Image

Inherits: Resource < Reference < Object Image datatype.

Description

ImageTexture and provides commonly used image processing methods. The maximum width and height for an Image are MAX_WIDTH and MAX_HEIGHT. Image cannot be assigned to a texture property of an object directly (such as Sprite), and has to be converted manually to an ImageTexture first. Note: The maximum image size is 16384×16384 pixels due to graphics hardware limitations. Larger images may fail to import.

Tutorials

  • 导入图像

    Properties

    Methods

    Enumerations

    Format:
  • FORMAT_L8 = 0 —- Texture format with a single 8-bit depth representing luminance.
  • FORMAT_LA8 = 1 —- OpenGL texture format with two values, luminance and alpha each stored with 8 bits.
  • FORMAT_R8 = 2 —- OpenGL texture format RED with a single component and a bitdepth of 8. Note: When using the GLES2 backend, this uses the alpha channel instead of the red channel for storage.
  • FORMAT_RG8 = 3 —- OpenGL texture format RG with two components and a bitdepth of 8 for each.
  • FORMAT_RGB8 = 4 —- OpenGL texture format RGB with three components, each with a bitdepth of 8. Note: When creating an ImageTexture, an sRGB to linear color space conversion is performed.
  • FORMAT_RGBA8 = 5 —- OpenGL texture format RGBA with four components, each with a bitdepth of 8. Note: When creating an ImageTexture, an sRGB to linear color space conversion is performed.
  • FORMAT_RGBA4444 = 6 —- OpenGL texture format RGBA with four components, each with a bitdepth of 4.
  • FORMAT_RGBA5551 = 7 —- OpenGL texture format GL_RGB5_A1 where 5 bits of depth for each component of RGB and one bit for alpha.
  • FORMAT_RF = 8 —- OpenGL texture format GL_R32F where there’s one component, a 32-bit floating-point value.
  • FORMAT_RGF = 9 —- OpenGL texture format GL_RG32F where there are two components, each a 32-bit floating-point values.
  • FORMAT_RGBF = 10 —- OpenGL texture format GL_RGB32F where there are three components, each a 32-bit floating-point values.
  • FORMAT_RGBAF = 11 —- OpenGL texture format GL_RGBA32F where there are four components, each a 32-bit floating-point values.
  • FORMAT_RH = 12 —- OpenGL texture format GL_R32F where there’s one component, a 16-bit “half-precision” floating-point value.
  • FORMAT_RGH = 13 —- OpenGL texture format GL_RG32F where there are two components, each a 16-bit “half-precision” floating-point value.
  • FORMAT_RGBH = 14 —- OpenGL texture format GL_RGB32F where there are three components, each a 16-bit “half-precision” floating-point value.
  • FORMAT_RGBAH = 15 —- OpenGL texture format GL_RGBA32F where there are four components, each a 16-bit “half-precision” floating-point value.
  • FORMAT_RGBE9995 = 16 —- A special OpenGL texture format where the three color components have 9 bits of precision and all three share a single 5-bit exponent.
  • FORMAT_DXT1 = 17 —- The S3TC texture format that uses Block Compression 1, and is the smallest variation of S3TC, only providing 1 bit of alpha and color data being premultiplied with alpha. Note: When creating an ImageTexture, an sRGB to linear color space conversion is performed.
  • FORMAT_DXT3 = 18 —- The S3TC texture format that uses Block Compression 2, and color data is interpreted as not having been premultiplied by alpha. Well suited for images with sharp alpha transitions between translucent and opaque areas. Note: When creating an ImageTexture, an sRGB to linear color space conversion is performed.
  • FORMAT_DXT5 = 19 —- The S3TC texture format also known as Block Compression 3 or BC3 that contains 64 bits of alpha channel data followed by 64 bits of DXT1-encoded color data. Color data is not premultiplied by alpha, same as DXT3. DXT5 generally produces superior results for transparent gradients compared to DXT3. Note: When creating an ImageTexture, an sRGB to linear color space conversion is performed.
  • FORMAT_RGTC_R = 20 —- Texture format that uses Red Green Texture Compression, normalizing the red channel data using the same compression algorithm that DXT5 uses for the alpha channel.
  • FORMAT_RGTC_RG = 21 —- Texture format that uses Red Green Texture Compression, normalizing the red and green channel data using the same compression algorithm that DXT5 uses for the alpha channel.
  • FORMAT_BPTC_RGBA = 22 —- Texture format that uses BPTC compression with unsigned normalized RGBA components. Note: When creating an ImageTexture, an sRGB to linear color space conversion is performed.
  • FORMAT_BPTC_RGBF = 23 —- Texture format that uses BPTC compression with signed floating-point RGB components.
  • FORMAT_BPTC_RGBFU = 24 —- Texture format that uses BPTC compression with unsigned floating-point RGB components.
  • FORMAT_PVRTC2 = 25 —- Texture format used on PowerVR-supported mobile platforms, uses 2-bit color depth with no alpha. More information can be found here. Note: When creating an ImageTexture, an sRGB to linear color space conversion is performed.
  • FORMAT_PVRTC2A = 26 —- Same as PVRTC2, but with an alpha component.
  • FORMAT_PVRTC4 = 27 —- Similar to PVRTC2, but with 4-bit color depth and no alpha.
  • FORMAT_PVRTC4A = 28 —- Same as PVRTC4, but with an alpha component.
  • FORMAT_ETC = 29 —- Ericsson Texture Compression format 1, also referred to as “ETC1”, and is part of the OpenGL ES graphics standard. This format cannot store an alpha channel.
  • FORMAT_ETC2_R11 = 30 —- Ericsson Texture Compression format 2 (R11_EAC variant), which provides one channel of unsigned data.
  • FORMAT_ETC2_R11S = 31 —- Ericsson Texture Compression format 2 (SIGNED_R11_EAC variant), which provides one channel of signed data.
  • FORMAT_ETC2_RG11 = 32 —- Ericsson Texture Compression format 2 (RG11_EAC variant), which provides two channels of unsigned data.
  • FORMAT_ETC2_RG11S = 33 —- Ericsson Texture Compression format 2 (SIGNED_RG11_EAC variant), which provides two channels of signed data.
  • FORMAT_ETC2_RGB8 = 34 —- Ericsson Texture Compression format 2 (RGB8 variant), which is a follow-up of ETC1 and compresses RGB888 data. Note: When creating an ImageTexture, an sRGB to linear color space conversion is performed.
  • FORMAT_ETC2_RGBA8 = 35 —- Ericsson Texture Compression format 2 (RGBA8variant), which compresses RGBA8888 data with full alpha support. Note: When creating an ImageTexture, an sRGB to linear color space conversion is performed.
  • FORMAT_ETC2_RGB8A1 = 36 —- Ericsson Texture Compression format 2 (RGB8_PUNCHTHROUGH_ALPHA1 variant), which compresses RGBA data to make alpha either fully transparent or fully opaque. Note: When creating an ImageTexture, an sRGB to linear color space conversion is performed.
  • FORMAT_MAX = 37 —- Represents the size of the Format enum.

Interpolation:

  • INTERPOLATE_NEAREST = 0 —- Performs nearest-neighbor interpolation. If the image is resized, it will be pixelated.
  • INTERPOLATE_BILINEAR = 1 —- Performs bilinear interpolation. If the image is resized, it will be blurry. This mode is faster than INTERPOLATE_CUBIC, but it results in lower quality.
  • INTERPOLATE_CUBIC = 2 —- Performs cubic interpolation. If the image is resized, it will be blurry. This mode often gives better results compared to INTERPOLATE_BILINEAR, at the cost of being slower.
  • INTERPOLATE_TRILINEAR = 3 —- Performs bilinear separately on the two most-suited mipmap levels, then linearly interpolates between them. INTERPOLATE_BILINEAR, but produces higher-quality results with far fewer aliasing artifacts. If the image does not have mipmaps, they will be generated and used internally, but no mipmaps will be generated on the resulting image. Note: If you intend to scale multiple copies of the original image, it’s better to call generate_mipmaps] on it in advance, to avoid wasting processing power in generating them again and again. On the other hand, if the image already has mipmaps, they will be used, and a new set will be generated for the resulting image.
  • INTERPOLATE_LANCZOS = 4 —- Performs Lanczos interpolation. This is the slowest image resizing mode, but it typically gives the best results, especially when downscalng images.

AlphaMode:

  • ALPHA_NONE = 0 —- Image does not have alpha.
  • ALPHA_BIT = 1 —- Image stores alpha in a single bit.
  • ALPHA_BLEND = 2 —- Image uses alpha.

CompressMode:

  • COMPRESS_S3TC = 0 —- Use S3TC compression.
  • COMPRESS_PVRTC2 = 1 —- Use PVRTC2 compression.
  • COMPRESS_PVRTC4 = 2 —- Use PVRTC4 compression.
  • COMPRESS_ETC = 3 —- Use ETC compression.
  • COMPRESS_ETC2 = 4 —- Use ETC2 compression.

CompressSource:

  • COMPRESS_SOURCE_GENERIC = 0 —- Source texture (before compression) is a regular texture. Default for all textures.
  • COMPRESS_SOURCE_SRGB = 1 —- Source texture (before compression) is in sRGB space.
  • COMPRESS_SOURCE_NORMAL = 2 —- Source texture (before compression) is a normal texture (e.g. it can be compressed into two channels).

    Constants

  • MAX_WIDTH = 16384 —- The maximal width allowed for Image resources.
  • MAX_HEIGHT = 16384 —- The maximal height allowed for Image resources.

    Property Descriptions

  • Dictionary data Format constants.

    Method Descriptions

  • blend_rect ( Image src, Rect2 src_rect, Vector2 dst ) src_rect from src image to this image at coordinates dest.

  • blend_rect_mask ( Image src, Image mask, Rect2 src_rect, Vector2 dst ) src_rect from src image to this image using mask image at coordinates dst. Alpha channels are required for both src and mask. dst pixels and src pixels will blend if the corresponding mask pixel’s alpha value is not 0. src image and mask image must have the same size (width and height) but they can have different formats.

  • blit_rect ( Image src, Rect2 src_rect, Vector2 dst ) src_rect from src image to this image at coordinates dst.

  • blit_rect_mask ( Image src, Image mask, Rect2 src_rect, Vector2 dst ) src_rect area from src image to this image at the coordinates given by dst. src pixel is copied onto dst if the corresponding mask pixel’s alpha value is not 0. src image and mask image must have the same size (width and height) but they can have different formats.

  • bumpmap_to_normalmap ( float bump_scale=1.0 ) Converts a bumpmap to a normalmap. A bumpmap provides a height offset per-pixel, while a normalmap provides a normal direction per pixel.

  • clear_mipmaps ( ) Removes the image’s mipmaps.

  • Error compress ( CompressMode mode, CompressSource source, float lossy_quality ) CompressMode and CompressSource constants.

  • convert ( Format format ) Format constants.

  • copy_from ( Image src ) src image to this image.

  • create ( int width, int height, bool use_mipmaps, Format format ) Format constants. If use_mipmaps is true then generate mipmaps for this image. See the generate_mipmaps.

  • create_from_data ( int width, int height, bool use_mipmaps, Format format, PoolByteArray data ) Format constants. Fills the image with the given raw data. If use_mipmaps is true then loads mipmaps for this image from data. See generate_mipmaps.

  • crop ( int width, int height ) width and height. If the specified size is larger than the current size, the extra area is filled with black pixels.

  • Error decompress ( ) Decompresses the image if it is compressed. Returns an error if decompress function is not available.

  • AlphaMode detect_alpha ( ) const ALPHA_BLEND if the image has data for alpha values. Returns ALPHA_BIT if all the alpha values are stored in a single bit. Returns ALPHA_NONE if no data for alpha values is found.

  • expand_x2_hq2x ( ) Stretches the image and enlarges it by a factor of 2. No interpolation is done.

  • fill ( Color color ) Color.

  • fix_alpha_edges ( ) Blends low-alpha pixels with nearby pixels.

  • flip_x ( ) Flips the image horizontally.

  • flip_y ( ) Flips the image vertically.

  • Error generate_mipmaps ( bool renormalize=false ) 0. Note: Mipmap generation is done on the CPU, is single-threaded and is always done on the main thread. This means generating mipmaps will result in noticeable stuttering during gameplay, even if generate_mipmaps is called from a Thread.

  • PoolByteArray get_data ( ) const Returns a copy of the image’s raw data.

  • Format get_format ( ) const Format constants.

  • int get_height ( ) const Returns the image’s height.

  • int get_mipmap_offset ( int mipmap ) const mipmap is stored in the data dictionary.

  • Color get_pixel ( int x, int y ) const (x, y) if the image is locked. If the image is unlocked, it always returns a Color with the value (0, 0, 0, 1.0). This is the same as get_pixelv, but two integer arguments instead of a Vector2 argument.

  • Color get_pixelv ( Vector2 src ) const src if the image is locked. If the image is unlocked, it always returns a Color with the value (0, 0, 0, 1.0). This is the same as get_pixel, but with a Vector2 argument instead of two integer arguments.

  • Image get_rect ( Rect2 rect ) const rect.

  • Vector2 get_size ( ) const Returns the image’s size (width and height).

  • Rect2 get_used_rect ( ) const Rect2 enclosing the visible portion of the image, considering each pixel with a non-zero alpha channel as visible.

  • int get_width ( ) const Returns the image’s width.

  • bool has_mipmaps ( ) const true if the image has generated mipmaps.

  • bool is_compressed ( ) const true if the image is compressed.

  • bool is_empty ( ) const true if the image has no data.

  • bool is_invisible ( ) const true if all the image’s pixels have an alpha value of 0. Returns false if any pixel has an alpha value higher than 0.

  • Error load ( String path ) path. See Supported image formats for a list of supported image formats and limitations. Warning: This method should only be used in the editor or in cases when you need to load external images at run-time, such as images located at the user:// directory, and may not work in exported projects. ImageTexture description for usage examples.

  • Error load_bmp_from_buffer ( PoolByteArray buffer ) Loads an image from the binary contents of a BMP file. Note: Godot’s BMP module doesn’t support 16-bit per pixel images. Only 1-bit, 4-bit, 8-bit, 24-bit, and 32-bit per pixel images are supported.

  • Error load_jpg_from_buffer ( PoolByteArray buffer ) Loads an image from the binary contents of a JPEG file.

  • Error load_png_from_buffer ( PoolByteArray buffer ) Loads an image from the binary contents of a PNG file.

  • Error load_tga_from_buffer ( PoolByteArray buffer ) Loads an image from the binary contents of a TGA file.

  • Error load_webp_from_buffer ( PoolByteArray buffer ) Loads an image from the binary contents of a WebP file.

  • lock ( ) Locks the data for reading and writing access. Sends an error to the console if the image is not locked when reading or writing a pixel.

  • normalmap_to_xy ( ) Converts the image’s data to represent coordinates on a 3D plane. This is used when the image represents a normalmap. A normalmap can add lots of detail to a 3D surface without increasing the polygon count.

  • premultiply_alpha ( ) (color * alpha)/256.

  • resize ( int width, int height, Interpolation interpolation=1 ) width and height. New pixels are calculated using the interpolation mode defined via Interpolation constants.

  • resize_to_po2 ( bool square=false, Interpolation interpolation=1 ) square is true then set width and height to be the same. New pixels are calculated using the interpolation mode defined via Interpolation constants.

  • Image rgbe_to_srgb ( ) Converts a standard RGBE (Red Green Blue Exponent) image to an sRGB image.

  • Error save_exr ( String path, bool grayscale=false ) const path. If grayscale is true and the image has only one channel, it will be saved explicitly as monochrome rather than one red channel. This function will return @GlobalScope.ERR_UNAVAILABLE if Godot was compiled without the TinyEXR module. Note: The TinyEXR module is disabled in non-editor builds, which means save_exr will return @GlobalScope.ERR_UNAVAILABLE when it is called from an exported project.

  • Error save_png ( String path ) const path.

- PoolByteArray save_png_to_buffer ( ) const

  • set_pixel ( int x, int y, Color color ) Color of the pixel at (x, y) if the image is locked. Example:
    1. var img = Image.new()img.create(img_width, img_height, false, Image.FORMAT_RGBA8)img.lock()img.set_pixel(x, y, color) # Worksimg.unlock()img.set_pixel(x, y, color) # Does not have an effect

  • set_pixelv ( Vector2 dst, Color color ) Color of the pixel at (dst.x, dst.y) if the image is locked. Note that the dst values must be integers. Example:
    1. var img = Image.new()img.create(img_width, img_height, false, Image.FORMAT_RGBA8)img.lock()img.set_pixelv(Vector2(x, y), color) # Worksimg.unlock()img.set_pixelv(Vector2(x, y), color) # Does not have an effect

  • shrink_x2 ( ) Shrinks the image by a factor of 2.

  • srgb_to_linear ( ) Converts the raw data from the sRGB colorspace to a linear scale.

  • unlock ( ) Unlocks the data and prevents changes.