godot/editor/import/resource_importer_layered_texture.h
Juan Linietsky 28f51ba547 Refactor high quality texture import
* Only two texture import modes for low/high quality now:
  * S3TC/BPTC
  * ETC2/ASTC
* Makes sense given this is the general preferred and most compatible combination in most platforms.
* Removed lossy_quality from VRAM texture compression options. It was unused everywhere.
* Added a new "high_quality" option to texture import. When enabled, it uses BPTC/ASTC (BC7/ASTC4x4) instead of S3TC/ETC2 (DXT1-5/ETC2,ETCA).
* Changed MacOS export settings so required texture formats depend on the architecture selected.

This solves the following problems:

* Makes it simpler to import textures as high quality, without having to worry about the specific format used.
* As the editor can now run on platforms such as web, Mac OS with Apple Silicion and Android, it should no longer be assumed that S3TC/BPTC is available by default for it.
2023-01-30 15:53:23 +01:00

127 lines
5.2 KiB
C++

/**************************************************************************/
/* resource_importer_layered_texture.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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: */
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/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/**************************************************************************/
#ifndef RESOURCE_IMPORTER_LAYERED_TEXTURE_H
#define RESOURCE_IMPORTER_LAYERED_TEXTURE_H
#include "core/io/image.h"
#include "core/io/resource_importer.h"
#include "core/object/ref_counted.h"
class CompressedTexture2D;
class LayeredTextureImport : public RefCounted {
GDCLASS(LayeredTextureImport, RefCounted);
public:
Image::CompressSource *csource = nullptr;
String save_path;
HashMap<StringName, Variant> options;
List<String> *platform_variants = nullptr;
Ref<Image> image = nullptr;
Array formats_imported;
Vector<Ref<Image>> *slices = nullptr;
int compress_mode = 0;
float lossy = 1.0;
int hdr_compression = 0;
bool mipmaps = true;
bool high_quality = false;
Image::UsedChannels used_channels = Image::USED_CHANNELS_RGBA;
virtual ~LayeredTextureImport() {}
};
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 ResourceImporterLayeredTexture *singleton;
public:
void _check_compress_ctex(const String &p_source_file, Ref<LayeredTextureImport> r_texture_import);
static ResourceImporterLayeredTexture *get_singleton() { return singleton; }
virtual String get_importer_name() const override;
virtual String get_visible_name() const override;
virtual void get_recognized_extensions(List<String> *p_extensions) const override;
virtual String get_save_extension() const override;
virtual String get_resource_type() const override;
enum CompressMode {
COMPRESS_LOSSLESS,
COMPRESS_LOSSY,
COMPRESS_VRAM_COMPRESSED,
COMPRESS_VRAM_UNCOMPRESSED,
COMPRESS_BASIS_UNIVERSAL
};
virtual int get_preset_count() const override;
virtual String get_preset_name(int p_idx) const override;
virtual void get_import_options(const String &p_path, List<ImportOption> *r_options, int p_preset = 0) const override;
virtual bool get_option_visibility(const String &p_path, const String &p_option, const HashMap<StringName, Variant> &p_options) const override;
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);
virtual Error import(const String &p_source_file, const String &p_save_path, const HashMap<StringName, Variant> &p_options, List<String> *r_platform_variants, List<String> *r_gen_files = nullptr, Variant *r_metadata = nullptr) override;
virtual bool are_import_settings_valid(const String &p_path) const override;
virtual String get_import_settings_string() const override;
void set_mode(Mode p_mode) { mode = p_mode; }
ResourceImporterLayeredTexture();
~ResourceImporterLayeredTexture();
};
#endif // RESOURCE_IMPORTER_LAYERED_TEXTURE_H