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