1
0
KF2-Dev-Scripts/Engine/Classes/Texture2DComposite.uc

88 lines
2.5 KiB
Ucode
Raw Permalink Normal View History

2020-12-13 15:01:13 +00:00
/**
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class Texture2DComposite extends Texture
native(Texture)
hidecategories(Object);
/**
* Defines a source texture and UV region in that texture
*/
struct native SourceTexture2DRegion
{
var int OffsetX;
var int OffsetY;
var int SizeX;
var int SizeY;
var int DestOffsetX;
var int DestOffsetY;
var Texture2D Texture2D;
};
/** list of source textures and UV regions for compositing */
var array<SourceTexture2DRegion> SourceRegions;
/**
* Optional max texture size clamp for the composite texture. A value of 0 is ignored and
* defaults to deriving the texture size using texture LOD bias settings from the source textures
*/
var int MaxTextureSize;
/**
* Dimensions of the composite texture. A value of 0 is ignored and defaults to deriving the
* texture size using the size of the source textures
*/
var int DestSizeX;
var int DestSizeY;
/** Utility that checks to see if all Texture2Ds specified in the SourceRegions array are fully streamed in. */
native final function bool SourceTexturesFullyStreamedIn();
/**
* Regenerates this composite texture using the list of source texture regions.
* The existing mips are reallocated and the RHI resource for the texture is updated
*
* @param NumMipsToGenerate - number of mips to generate. if 0 then all mips are created
*/
native final function UpdateCompositeTexture(int NumMipsToGenerate);
/** Utils to reset all source region info. */
native final function ResetSourceRegions();
cpptext
{
private:
/**
* Calculate the first available mip from a set of textures based on the LOD bias for each
* texture.
*
* @return first available mip index from the source regions
*/
INT GetFirstAvailableMipIndex(const TArray<FSourceTexture2DRegion>& ValidRegions);
/**
* Locks each region of the source RHI texture 2d resources and copies the block of data
* for that region to the destination mip buffer. This is done for all mip levels.
*
* (Only called by the rendering thread)
*/
void RenderThread_CopyRectRegions(const TArray<FSourceTexture2DRegion>& ValidRegions);
// UTexture interface.
virtual FTextureResource* CreateResource();
virtual EMaterialValueType GetMaterialType() { return MCT_Texture2D; }
// USurface interface.
virtual FLOAT GetSurfaceWidth() const;
virtual FLOAT GetSurfaceHeight() const;
// UObject interface.
virtual void Serialize(FArchive& Ar);
}
defaultproperties
{
// all mip levels will be resident in memory
NeverStream=True
}