godot/editor/import/resource_importer_texture.h

100 lines
4.4 KiB
C++

/*************************************************************************/
/* resource_importer_texture.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 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_TEXTURE_H
#define RESOURCE_IMPORTER_TEXTURE_H
#include "core/image.h"
#include "core/io/resource_importer.h"
class StreamTexture;
class ResourceImporterTexture : public ResourceImporter {
GDCLASS(ResourceImporterTexture, ResourceImporter);
protected:
enum {
MAKE_3D_FLAG = 1,
MAKE_SRGB_FLAG = 2,
MAKE_NORMAL_FLAG = 4
};
Mutex mutex;
Map<StringName, int> make_flags;
static void _texture_reimport_srgb(const Ref<StreamTexture> &p_tex);
static void _texture_reimport_3d(const Ref<StreamTexture> &p_tex);
static void _texture_reimport_normal(const Ref<StreamTexture> &p_tex);
static ResourceImporterTexture *singleton;
static const char *compression_formats[];
public:
static ResourceImporterTexture *get_singleton() { return singleton; }
virtual String get_importer_name() const;
virtual String get_visible_name() const;
virtual void get_recognized_extensions(List<String> *p_extensions) const;
virtual String get_save_extension() const;
virtual String get_resource_type() const;
enum Preset {
PRESET_DETECT,
PRESET_2D,
PRESET_2D_PIXEL,
PRESET_3D,
};
enum CompressMode {
COMPRESS_LOSSLESS,
COMPRESS_LOSSY,
COMPRESS_VIDEO_RAM,
COMPRESS_UNCOMPRESSED
};
virtual int get_preset_count() const;
virtual String get_preset_name(int p_idx) const;
virtual void get_import_options(List<ImportOption> *r_options, int p_preset = 0) const;
virtual bool get_option_visibility(const String &p_option, const Map<StringName, Variant> &p_options) const;
void _save_stex(const Ref<Image> &p_image, const String &p_to_path, int p_compress_mode, float p_lossy_quality, Image::CompressMode p_vram_compression, bool p_mipmaps, int p_texture_flags, bool p_streamable, bool p_detect_3d, bool p_detect_srgb, bool p_force_rgbe, bool p_detect_normal, bool p_force_normal, bool p_force_po2_for_compressed);
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);
void update_imports();
virtual bool are_import_settings_valid(const String &p_path) const;
virtual String get_import_settings_string() const;
ResourceImporterTexture();
};
#endif // RESOURCE_IMPORTER_TEXTURE_H