forked from LeenkxTeam/LNXSDK
		
	
		
			
	
	
		
			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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