imageGodot
imageGodot
Image datatype.
Description
Note: The maximum image size is 16384×16384 pixels due to graphics hardware
limitations. Larger images may fail to import.
Online Tutorials
● Importing images
● Runtime file loading and saving
Properties
Methods
Enumerations
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.
● 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.
● FORMAT_RGBA8 = 5
OpenGL texture format RGBA with four components, each with a bitdepth of 8.
● FORMAT_RGBA4444 = 6
OpenGL texture format RGBA with four components, each with a bitdepth of 4.
● FORMAT_RGB565 = 7
OpenGL texture format RGB with three components. Red and blue have a bitdepth of 5,
and green has a bitdepth of 6.
● 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_R16F where there's one component, a 16-bit "half-
precision" floating-point value.
● FORMAT_RGH = 13
OpenGL texture format GL_RG16F where there are two components, each a 16-bit "half-
precision" floating-point value.
● FORMAT_RGBH = 14
OpenGL texture format GL_RGB16F where there are three components, each a 16-bit
"half-precision" floating-point value.
● FORMAT_RGBAH = 15
OpenGL texture format GL_RGBA16F 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.
● 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.
● 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.
● 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.
● 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_ETC = 25
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 = 26
Ericsson Texture Compression format 2 (R11_EAC variant), which provides one channel
of unsigned data.
● FORMAT_ETC2_R11S = 27
Ericsson Texture Compression format 2 (SIGNED_R11_EAC variant), which provides one
channel of signed data.
● FORMAT_ETC2_RG11 = 28
Ericsson Texture Compression format 2 (RG11_EAC variant), which provides two
channels of unsigned data.
● FORMAT_ETC2_RG11S = 29
Ericsson Texture Compression format 2 (SIGNED_RG11_EAC variant), which provides two
channels of signed data.
● FORMAT_ETC2_RGB8 = 30
Ericsson Texture Compression format 2 (RGB8 variant), which is a follow-up of ETC1
and compresses RGB888 data.
● FORMAT_ETC2_RGBA8 = 31
Ericsson Texture Compression format 2 (RGBA8variant), which compresses RGBA8888
data with full alpha support.
● FORMAT_ETC2_RGB8A1 = 32
Ericsson Texture Compression format 2 (RGB8_PUNCHTHROUGH_ALPHA1 variant), which
compresses RGBA data to make alpha either fully transparent or fully opaque.
● FORMAT_ETC2_RA_AS_RG = 33
Ericsson Texture Compression format 2 (RGBA8 variant), which compresses RA data and
interprets it as two channels (red and green). See also FORMAT_ETC2_RGBA8.
● FORMAT_DXT5_RA_AS_RG = 34
The S3TC texture format also known as Block Compression 3 or BC3, which compresses
RA data and interprets it as two channels (red and green). See also FORMAT_DXT5.
● FORMAT_ASTC_4x4 = 35
Adaptive Scalable Texture Compression. This implements the 4×4 (high quality) mode.
● FORMAT_ASTC_4x4_HDR = 36
Same format as FORMAT_ASTC_4x4, but with the hint to let the GPU know it is used
for HDR.
● FORMAT_ASTC_8x8 = 37
Adaptive Scalable Texture Compression. This implements the 8×8 (low quality) mode.
● FORMAT_ASTC_8x8_HDR = 38
Same format as FORMAT_ASTC_8x8, but with the hint to let the GPU know it is used
for HDR.
● FORMAT_MAX = 39
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 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.
It's slower than 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 downscaling 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_ETC = 1
Use ETC compression.
● COMPRESS_ETC2 = 2
Use ETC2 compression.
● COMPRESS_BPTC = 3
Use BPTC compression.
● COMPRESS_ASTC = 4
Use ASTC compression.
● COMPRESS_MAX = 5
Represents the size of the CompressMode enum.
enum UsedChannels:
● USED_CHANNELS_L = 0
The image only uses one channel for luminance (grayscale).
● USED_CHANNELS_LA = 1
The image uses two channels for luminance and alpha, respectively.
● USED_CHANNELS_R = 2
The image only uses the red channel.
● USED_CHANNELS_RG = 3
The image uses two channels for red and green.
● USED_CHANNELS_RGB = 4
The image uses three channels for red, green, and blue.
● USED_CHANNELS_RGBA = 5
The image uses four channels for red, green, blue, and alpha.
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).
enum ASTCFormat:
● ASTC_FORMAT_4x4 = 0
Hint to indicate that the high quality 4×4 ASTC compression format should be used.
● ASTC_FORMAT_8x8 = 1
Hint to indicate that the low quality 8×8 ASTC compression format should be used.
Constants
● MAX_WIDTH = 16777216
The maximal width allowed for Image resources.
● MAX_HEIGHT = 16777216
The maximal height allowed for Image resources.
Property Descriptions
Holds all the image's color data in a given format. See Format constants.
Method Descriptions
Adjusts this image's brightness, contrast, and saturation by the given values. Does
not work if the image is compressed (see is_compressed()).
Alpha-blends src_rect from src image to this image using mask 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 non-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 non-positive size is treated as empty.
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 non-positive size is
treated as empty.
Converts a bump map to a normal map. A bump map provides a height offset per-pixel,
while a normal map provides a normal direction per pixel.
● void clear_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.
The source parameter helps to pick the best compression method for DXT and ETC2
formats. It is ignored for ASTC compression.
This is an alternative to compress() that lets the user supply the channels used in
order for the compressor to pick the best DXT and ETC2 formats. For other formats
(non DXT or ETC2), this argument is ignored.
Compute image metrics on the current image and the compared image.
● Image create(width: int, height: int, use_mipmaps: bool, format: Format) static
Creates an empty image of given size and format. See Format constants. If
use_mipmaps is true, then generate mipmaps for this image. See the
generate_mipmaps().
Creates an empty image of given size and format. See Format constants. If
use_mipmaps is true, then generate mipmaps for this image. See the
generate_mipmaps().
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 generate_mipmaps().
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.
● Error decompress()
Note: The following formats can be decompressed: DXT, RGTC, BPTC. The formats ETC1
and ETC2 are not supported.
Returns 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.
Returns the color channels used by this image, as one of the UsedChannels
constants. If the image is compressed, the original source must be specified.
● void fix_alpha_edges()
● void flip_x()
● void flip_y()
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. Enabling renormalize when generating mipmaps for normal
map textures will make sure all resulting vector values are normalized.
Returns the number of mipmap levels or 0 if the image has no mipmaps. The largest
main level image is not counted as a mipmap level by this method, so if you want to
include it you can add 1 to this count.
Returns the offset where the image's mipmap with index mipmap is stored in the data
dictionary.
This is the same as get_pixelv(), but with two integer arguments instead of a
Vector2i argument.
This is the same as get_pixel(), but with a Vector2i argument instead of two
integer arguments.
Returns a new Image that is a copy of this Image's area specified with region.
Returns a Rect2i enclosing the visible portion of the image, considering each pixel
with a non-zero alpha channel as visible.
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 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.
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.
Note: This method is only available in engine builds with the BMP module enabled.
By default, the BMP module is enabled, but it can be disabled at build-time using
the module_bmp_enabled=no SCons option.
● Image load_from_file(path: String) static
Creates a new Image and loads data from the specified file.
Loads an image from the binary contents of a KTX file. Unlike most image formats,
KTX can store VRAM-compressed data and embed mipmaps.
Note: This method is only available in engine builds with the KTX module enabled.
By default, the KTX module is enabled, but it can be disabled at build-time using
the module_ktx_enabled=no SCons option.
Loads an image from the UTF-8 binary contents of an uncompressed SVG file (.svg).
Note: Beware when using compressed SVG files (like .svgz), they need to be
decompressed before loading.
Note: This method is only available in engine builds with the SVG module enabled.
By default, the SVG module is enabled, but it can be disabled at build-time using
the module_svg_enabled=no SCons option.
Note: This method is only available in engine builds with the SVG module enabled.
By default, the SVG module is enabled, but it can be disabled at build-time using
the module_svg_enabled=no SCons option.
Note: This method is only available in engine builds with the TGA module enabled.
By default, the TGA module is enabled, but it can be disabled at build-time using
the module_tga_enabled=no SCons option.
● void normal_map_to_xy()
Converts the image's data to represent coordinates on a 3D plane. This is used when
the image represents a normal map. A normal map 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. See also CanvasItemMaterial.blend_mode.
Resizes the image to the given width and height. New pixels are calculated using
the interpolation mode defined via Interpolation constants.
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 Interpolation constants.
● Image rgbe_to_srgb()
Converts a standard RGBE (Red Green Blue Exponent) image to an sRGB image.
Rotates the image in the specified direction by 90 degrees. The width and height of
the image must be greater than 1. If the width and height are not equal, the image
will be resized.
● void rotate_180()
Rotates the image by 180 degrees. The width and height of the image must be greater
than 1.
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 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 ERR_UNAVAILABLE when it is called from an exported project.
● PackedByteArray save_exr_to_buffer(grayscale: bool = false) const
Saves the image as an EXR file to a byte array. 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 an empty byte array if Godot was compiled
without the TinyEXR module.
Note: The TinyEXR module is disabled in non-editor builds, which means save_exr()
will return an empty byte array when it is called from an exported project.
Saves the image as a JPEG file to path with the specified quality between 0.01 and
1.0 (inclusive). Higher quality values result in better-looking output at the cost
of larger file sizes. Recommended quality values are between 0.75 and 0.90. Even at
quality 1.00, JPEG compression remains lossy.
Note: JPEG does not save an alpha channel. If the Image contains an alpha channel,
the image will still be saved, but the resulting JPEG file won't contain the alpha
channel.
Saves the image as a JPEG file to a byte array with the specified quality between
0.01 and 1.0 (inclusive). Higher quality values result in better-looking output at
the cost of larger byte array sizes (and therefore memory usage). Recommended
quality values are between 0.75 and 0.90. Even at quality 1.00, JPEG compression
remains lossy.
Note: JPEG does not save an alpha channel. If the Image contains an alpha channel,
the image will still be saved, but the resulting byte array won't contain the alpha
channel.
● Error save_webp(path: String, lossy: bool = false, quality: float = 0.75) const
Saves the image as a WebP (Web Picture) file to the file at path. By default it
will save lossless. If lossy is true, the image will be saved lossy, using the
quality setting between 0.0 and 1.0 (inclusive). Lossless WebP offers more
efficient compression than PNG.
Note: The WebP format is limited to a size of 16383×16383 pixels, while PNG can
save larger images.
Note: The WebP format is limited to a size of 16383×16383 pixels, while PNG can
save larger images.
● void set_data(width: int, height: int, use_mipmaps: bool, format: Format, data:
PackedByteArray)
Example:
var img_width = 10
var img_height = 5
var img = Image.create(img_width, img_height, false, Image.FORMAT_RGBA8)
Example:
var img_width = 10
var img_height = 5
var img = Image.create(img_width, img_height, false, Image.FORMAT_RGBA8)
● void shrink_x2()
Shrinks the image by a factor of 2 on each axis (this divides the pixel count by
4).
● void srgb_to_linear()
Converts the raw data from the sRGB colorspace to a linear scale.