485 lines
18 KiB
Ucode
485 lines
18 KiB
Ucode
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/**
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*/
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class Texture extends Surface
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native(Texture)
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abstract;
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// This needs to be mirrored in UnEdFact.cpp.
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enum TextureCompressionSettings
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{
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TC_Default,
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TC_Normalmap,
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TC_Displacementmap,
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TC_NormalmapAlpha,
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TC_Grayscale,
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TC_HighDynamicRange,
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TC_OneBitAlpha,
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TC_NormalmapUncompressed,
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TC_NormalmapBC5,
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TC_OneBitMonochrome,
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TC_SimpleLightmapModification,
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TC_VectorDisplacementmap
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};
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// This enum is split out into a separate file so that the platform-specific Tools DLLs can use it as well
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`include(Engine\Classes\PixelFormatEnum.uci);
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enum TextureFilter
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{
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TF_Nearest<DisplayName=Nearest>,
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TF_Linear<DisplayName=Linear>
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};
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enum TextureAddress
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{
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TA_Wrap<DisplayName=Wrap>,
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TA_Clamp<DisplayName=Clamp>,
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TA_Mirror<DisplayName=Mirror>
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};
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// @warning: if this is changed
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// update BaseEngine.ini SystemSettings
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// update BaseCompat.ini AppCompatBucket 1 2 3
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// update Game's DefaultEngine.ini SystemSettings
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// update Game's BaseCompat.ini AppCompatBucket 1 2 3
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// update Texture.uc TextureGroupContainer
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// order and actual name can never change (order is important!)
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//
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// TEXTUREGROUP_Cinematic: should be used for Cinematics which will be baked out and want to have the highest settings
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enum TextureGroup
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{
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TEXTUREGROUP_World<DisplayName=World>,
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TEXTUREGROUP_WorldNormalMap<DisplayName=WorldNormalMap>,
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TEXTUREGROUP_WorldSpecular<DisplayName=WorldSpecular>,
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TEXTUREGROUP_Character<DisplayName=Character>,
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TEXTUREGROUP_CharacterNormalMap<DisplayName=CharacterNormalMap>,
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TEXTUREGROUP_CharacterSpecular<DisplayName=CharacterSpecular>,
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TEXTUREGROUP_Weapon<DisplayName=Weapon>,
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TEXTUREGROUP_WeaponNormalMap<DisplayName=WeaponNormalMap>,
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TEXTUREGROUP_WeaponSpecular<DisplayName=WeaponSpecular>,
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TEXTUREGROUP_Vehicle<DisplayName=Vehicle>,
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TEXTUREGROUP_VehicleNormalMap<DisplayName=VehicleNormalMap>,
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TEXTUREGROUP_VehicleSpecular<DisplayName=VehicleSpecular>,
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TEXTUREGROUP_Cinematic<DisplayName=Cinematic>,
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TEXTUREGROUP_Effects<DisplayName=Effects>,
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TEXTUREGROUP_EffectsNotFiltered<DisplayName=EffectsNotFiltered>,
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TEXTUREGROUP_Skybox<DisplayName=Skybox>,
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TEXTUREGROUP_UI<DisplayName=UI>,
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TEXTUREGROUP_Lightmap<DisplayName=Lightmap>,
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TEXTUREGROUP_RenderTarget<DisplayName=RenderTarget>,
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TEXTUREGROUP_MobileFlattened<DisplayName=MobileFlattened>,
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TEXTUREGROUP_ProcBuilding_Face<DisplayName=ProcBuilding_Face>,
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TEXTUREGROUP_ProcBuilding_LightMap<DisplayName=ProcBuilding_LightMap>,
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TEXTUREGROUP_Shadowmap<DisplayName=Shadowmap>,
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TEXTUREGROUP_ColorLookupTable<DisplayName=ColorLookupTable>,
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TEXTUREGROUP_Terrain_Heightmap<DisplayName=Terrain_Heightmap>,
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TEXTUREGROUP_Terrain_Weightmap<DisplayName=Terrain_Weightmap>,
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TEXTUREGROUP_ImageBasedReflection<DisplayName=ImageBasedReflection>,
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TEXTUREGROUP_Bokeh<DisplayName=Bokeh>,
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`if(`__TW_)
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TEXTUREGROUP_Creature<DisplayName=Creature>,
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TEXTUREGROUP_CreatureNormalMap<DisplayName=CreatureNormalMap>,
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TEXTUREGROUP_CreatureSpecular<DisplayName=CreatureSpecular>,
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TEXTUREGROUP_Weapon3rd<DisplayName=Weapon3rd>,
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TEXTUREGROUP_Weapon3rdNormalMap<DisplayName=Weapon3rdNormalMap>,
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TEXTUREGROUP_Weapon3rdSpecular<DisplayName=Weapon3rdSpecular>,
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TEXTUREGROUP_Splattermap<DisplayName=Splattermap>,
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TEXTUREGROUP_Cosmetic<DisplayName=Cosmetic>,
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TEXTUREGROUP_CosmeticNormalMap<DisplayName=CosmeticNormalMap>,
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TEXTUREGROUP_CosmeticSpecular<DisplayName=CosmeticSpecular>,
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TEXTUREGROUP_UIWithMips<DisplayName=UI With Mips>,
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//@ TWI - bedwards: UI texture streaming support
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TEXTUREGROUP_UIStreamable<DisplayName=UI Streamable>,
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`endif
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};
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// Helper struct to be able to select multiple texture groups in the UI.
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//
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// @warning: Must match the TextureGroup enum and must fit 32 bits.
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/**
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* Select texture group(s)
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*/
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struct native TextureGroupContainer
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{
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var() const bool TEXTUREGROUP_World;
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var() const bool TEXTUREGROUP_WorldNormalMap;
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var() const bool TEXTUREGROUP_WorldSpecular;
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var() const bool TEXTUREGROUP_Character;
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var() const bool TEXTUREGROUP_CharacterNormalMap;
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var() const bool TEXTUREGROUP_CharacterSpecular;
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var() const bool TEXTUREGROUP_Weapon;
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var() const bool TEXTUREGROUP_WeaponNormalMap;
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var() const bool TEXTUREGROUP_WeaponSpecular;
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var() const bool TEXTUREGROUP_Vehicle;
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var() const bool TEXTUREGROUP_VehicleNormalMap;
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var() const bool TEXTUREGROUP_VehicleSpecular;
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var() const bool TEXTUREGROUP_Cinematic;
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var() const bool TEXTUREGROUP_Effects;
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var() const bool TEXTUREGROUP_EffectsNotFiltered;
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var() const bool TEXTUREGROUP_Skybox;
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var() const bool TEXTUREGROUP_UI;
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var() const bool TEXTUREGROUP_Lightmap;
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var() const bool TEXTUREGROUP_RenderTarget;
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var() const bool TEXTUREGROUP_MobileFlattened;
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var() const bool TEXTUREGROUP_ProcBuilding_Face;
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var() const bool TEXTUREGROUP_ProcBuilding_LightMap;
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var() const bool TEXTUREGROUP_Shadowmap;
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var() const bool TEXTUREGROUP_ColorLookupTable;
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var() const bool TEXTUREGROUP_Terrain_Heightmap;
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var() const bool TEXTUREGROUP_Terrain_Weightmap;
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var() const bool TEXTUREGROUP_ImageBasedReflection;
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var() const bool TEXTUREGROUP_Bokeh;
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`if(`__TW_)
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var() const bool TEXTUREGROUP_Creature;
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var() const bool TEXTUREGROUP_CreatureNormalMap;
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var() const bool TEXTUREGROUP_CreatureSpecular;
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var() const bool TEXTUREGROUP_Weapon3rd;
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var() const bool TEXTUREGROUP_Weapon3rdNormalMap;
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var() const bool TEXTUREGROUP_Weapon3rdSpecular;
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var() const bool TEXTUREGROUP_Splattermap;
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var() const bool TEXTUREGROUP_Cosmetic;
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var() const bool TEXTUREGROUP_CosmeticNormalMap;
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var() const bool TEXTUREGROUP_CosmeticSpecular;
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var() const bool TEXTUREGROUP_UIWithMips;
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//@ TWI - bedwards: UI texture streaming support
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var() const bool TEXTUREGROUP_UIStreamable;
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`endif
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};
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enum TextureMipGenSettings
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{
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// default for the "texture"
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TMGS_FromTextureGroup<DisplayName=FromTextureGroup>,
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// 2x2 average, default for the "texture group"
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TMGS_SimpleAverage<DisplayName=SimpleAverage>,
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// 8x8 with sharpening: 0=no sharpening but better quality which is softer, 1..little, 5=medium, 10=extreme
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TMGS_Sharpen0<DisplayName=Sharpen0>,
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TMGS_Sharpen1<DisplayName=Sharpen1>,
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TMGS_Sharpen2<DisplayName=Sharpen2>,
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TMGS_Sharpen3<DisplayName=Sharpen3>,
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TMGS_Sharpen4<DisplayName=Sharpen4>,
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TMGS_Sharpen5<DisplayName=Sharpen5>,
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TMGS_Sharpen6<DisplayName=Sharpen6>,
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TMGS_Sharpen7<DisplayName=Sharpen7>,
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TMGS_Sharpen8<DisplayName=Sharpen8>,
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TMGS_Sharpen9<DisplayName=Sharpen9>,
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TMGS_Sharpen10<DisplayName=Sharpen10>,
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TMGS_NoMipmaps<DisplayName=NoMipmaps>,
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// Do not touch existing mip chain as it contains generated data
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TMGS_LeaveExistingMips<DisplayName=LeaveExistingMips>,
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// blur further (useful for image based reflections)
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TMGS_Blur1<DisplayName=Blur1>,
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TMGS_Blur2<DisplayName=Blur2>,
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TMGS_Blur3<DisplayName=Blur3>,
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TMGS_Blur4<DisplayName=Blur4>,
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TMGS_Blur5<DisplayName=Blur5>,
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};
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enum ETextureMipCount
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{
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TMC_ResidentMips,
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TMC_AllMips,
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TMC_AllMipsBiased,
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};
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//@warning: make sure to update UTexture::PostEditChange if you add an option that might require recompression.
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// Texture settings.
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var() bool SRGB;
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var bool RGBE;
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var() float UnpackMin[4],
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UnpackMax[4];
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var native const UntypedBulkData_Mirror SourceArt{FByteBulkData};
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/** Has uncompressed source art? */
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var bool bIsSourceArtUncompressed;
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var() bool CompressionNoAlpha;
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var bool CompressionNone;
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var deprecated bool CompressionNoMipmaps;
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var() bool CompressionFullDynamicRange;
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var() bool DeferCompression;
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var bool NeverStream;
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/** When TRUE, the alpha channel of mip-maps and the base image are dithered for smooth LOD transitions. */
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var() bool bDitherMipMapAlpha;
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/** If TRUE, the color border pixels are preserved by mipmap generation. One flag per color channel. */
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var() bool bPreserveBorderR;
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var() bool bPreserveBorderG;
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var() bool bPreserveBorderB;
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var() bool bPreserveBorderA;
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/** If TRUE, the RHI texture will be created using TexCreate_NoTiling */
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var const bool bNoTiling;
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/** For DXT1 textures, setting this will cause the texture to be twice the size, but better looking, on iPhone */
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var(Mobile) bool bForcePVRTC4;
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/** Whether the async resource release process has already been kicked off or not */
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var transient const private bool bAsyncResourceReleaseHasBeenStarted;
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var() TextureCompressionSettings CompressionSettings;
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/** The texture filtering mode to use when sampling this texture. */
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var() TextureFilter Filter;
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/** Texture group this texture belongs to for LOD bias */
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var() TextureGroup LODGroup;
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/** Cached texture group this texture belongs to for LOD bias*/
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var transient private TextureGroup CachedLODGroup;
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/** A bias to the index of the top mip level to use. */
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var() int LODBias;
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/** Cached combined group and texture LOD bias to use. */
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var transient int CachedCombinedLODBias;
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/** Number of mip-levels to use for cinematic quality. */
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var() int NumCinematicMipLevels;
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/** Whether to use the extra cinematic quality mip-levels, when we're forcing mip-levels to be resident. */
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var private transient const bool bUseCinematicMipLevels;
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var() editoronly string SourceFilePath; // Path to the resource used to construct this texture
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var() editconst editoronly string SourceFileTimestamp; // Date/Time-stamp of the file from the last import
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/** The texture's resource. */
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var native const pointer Resource{FTextureResource};
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/** Unique ID for this material, used for caching during distributed lighting */
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var private const editoronly Guid LightingGuid;
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/** Static texture brightness adjustment (scales HSV value.) (Non-destructive; Requires texture source art to be available.) */
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var() float AdjustBrightness;
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/** Static texture curve adjustment (raises HSV value to the specified power.) (Non-destructive; Requires texture source art to be available.) */
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var() float AdjustBrightnessCurve;
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/** Static texture "vibrance" adjustment (0 - 1) (HSV saturation algorithm adjustment.) (Non-destructive; Requires texture source art to be available.) */
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var() float AdjustVibrance;
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/** Static texture saturation adjustment (scales HSV saturation.) (Non-destructive; Requires texture source art to be available.) */
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var() float AdjustSaturation;
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/** Static texture RGB curve adjustment (raises linear-space RGB color to the specified power.) (Non-destructive; Requires texture source art to be available.) */
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var() float AdjustRGBCurve;
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/** Static texture hue adjustment (0 - 360) (offsets HSV hue by value in degrees.) (Non-destructive; Requires texture source art to be available.) */
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var() float AdjustHue;
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/** Internal LOD bias already applied by the texture format (eg TC_NormalMapUncompressed). Used to adjust MinLODMipCount and MaxLODMipCount in CalculateLODBias */
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var const int InternalFormatLODBias;
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/** Per asset specific setting to define the mip-map generation properties like sharpening and kernel size. */
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var() TextureMipGenSettings MipGenSettings;
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//@HSL_BEGIN_XBOX
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/** Flags that are required when creating this texture. */
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var int RequiredCreationFlags;
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//@HSL_END_XBOX
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cpptext
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{
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/**
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* Resets the resource for the texture.
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*/
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void ReleaseResource();
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/**
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* Creates a new resource for the texture, and updates any cached references to the resource.
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*/
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virtual void UpdateResource();
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/**
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* Implemented by subclasses to create a new resource for the texture.
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*/
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virtual FTextureResource* CreateResource() PURE_VIRTUAL(UTexture::CreateResource,return NULL;);
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/**
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* Returns the cached combined LOD bias based on texture LOD group and LOD bias.
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*
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* @return LOD bias
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*/
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INT GetCachedLODBias() const;
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/**
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* Compresses the texture based on the compression settings. Make sure to update UTexture::PostEditChange
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* if you add any variables that might require recompression.
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*/
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virtual void Compress();
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/**
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* Returns whether or not the texture has source art at all
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*
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* @return TRUE if the texture has source art. FALSE, otherwise.
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*/
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virtual UBOOL HasSourceArt() const { return FALSE; }
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/**
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* Compresses the source art, if needed
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*/
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virtual void CompressSourceArt() {}
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/**
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* Returns uncompressed source art.
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*
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* @param OutSourceArt [out]A buffer containing uncompressed source art.
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*/
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virtual void GetUncompressedSourceArt( TArray<BYTE>& OutSourceArt ) {}
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/**
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* Sets the given buffer as the uncompressed source art.
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*
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* @param UncompressedData Uncompressed source art data.
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* @param DataSize Size of the UncompressedData.
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*/
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virtual void SetUncompressedSourceArt( const void* UncompressedData, INT DataSize ) {}
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/**
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* Sets the given buffer as the compressed source art.
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*
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* @param CompressedData Compressed source art data.
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* @param DataSize Size of the CompressedData.
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*/
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virtual void SetCompressedSourceArt( const void* CompressedData, INT DataSize ) {}
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/**
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* @return The material value type of this texture.
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*/
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virtual EMaterialValueType GetMaterialType() PURE_VIRTUAL(UTexture::GetMaterialType,return MCT_Texture;);
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/**
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* Waits until all streaming requests for this texture has been fully processed.
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*/
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virtual void WaitForStreaming()
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{
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}
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/**
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* Updates the streaming status of the texture and performs finalization when appropriate. The function returns
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* TRUE while there are pending requests in flight and updating needs to continue.
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*
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* @param bWaitForMipFading Whether to wait for Mip Fading to complete before finalizing.
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* @return TRUE if there are requests in flight, FALSE otherwise
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*/
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virtual UBOOL UpdateStreamingStatus( UBOOL bWaitForMipFading = FALSE )
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{
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return FALSE;
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}
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// UObject interface.
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virtual void PreEditChange(UProperty* PropertyThatChanged);
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virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent);
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virtual void Serialize(FArchive& Ar);
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virtual void PostLoad();
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virtual void PreSave();
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virtual void BeginDestroy();
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virtual UBOOL IsReadyForFinishDestroy();
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virtual void FinishDestroy();
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/**
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* Used by various commandlets to purge editor only and platform-specific data from various objects
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*
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* @param PlatformsToKeep Platforms for which to keep platform-specific data
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* @param bStripLargeEditorData If TRUE, data used in the editor, but large enough to bloat download sizes, will be removed
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*/
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virtual void StripData(UE3::EPlatformType PlatformsToKeep, UBOOL bStripLargeEditorData);
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/**
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* Gets the average brightness of the texture (in linear space)
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*
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* @param bIgnoreTrueBlack If TRUE, then pixels w/ 0,0,0 rgb values do not contribute.
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* @param bUseGrayscale If TRUE, use gray scale else use the max color component.
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*
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* @return FLOAT The average brightness of the texture
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*/
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virtual FLOAT GetAverageBrightness(UBOOL bIgnoreTrueBlack, UBOOL bUseGrayscale);
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//@ TWI - bedwards: UI texture streaming support
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static INT GetMinTextureResidentMipCount(BYTE InLODGroup);
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FORCEINLINE static UBOOL AllowStreamOutAllMips(BYTE InLODGroup)
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{
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return InLODGroup == TEXTUREGROUP_UIStreamable;
|
||
|
}
|
||
|
//@ TWI - bedwards: UI texture streaming support
|
||
|
|
||
|
/** Helper functions for text output of texture properties... */
|
||
|
static const TCHAR* GetCompressionSettingsString(TextureCompressionSettings InCompressionSettings);
|
||
|
static TextureCompressionSettings GetCompressionSettingsFromString(const TCHAR* InCompressionSettingsStr);
|
||
|
static const TCHAR* GetPixelFormatString(EPixelFormat InPixelFormat);
|
||
|
static EPixelFormat GetPixelFormatFromString(const TCHAR* InPixelFormatStr);
|
||
|
static const TCHAR* GetTextureFilterString(TextureFilter InFilter);
|
||
|
static TextureFilter GetTextureFilterFromString(const TCHAR* InFilterStr);
|
||
|
static const TCHAR* GetTextureAddressString(TextureAddress InAddress);
|
||
|
static TextureAddress GetTextureAddressFromString(const TCHAR* InAddressStr);
|
||
|
static const TCHAR* GetTextureGroupString(TextureGroup InGroup);
|
||
|
static TextureGroup GetTextureGroupFromString(const TCHAR* InGroupStr);
|
||
|
static const TCHAR* GetMipGenSettingsString(TextureMipGenSettings InEnum);
|
||
|
// @param bTextureGroup TRUE=TexturGroup, FALSE=Texture otherwise
|
||
|
static TextureMipGenSettings GetMipGenSettingsFromString(const TCHAR* InStr, UBOOL bTextureGroup);
|
||
|
|
||
|
static DWORD GetTextureGroupBitfield( const FTextureGroupContainer& TextureGroups );
|
||
|
|
||
|
virtual void GetTextureOffset_RenderThread(FLinearColor& UVOffset) const {}
|
||
|
|
||
|
/**
|
||
|
* @return TRUE if the compression type is a normal map compression type
|
||
|
*/
|
||
|
bool IsNormalMap()
|
||
|
{
|
||
|
return (CompressionSettings == TC_Normalmap) || (CompressionSettings == TC_NormalmapAlpha) ||
|
||
|
(CompressionSettings == TC_NormalmapBC5) || (CompressionSettings == TC_NormalmapUncompressed);
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Calculates the size of this texture if it had MipCount miplevels streamed in.
|
||
|
*
|
||
|
* @param MipCount Which mips to calculate size for.
|
||
|
* @return Total size of all specified mips, in bytes
|
||
|
*/
|
||
|
virtual INT CalcTextureMemorySize( ETextureMipCount MipCount ) const
|
||
|
{
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
virtual const FGuid& GetLightingGuid() const
|
||
|
{
|
||
|
#if WITH_EDITORONLY_DATA
|
||
|
return LightingGuid;
|
||
|
#else
|
||
|
static const FGuid NullGuid( 0, 0, 0, 0 );
|
||
|
return NullGuid;
|
||
|
#endif // WITH_EDITORONLY_DATA
|
||
|
}
|
||
|
|
||
|
virtual void SetLightingGuid()
|
||
|
{
|
||
|
#if WITH_EDITORONLY_DATA
|
||
|
LightingGuid = appCreateGuid();
|
||
|
#endif // WITH_EDITORONLY_DATA
|
||
|
}
|
||
|
}
|
||
|
|
||
|
defaultproperties
|
||
|
{
|
||
|
SRGB=True
|
||
|
UnpackMax(0)=1.0
|
||
|
UnpackMax(1)=1.0
|
||
|
UnpackMax(2)=1.0
|
||
|
UnpackMax(3)=1.0
|
||
|
Filter=TF_Linear
|
||
|
AdjustBrightness=1.0
|
||
|
AdjustBrightnessCurve=1.0
|
||
|
AdjustVibrance=0.0
|
||
|
AdjustSaturation=1.0
|
||
|
AdjustRGBCurve=1.0
|
||
|
AdjustHue=0.0
|
||
|
MipGenSettings=TMGS_FromTextureGroup
|
||
|
}
|