godot/editor/import/resource_importer_layered_texture.h
2021-10-21 18:44:25 +01:00

104 lines
4.4 KiB
C++

/*************************************************************************/
/* resource_importer_layered_texture.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 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/io/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 ResourceImporterLayeredTexture *singleton;
public:
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(List<ImportOption> *r_options, int p_preset = 0) const override;
virtual bool get_option_visibility(const String &p_option, const Map<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 Map<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