2018-08-29 20:38:13 +00:00
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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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2020-01-01 10:16:22 +00:00
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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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2018-08-29 20:38:13 +00:00
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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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2018-08-06 17:56:06 +00:00
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#ifndef RESOURCE_IMPORTER_LAYERED_TEXTURE_H
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#define RESOURCE_IMPORTER_LAYERED_TEXTURE_H
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2018-09-11 16:13:45 +00:00
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#include "core/image.h"
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2019-02-12 12:30:56 +00:00
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#include "core/io/resource_importer.h"
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2018-08-06 17:56:06 +00:00
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class StreamTexture;
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class ResourceImporterLayeredTexture : public ResourceImporter {
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2019-03-19 18:35:57 +00:00
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GDCLASS(ResourceImporterLayeredTexture, ResourceImporter);
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2018-08-06 17:56:06 +00:00
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bool is_3d;
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2019-02-26 21:43:37 +00:00
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static const char *compression_formats[];
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2018-08-06 17:56:06 +00:00
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protected:
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static void _texture_reimport_srgb(const Ref<StreamTexture> &p_tex);
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static void _texture_reimport_3d(const Ref<StreamTexture> &p_tex);
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static void _texture_reimport_normal(const Ref<StreamTexture> &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;
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virtual String get_visible_name() const;
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virtual void get_recognized_extensions(List<String> *p_extensions) const;
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virtual String get_save_extension() const;
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virtual String get_resource_type() const;
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enum Preset {
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PRESET_3D,
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PRESET_2D,
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PRESET_COLOR_CORRECT,
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};
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enum CompressMode {
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COMPRESS_LOSSLESS,
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COMPRESS_VIDEO_RAM,
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COMPRESS_UNCOMPRESSED
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};
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virtual int get_preset_count() const;
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virtual String get_preset_name(int p_idx) const;
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virtual void get_import_options(List<ImportOption> *r_options, int p_preset = 0) const;
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virtual bool get_option_visibility(const String &p_option, const Map<StringName, Variant> &p_options) const;
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void _save_tex(const Vector<Ref<Image> > &p_images, const String &p_to_path, int p_compress_mode, Image::CompressMode p_vram_compression, bool p_mipmaps, int p_texture_flags);
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2019-02-26 21:43:37 +00:00
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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 = NULL, Variant *r_metadata = NULL);
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2018-08-06 17:56:06 +00:00
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void update_imports();
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2019-02-26 21:43:37 +00:00
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virtual bool are_import_settings_valid(const String &p_path) const;
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virtual String get_import_settings_string() const;
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2018-08-06 17:56:06 +00:00
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void set_3d(bool p_3d) { is_3d = p_3d; }
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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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