0be6d925dc
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
118 lines
5.2 KiB
C++
118 lines
5.2 KiB
C++
/*************************************************************************/
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/* resource_importer_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 RESOURCEIMPORTTEXTURE_H
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#define RESOURCEIMPORTTEXTURE_H
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#include "core/image.h"
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#include "core/io/resource_importer.h"
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#include "core/os/file_access.h"
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#include "scene/resources/texture.h"
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#include "servers/rendering_server.h"
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class StreamTexture2D;
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class ResourceImporterTexture : public ResourceImporter {
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GDCLASS(ResourceImporterTexture, ResourceImporter);
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public:
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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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protected:
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enum {
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MAKE_3D_FLAG = 1,
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MAKE_ROUGHNESS_FLAG = 2,
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MAKE_NORMAL_FLAG = 4
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};
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Mutex mutex;
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struct MakeInfo {
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int flags;
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String normal_path_for_roughness;
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RS::TextureDetectRoughnessChannel channel_for_roughness;
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MakeInfo() {
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flags = 0;
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channel_for_roughness = RS::TEXTURE_DETECT_ROUGNHESS_R;
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}
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};
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Map<StringName, MakeInfo> make_flags;
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static void _texture_reimport_roughness(const Ref<StreamTexture2D> &p_tex, const String &p_normal_path, RenderingServer::TextureDetectRoughnessChannel p_channel);
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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 ResourceImporterTexture *singleton;
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static const char *compression_formats[];
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void _save_stex(const Ref<Image> &p_image, const String &p_to_path, CompressMode p_compress_mode, float p_lossy_quality, Image::CompressMode p_vram_compression, bool p_mipmaps, bool p_streamable, bool p_detect_3d, bool p_detect_srgb, bool p_detect_normal, bool p_force_normal, bool p_srgb_friendly, bool p_force_po2_for_compressed, uint32_t p_limit_mipmap, const Ref<Image> &p_normal, Image::RoughnessChannel p_roughness_channel);
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public:
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static void save_to_stex_format(FileAccess *f, const Ref<Image> &p_image, CompressMode p_compress_mode, Image::UsedChannels p_channels, Image::CompressMode p_compress_format, float p_lossy_quality);
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static ResourceImporterTexture *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_DETECT,
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PRESET_2D,
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PRESET_2D_PIXEL,
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PRESET_3D,
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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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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);
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void update_imports();
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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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ResourceImporterTexture();
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~ResourceImporterTexture();
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};
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#endif // RESOURCEIMPORTTEXTURE_H
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