Image

    Image datatype.

    Native image datatype. Contains image data which can be converted to an and provides commonly used image processing methods. The maximum width and height for an are MAX_WIDTH and .

    An Image cannot be assigned to a texture property of an object directly (such as Sprite), and has to be converted manually to an first.

    Note: The maximum image size is 16384×16384 pixels due to graphics hardware limitations. Larger images may fail to import.

    Tutorials

    Methods

    enum 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 , 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 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 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 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 , 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 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 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 .

    Note: When creating an ImageTexture, an sRGB to linear color space conversion is performed.

    • FORMAT_PVRTC2A = 26 —- Same as , 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 , 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 —- (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 —- (RG11_EAC variant), which provides two channels of unsigned 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 , an sRGB to linear color space conversion is performed.

    Note: When creating an , 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 , an sRGB to linear color space conversion is performed.

    • FORMAT_MAX = 37 —- Represents the size of the Format enum.

    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 , 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.

    It’s slower than , 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.

    enum 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.


    enum 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.


    enum 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).

    • COMPRESS_SOURCE_LAYERED = 3 —- Source texture (before compression) is a .

    Constants

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

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

    Holds all the image’s color data in a given format. See constants.

    Method Descriptions

    • void blend_rect ( src, Rect2 src_rect, dst )

    Alpha-blends src_rect from src image to this image at coordinates dest, clipped accordingly to both image bounds. This image and src image must have the same format. src_rect with not positive size is treated as empty.


    • void blend_rect_mask ( Image src, mask, Rect2 src_rect, dst )

    Alpha-blends src_rect from src image to this image using image at coordinates dst, clipped accordingly to both image bounds. 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. This image and src image must have the same format. src image and mask image must have the same size (width and height) but they can have different formats. src_rect with not positive size is treated as empty.


    Copies src_rect from src image to this image at coordinates dst, clipped accordingly to both image bounds. This image and src image must have the same format. src_rect with not positive size is treated as empty.


    • void blit_rect_mask ( src, Image mask, src_rect, Vector2 dst )

    Blits src_rect area from src image to this image at the coordinates given by dst, clipped accordingly to both image bounds. src pixel is copied onto dst if the corresponding mask pixel’s alpha value is not 0. This image and src image must have the same format. src image and mask image must have the same size (width and height) but they can have different formats. src_rect with not positive size is treated as empty.


    • void bumpmap_to_normalmap ( 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.


    • void clear_mipmaps ( )

    Removes the image’s mipmaps.


    Compresses the image to use less memory. Can not directly access pixel data while the image is compressed. Returns error if the chosen compression mode is not available. See CompressMode and constants.


    • void convert ( Format format )

    Converts the image’s format. See constants.


    • void copy_from ( Image src )

    Copies src image to this image.


    • void create ( width, int height, use_mipmaps, Format format )

    Creates an empty image of given size and format. See constants. If use_mipmaps is true then generate mipmaps for this image. See the generate_mipmaps.


    • void create_from_data ( width, int height, use_mipmaps, Format format, data )

    Creates a new image of given size and format. See Format constants. Fills the image with the given raw data. If use_mipmaps is true then loads mipmaps for this image from data. See .


    • void crop ( int width, height )

    Crops the image to the given width and height. If the specified size is larger than the current size, the extra area is filled with black pixels.


    Decompresses the image if it is compressed. Returns an error if decompress function is not available.


    • detect_alpha ( ) const

    Returns ALPHA_BLEND if the image has data for alpha values. Returns if all the alpha values are stored in a single bit. Returns ALPHA_NONE if no data for alpha values is found.


    • void expand_x2_hq2x ( )

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


    • void fill ( color )

    Fills the image with color.


    • void fill_rect ( Rect2 rect, color )

    Fills rect with .


    • void fix_alpha_edges ( )

    Blends low-alpha pixels with nearby pixels.


    Flips the image horizontally.


    • void flip_y ( )

    Flips the image vertically.


    • Error generate_mipmaps ( renormalize=false )

    Generates mipmaps for the image. Mipmaps are precalculated lower-resolution copies of the image that are automatically used if the image needs to be scaled down when rendered. They help improve image quality and performance when rendering. This method returns an error if the image is compressed, in a custom format, or if the image’s width/height is 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 .


    Returns a copy of the image’s raw data.


    • get_format ( ) const

    Returns the image’s format. See Format constants.


    • get_height ( ) const

    Returns the image’s height.


    • int get_mipmap_offset ( mipmap ) const

    Returns the offset where the image’s mipmap with index mipmap is stored in the data dictionary.


    Returns the color of the pixel at (x, y) if the image is locked. If the image is unlocked, it always returns a with the value (0, 0, 0, 1.0). This is the same as get_pixelv, but two integer arguments instead of a Vector2 argument.


    Returns the color of the pixel at src if the image is locked. If the image is unlocked, it always returns a 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.


    • get_rect ( Rect2 rect ) const

    Returns a new image that is a copy of the image’s area specified with rect.


    • get_size ( ) const

    Returns the image’s size (width and height).


    • Rect2 get_used_rect ( ) const

    Returns a 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.


    • has_mipmaps ( ) const

    Returns true if the image has generated mipmaps.


    • bool is_compressed ( ) const

    Returns true if the image is compressed.


    • is_empty ( ) const

    Returns true if the image has no data.


    • bool is_invisible ( ) const

    Returns 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.


    Loads an image from file path. See 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.

    See also ImageTexture description for usage examples.


    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.


    Loads an image from the binary contents of a JPEG file.


    Loads an image from the binary contents of a PNG file.


    Loads an image from the binary contents of a TGA file.


    Loads an image from the binary contents of a WebP file.


    • void 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.


    • void 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.


    • void premultiply_alpha ( )

    Multiplies color values with alpha values. Resulting color values for a pixel are (color * alpha)/256.


    • void resize ( width, int height, interpolation=1 )

    Resizes the image to the given width and height. New pixels are calculated using the interpolation mode defined via Interpolation constants.


    • void resize_to_po2 ( square=false, Interpolation interpolation=1 )

    Resizes the image to the nearest power of 2 for the width and height. If square is true then set width and height to be the same. New pixels are calculated using the interpolation mode defined via constants.


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


    • save_exr ( String path, grayscale=false ) const

    Saves the image as an EXR file to 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 will return @GlobalScope.ERR_UNAVAILABLE when it is called from an exported project.


    • save_png ( String path ) const

    Saves the image as a PNG file to path.


    • save_png_to_buffer ( ) const

    • void set_pixel ( int x, y, Color color )

    Sets the of the pixel at (x, y) if the image is locked. Example:


    • void set_pixelv ( Vector2 dst, color )

    Sets the 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()
    2. img.create(img_width, img_height, false, Image.FORMAT_RGBA8)
    3. img.lock()
    4. img.set_pixelv(Vector2(x, y), color) # Works
    5. img.unlock()

    • void shrink_x2 ( )

    Shrinks the image by a factor of 2.


    • void srgb_to_linear ( )

    Converts the raw data from the sRGB colorspace to a linear scale.


    • void unlock ( )