbose-only, remove othersRémi Verschelde2018-08-241-2/+0
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* Add missing copyright headers and fix formattingRémi Verschelde2018-01-051-0/+1
| | | | | | Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module.
* Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Rename pos to position in user facing methods and variablesletheed2017-09-201-1/+1
| | | | | | | | | | | Rename user facing methods and variables as well as the corresponding C++ methods according to the folloming changes: * pos -> position * rot -> rotation * loc -> location C++ variables are left as is.
* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* rewritten PBR implementation to make it friendlier with BlenderJuan Linietsky2017-05-311-2/+0
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* -Added EXR supprot for HDR (no BC6 compression yet though)Juan Linietsky2017-05-261-2/+2
| | | | | | -Improvements to texture importer -Proper detection of S3TC compression modes, and added all modes to Image -Fixes to non-power of 2 compressed textures, which should all be supported by GLES3
* Removal of Image from Variant, converted to a Resource.Juan Linietsky2017-05-171-1/+1
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* Fix property warnings and hide some debug printsRémi Verschelde2017-04-231-4/+6
| | | | | | | | | | "ALL IS GOOD" was a lie. In particular, removes verbose "path not recognized" false positive. The actual logic is to (somewhat naively) check all ResourceFormatLoaders and to pick the first good match, so no need to warn about the formats that do not match the type hint.
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* Fix typos in source code using codespellRémi Verschelde2017-03-241-7/+7
| | | | From https://github.com/lucasdemarchi/codespell
* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-181/+164
| | | | | | | | | | | | | | | | | | | | | | | | I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
* Fix some compilation warnings.Shlomi Fish2017-02-211-5/+5
| | | | | | Redone the commit based on the input in https://github.com/godotengine/godot/pull/7851 . Not all warnings were fixed but it's a start.
* Style: Fix whole-line commented codeRémi Verschelde2017-01-141-1/+1
| | | | | They do not play well with clang-format which aligns the `//` part with the rest of the code block, thus producing badly indented commented code.
* rename String.extension() -> String.get_extension() / String.basename() -> ↵Juan Linietsky2017-01-141-1/+1
| | | | String.get_basename()
* Memory pool vectors (DVector) have been enormously simplified in code, and ↵Juan Linietsky2017-01-071-7/+7
| | | | renamed to PoolVector
* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-1/+1
| | | | | | | | Variant. All usages of "type" to refer to classes were renamed to "class" ClassDB has been exposed to GDScript. OBJ_TYPE() macro is now GDCLASS()
* Merge remote-tracking branch 'origin/gles3' into gles3-on-masterRémi Verschelde2017-01-021-15/+14
| | | | | Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :)
* Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-011-1/+1
| | | | | | | | That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
* dds/etc1/pbm/pvr: Make those modules and split thirdparty filesRémi Verschelde2016-10-151-0/+485
They are not particularly packaged in Linux distros so we do not facilitate unbundling via SCons. There could be done if/when there is interest. Also s/pnm/pbm/, long-lived typo :)