summaryrefslogtreecommitdiffstats
path: root/scene/resources/texture.h
Commit message (Collapse)AuthorAgeFilesLines
...
* Improve resource load cachereduz2021-02-111-3/+3
| | | | | | -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 variables with default values in scene/ [2/2]Rafał Mikrut2021-02-091-37/+39
|
* Modernize RWLockPedro J. Estébanez2021-01-191-1/+1
| | | | | | | | - Based on C++14's `shared_time_mutex` - No more need to allocate-deallocate or check for null - No pointer anymore, just a member variable - Platform-specific implementations no longer needed - Simpler for `NO_THREADS`
* 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 Franke2020-11-161-1/+0
|
* Reorganized core/ directory, it was too fatty alreadyreduz2020-11-071-1/+1
| | | | | | -Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code
* Refactored 2D shader and lighting systemreduz2020-10-241-18/+18
| | | | | | | | | | -Removed normal/specular properties from nodes -Create CanvasTexture, which can contain normal/specular channels -Refactored, optimized and simplified 2D shaders -Use atlas for light textures. -Use a shadow atlas for shadow textures. -Use both items aboves to make light rendering stateless (faster). -Reorganized uniform sets for more efficiency.
* Implement 3D textures as import and resource format.reduz2020-09-091-0/+116
|
* Make `AnimatedTexture.MAX_FRAMES` publicAndrii Doroshenko (Xrayez)2020-08-301-1/+2
| | | | | | The constant is already exposed in GDScript, but not in C++. This information is useful for implementing animated texture resource importers via modules.
* Add override keywords.Marcel Admiraal2020-07-101-96/+95
|
* Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde2020-05-141-18/+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.
* New lightmapperJuan Linietsky2020-05-101-31/+135
| | | | | | | -Added LocalVector (needed it) -Added stb_rect_pack (It's pretty cool, we could probably use it for other stuff too) -Fixes and changes all around the place -Added library for 128 bits fixed point (required for Delaunay3D)
* Add set_frame, pause, and oneshot to AnimatedTextureRevan Ji2020-04-291-1/+11
| | | | Add API documentation for said changes.
* Exposed RenderingDevice to script APIJuan Linietsky2020-04-201-2/+2
| | | | | | | | | | | | | 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.
* Replace NULL with nullptrlupoDharkael2020-04-021-2/+2
|
* Renaming of servers for coherency.Juan Linietsky2020-03-271-26/+26
| | | | | | | | | | VisualServer -> RenderingServer PhysicsServer -> PhysicsServer3D Physics2DServer -> PhysicsServer2D NavigationServer -> NavigationServer3D Navigation2DServer -> NavigationServer2D Also renamed corresponding files.
* Style: Set clang-format Standard to Cpp11Rémi Verschelde2020-03-171-1/+1
| | | | | | | | | | For us, it practically only changes the fact that `A<A<int>>` is now used instead of the C++03 compatible `A<A<int> >`. Note: clang-format 10+ changed the `Standard` arguments to fully specified `c++11`, `c++14`, etc. versions, but we can't use `c++17` now if we want to preserve compatibility with clang-format 8 and 9. `Cpp11` is still supported as deprecated alias for `Latest`.
* Removed interactive loader, added proper thread loading.Juan Linietsky2020-02-281-2/+2
|
* Fix GDCLASS for Texture2D/TextureLayeredYuri Roubinsky2020-02-171-2/+2
|
* Rewritten StreamTexture for better code reuse, added basis universal supportJuan Linietsky2020-02-111-2/+10
|
* Several fixes to 3D rendering, and multimesh implementation.Juan Linietsky2020-02-111-1/+3
|
* Bugfixes and ability to better specify filter and repeat modes everywhere.Juan Linietsky2020-02-111-18/+18
| | | | Removes antialiased flag for draw_* methods.
* basic 2D engine is more or less working with Vulkan, including editor.Juan Linietsky2020-02-111-1/+3
| | | | Still a lot to do
* Basic 2D engine is more or less working, needs more work for editor to be ↵Juan Linietsky2020-02-111-2/+10
| | | | usable.
* A lot of progress with canvas rendering, still far from working.Juan Linietsky2020-02-111-18/+18
|
* Texture refactorJuan Linietsky2020-02-111-248/+97
| | | | | | | | -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
* doc: Complete documentation for VideoStreamsRémi Verschelde2020-01-261-1/+2
| | | | Also quick clean up of the matching C++ files.
* 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.
* Remove redundant author doc commentsIAmActuallyCthulhu2019-08-121-4/+0
|
* Made use of semicolons more consitent, fixed formattingJohnJLight2019-06-191-8/+10
|
* Unexpose subclasses of ResourceFormatLoader and -SaverRémi Verschelde2019-06-181-2/+0
| | | | | | | | | | | | | | ResourceFormatLoader and ResourceFormatSaver are meant to be overridden to add support for different formats in ResourceLoader and ResourceSaver. Those should be exposed as they can be overridden in plugins. On the other hand, all predefined subclasses of those two base classes are only meant to register support for new file and resource types, but should not and cannot be used directly from script, so they should not be exposed. Also unexposed ResourceImporterOGGVorbis (and thus its base class ResourceImporter) which are editor-only.
* Adding a new Camera Server implementation to Godot.BastiaanOlij2019-06-151-0/+35
| | | | | | This is a new singleton where camera sources such as webcams or cameras on a mobile phone can register themselves with the Server. Other parts of Godot can interact with this to obtain images from the camera as textures. This work includes additions to the Visual Server to use this functionality to present the camera image in the background. This is specifically targetted at AR applications.
* Added ability for multiple images to be imported as an atlasJuan Linietsky2019-04-191-0/+43
| | | | | This adds support for groups in the import system, which point to a single file. Add property hint for saving files in file field
* Hide StreamTexture flags, fixes #26640Juan Linietsky2019-03-061-0/+1
|
* Many separate fixes to ensure non power of 2 textures work on GLES2, closes ↵Juan Linietsky2019-02-241-1/+1
| | | | #25897 and many others
* Implement a cleaner (and better) way to save imagedata from ImageTexture, ↵Juan Linietsky2019-02-211-5/+1
| | | | fixes #18801
* Scene: Ensure classes match their header filenameRémi Verschelde2019-02-121-1/+1
| | | | | | | | | | | | | | | | | | Also drop some unused files. Renamed: - `scene/2d/navigation2d.h` -> `navigation_2d.h` - `scene/2d/screen_button.h` -> `touch_screen_button.h` - `scene/3d/scenario_fx.h` -> `world_environment.h` - `scene/audio/audio_player.h` -> `audio_stream_player.h` - `scene/resources/bit_mask.h` -> `bit_map.h` - `scene/resources/color_ramp.h` -> `gradient.h` - `scene/resources/shape_line_2d.h` -> `line_shape_2d.h` - `scene/resources/scene_format_text.h` -> `resource_format_text.h` - `scene/resources/sky_box.h` -> `sky.h` Dropped: - `scene/resources/bounds.h`
* Changed ImageTexture image cache type to the correct one, fixes #24971Daniel Rakos2019-01-261-1/+1
| | | | | The original attempt to fix the issue was accidentally using the wrong type for the image cache. This change fixes that.
* Ability to keep images in ImageTexture cached while using editor, fixes #25243Juan Linietsky2019-01-251-0/+5
|
* Add thumbnails to LargeTextureTimo Schwarzer2019-01-031-0/+1
|
* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Added basic support for custom resource savers and loadersMarc Gilleron2018-12-151-0/+2
|
* Made Debugger's Video Memory tab show correct resource paths.DualMatrix2018-09-291-0/+2
| | | | | | Made Debugger's Video Memory tab show correct resource paths. The Icons are still missing but that is due to the get_icon(type, "EditorIcons") for type = "Texture" being missing. Adding that icon would fix it.
* Mark AnimatedTexture frame_* properties as internalRémi Verschelde2018-09-131-1/+2
| | | | | This way they no longer appear in the documentation, and the related setters and getters do.
* Make core/ includes absolute, remove subfolders from include pathRémi Verschelde2018-09-121-6/+6
| | | | | | 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.
* Added a function to cache texture opacity at a pixel, and modified editor to ↵Juan Linietsky2018-08-231-0/+15
| | | | | | use it. Provides massive speedups to selecting objects, still awaiting for @MarianoGNU to do fixes to the region editor to improve performance.
* Switched AnimatedTexture to a readers-writers lock, solves a race condition ↵Juan Linietsky2018-08-231-1/+3
| | | | and fixes #20221
* Merge pull request #18096 from aaronfranke/masterJuan Linietsky2018-08-141-1/+1
|\ | | | | [Core] Split up math_2d.h
| * [Core] Completely kill math_2d.h, change includesAaron Franke2018-08-111-1/+1
| |
* | -Deprecate ImageTexture::loadJuan Linietsky2018-08-141-0/+2
|/ | | | | -Add warning to Image::load when loading resources -Add script binding for get_configuration_warning