174 lines
4.9 KiB
Haxe
174 lines
4.9 KiB
Haxe
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package kha;
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import haxe.io.Bytes;
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import kha.graphics4.DepthStencilFormat;
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import kha.graphics4.TextureFormat;
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import kha.graphics4.Usage;
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class Image implements Canvas implements Resource {
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public static function create(width: Int, height: Int, format: TextureFormat = null, usage: Usage = null): Image {
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return null;
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}
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public static function create3D(width: Int, height: Int, depth: Int, format: TextureFormat = null, usage: Usage = null): Image {
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return null;
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}
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public static function createRenderTarget(width: Int, height: Int, format: TextureFormat = null,
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depthStencil: DepthStencilFormat = DepthStencilFormat.NoDepthAndStencil, antiAliasingSamples: Int = 1): Image {
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return null;
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}
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public static function fromBytes(bytes: Bytes, width: Int, height: Int, format: TextureFormat = null, usage: Usage = null): Image {
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return null;
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}
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public static function fromBytes3D(bytes: Bytes, width: Int, height: Int, depth: Int, format: TextureFormat = null, usage: Usage = null): Image {
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return null;
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}
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public static var maxSize(get, never): Int;
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static function get_maxSize(): Int {
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return 0;
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}
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public static var nonPow2Supported(get, never): Bool;
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static function get_nonPow2Supported(): Bool {
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return false;
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}
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public static function renderTargetsInvertedY(): Bool {
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return false;
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}
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public function isOpaque(x: Int, y: Int): Bool {
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return false;
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}
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/**
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* Returns the color of a pixel identified by its x/y-coordinates. This only works for images for which
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* the readable flag is set to true because by default images only exist in video-memory. To load images
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* which are readable use a line ala project.addAssets('Assets/image.png', { readable: true }); in
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* your khafile.
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* For reading the content of render-targets use getPixels() instead.
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*/
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public function at(x: Int, y: Int): Color {
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return Color.Black;
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}
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public function unload(): Void {}
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/**
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* Returns a writable Bytes object. Once unlock() is called the content of the Bytes object
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* is written into the image.
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* This can not be used to read the current content of an image - for this use at() or getPixels() instead.
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*/
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public function lock(level: Int = 0): Bytes {
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return null;
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}
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public function unlock(): Void {}
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/**
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* Returns the content of an image. This only works if the image is a render-target and it is very slow
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* because data will be copied from video-memory to main-memory. This is useful for making screenshots
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* but please avoid using it for regular rendering.
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* For reading the content of images which are not render-targets use at() instead.
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*/
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public function getPixels(): Bytes {
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return null;
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}
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public function generateMipmaps(levels: Int): Void {}
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public function setMipmaps(mipmaps: Array<Image>): Void {}
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public function setDepthStencilFrom(image: Image): Void {}
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public function clear(x: Int, y: Int, z: Int, width: Int, height: Int, depth: Int, color: Color): Void {}
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/**
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* Returns the original width of the image.
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*/
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public var width(get, never): Int;
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function get_width(): Int {
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return 0;
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}
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/**
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* Returns the original height of the image.
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*/
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public var height(get, never): Int;
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function get_height(): Int {
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return 0;
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}
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public var depth(get, never): Int;
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function get_depth(): Int {
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return 1;
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}
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public var format(get, never): TextureFormat;
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function get_format(): TextureFormat {
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return TextureFormat.RGBA32;
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}
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/**
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* Very old GPUs only supported power of two texture-widths.
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* When an Image is created on such a GPU, Kha automatically increases
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* its size to a power of two and realWidth returns this new, internal
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* size. Knowing the real size is important for calculating
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* texture-coordinates correctly but all of this is irrelevant unless
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* you really want to support very very old GPUs.
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*/
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public var realWidth(get, never): Int;
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function get_realWidth(): Int {
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return 0;
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}
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/**
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* Very old GPUs only supported power of two texture-heights.
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* When an Image is created on such a GPU, Kha automatically increases
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* its size to a power of two and realHeight returns this new, internal
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* size. Knowing the real size is important for calculating
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* texture-coordinates correctly but all of this is irrelevant unless
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* you really want to support very very old GPUs.
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*/
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public var realHeight(get, never): Int;
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function get_realHeight(): Int {
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return 0;
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}
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public var stride(get, never): Int;
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function get_stride(): Int {
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return 0;
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}
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public var g1(get, never): kha.graphics1.Graphics;
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function get_g1(): kha.graphics1.Graphics {
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return null;
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}
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public var g2(get, never): kha.graphics2.Graphics;
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function get_g2(): kha.graphics2.Graphics {
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return null;
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}
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public var g4(get, never): kha.graphics4.Graphics;
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function get_g4(): kha.graphics4.Graphics {
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return null;
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}
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}
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