139 lines
6.8 KiB
C++
139 lines
6.8 KiB
C++
/*************************************************************************/
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/* resource_importer_layered_texture.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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/*************************************************************************/
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/* resource_importer_layered_texture.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
|
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef RESOURCE_IMPORTER_LAYERED_TEXTURE_H
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#define RESOURCE_IMPORTER_LAYERED_TEXTURE_H
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#include "core/image.h"
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#include "core/io/resource_importer.h"
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class StreamTexture2D;
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class ResourceImporterLayeredTexture : public ResourceImporter {
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GDCLASS(ResourceImporterLayeredTexture, ResourceImporter);
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public:
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enum Mode {
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MODE_2D_ARRAY,
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MODE_CUBEMAP,
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MODE_CUBEMAP_ARRAY,
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MODE_3D,
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};
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enum CubemapFormat {
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CUBEMAP_FORMAT_1X6,
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CUBEMAP_FORMAT_2X3,
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CUBEMAP_FORMAT_3X2,
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CUBEMAP_FORMAT_6X1,
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};
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enum TextureFlags {
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TEXTURE_FLAGS_MIPMAPS = 1
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};
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private:
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Mode mode;
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static const char *compression_formats[];
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protected:
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static void _texture_reimport_srgb(const Ref<StreamTexture2D> &p_tex);
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static void _texture_reimport_3d(const Ref<StreamTexture2D> &p_tex);
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static void _texture_reimport_normal(const Ref<StreamTexture2D> &p_tex);
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static ResourceImporterLayeredTexture *singleton;
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public:
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static ResourceImporterLayeredTexture *get_singleton() { return singleton; }
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virtual String get_importer_name() const override;
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virtual String get_visible_name() const override;
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virtual void get_recognized_extensions(List<String> *p_extensions) const override;
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virtual String get_save_extension() const override;
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virtual String get_resource_type() const override;
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enum CompressMode {
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COMPRESS_LOSSLESS,
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COMPRESS_LOSSY,
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COMPRESS_VRAM_COMPRESSED,
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COMPRESS_VRAM_UNCOMPRESSED,
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COMPRESS_BASIS_UNIVERSAL
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};
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virtual int get_preset_count() const override;
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virtual String get_preset_name(int p_idx) const override;
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virtual void get_import_options(List<ImportOption> *r_options, int p_preset = 0) const override;
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virtual bool get_option_visibility(const String &p_option, const Map<StringName, Variant> &p_options) const override;
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void _save_tex(Vector<Ref<Image>> p_images, const String &p_to_path, int p_compress_mode, float p_lossy, Image::CompressMode p_vram_compression, Image::CompressSource p_csource, Image::UsedChannels used_channels, bool p_mipmaps, bool p_force_po2);
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virtual Error import(const String &p_source_file, const String &p_save_path, const Map<StringName, Variant> &p_options, List<String> *r_platform_variants, List<String> *r_gen_files = nullptr, Variant *r_metadata = nullptr) override;
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void update_imports();
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virtual bool are_import_settings_valid(const String &p_path) const override;
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virtual String get_import_settings_string() const override;
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void set_mode(Mode p_mode) { mode = p_mode; }
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ResourceImporterLayeredTexture();
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~ResourceImporterLayeredTexture();
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};
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#endif // RESOURCE_IMPORTER_LAYERED_TEXTURE_H
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