Commit Graph

58 Commits

Author SHA1 Message Date
LunaticInAHat a344d7f906 Support unspecified linear size in DDS files
Not all exporters choose to populate that (optional) header field.
2023-12-19 16:42:10 -05:00
BlueCube3310 c278cc3946 Add support for loading more DDS formats 2023-12-14 15:18:35 +01:00
BlueCube3310 e6766da6ac Refactor DDS loading code 2023-12-08 15:43:06 +01:00
BlueCube3310 cbbcaa31d5 Fix grayscale dds loading 2023-08-29 19:24:22 +02:00
clayjohn 0045dc204c Revert "Implement loading DDS textures at run-time"
This reverts commit 34ab1c8a36.
2023-08-29 14:25:16 +02:00
Marcin Nowak 34ab1c8a36 Implement loading DDS textures at run-time 2023-07-31 21:31:26 +02:00
Hendrik Brucker 7e21eb7e00 Extract and reorganize texture resource classes 2023-07-14 20:04:21 +02:00
bruvzg 09465f3fe6 Remove (or make verbose only) various debug prints. 2023-03-20 08:14:18 +02:00
Rémi Verschelde d95794ec8a One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".
2023-01-05 13:25:55 +01:00
kobewi d2900429e8 Add static methods for creating Image and ImageTexture 2022-07-08 13:40:47 +02:00
Hugo Locurcio 180e5d3028 Remove RES and REF typedefs in favor of spelled out Ref<>
These typedefs don't save much typing compared to the full `Ref<Resource>`
and `Ref<RefCounted>`, yet they sometimes introduce confusion among
new contributors.
2022-05-03 01:43:50 +02:00
Rémi Verschelde c273ddc3ee Style: Partially apply clang-tidy's cppcoreguidelines-pro-type-member-init
Didn't commit all the changes where it wants to initialize a struct
with `{}`. Should be reviewed in a separate PR.

Option `IgnoreArrays` enabled for now to be conservative, can be
disabled to see if it proposes more useful changes.

Also fixed manually a handful of other missing initializations / moved
some from constructors.
2022-05-02 16:28:25 +02:00
bruvzg 9381acb6a4 Make FileAccess and DirAccess classes reference counted. 2022-04-11 13:28:51 +03:00
kobewi 39d429e497 Change some math macros to constexpr
Changes `MAX`, `MIN`, `ABS`, `CLAMP` and `SIGN`.
2022-03-09 16:24:32 +01:00
Rémi Verschelde fe52458154 Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00
Rémi Verschelde 9e328bb5b7 Core: Move DirAccess and FileAccess to core/io
File handling APIs are typically considered part of I/O, and we did have most
`FileAccess` implementations in `core/io` already.
2021-06-11 14:52:39 +02:00
reduz f8d03b98e7 Improve resource load cache
-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.
2021-02-11 15:44:28 -03:00
Rafał Mikrut f7209b459b Initialize class/struct variables with default values in modules/ 2021-02-08 10:57:18 +01:00
Rémi Verschelde b5334d14f7 Update copyright statements to 2021
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 🎆
2021-01-01 20:19:21 +01:00
Aaron Franke 02161aad5a Remove empty lines around braces with the formatting script 2020-11-16 23:38:11 -05:00
Rémi Verschelde 0f21249a2d DDS: Fix loading files without DDSD_CAPS or DDSD_PIXELFORMAT
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.
2020-06-15 13:10:24 +02:00
Rémi Verschelde 0ee0fa42e6 Style: Enforce braces around if blocks and loops
Using clang-tidy's `readability-braces-around-statements`.
https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
2020-05-14 21:57:34 +02:00
Rémi Verschelde 0be6d925dc Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks
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.
2020-05-14 16:54:55 +02:00
Juan Linietsky ae09b55a19 Exposed RenderingDevice to script API
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.
2020-04-20 21:21:58 -03:00
Juan Linietsky 475e4ea67b Removed interactive loader, added proper thread loading. 2020-02-28 11:20:45 -03:00