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fe34c45d2a
This helps, for importers spitting out new resources to the res:// filesystem to actually hash them to generate deterministic UIDs. This PR also fixes the determinism for translations.
117 lines
5.6 KiB
C++
117 lines
5.6 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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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 RESOURCE_IMPORTER_TEXTURE_H
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#define RESOURCE_IMPORTER_TEXTURE_H
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#include "core/io/file_access.h"
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#include "core/io/image.h"
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#include "core/io/resource_importer.h"
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#include "scene/resources/texture.h"
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#include "servers/rendering_server.h"
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class CompressedTexture2D;
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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 = 0;
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String normal_path_for_roughness;
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RS::TextureDetectRoughnessChannel channel_for_roughness = RS::TEXTURE_DETECT_ROUGHNESS_R;
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};
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HashMap<StringName, MakeInfo> make_flags;
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static void _texture_reimport_roughness(const Ref<CompressedTexture2D> &p_tex, const String &p_normal_path, RenderingServer::TextureDetectRoughnessChannel p_channel);
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static void _texture_reimport_3d(const Ref<CompressedTexture2D> &p_tex);
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static void _texture_reimport_normal(const Ref<CompressedTexture2D> &p_tex);
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static ResourceImporterTexture *singleton;
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static const char *compression_formats[];
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void _save_ctex(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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void _save_editor_meta(const Dictionary &p_metadata, const String &p_to_path);
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Dictionary _load_editor_meta(const String &p_to_path) const;
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public:
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static void save_to_ctex_format(Ref<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 override;
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virtual String get_visible_name() const override;
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virtual void get_recognized_extensions(List<String> *p_extensions) const override;
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virtual String get_save_extension() const override;
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virtual String get_resource_type() const override;
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enum Preset {
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PRESET_DETECT,
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PRESET_2D,
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PRESET_3D,
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};
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virtual int get_preset_count() const override;
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virtual String get_preset_name(int p_idx) const override;
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virtual void get_import_options(const String &p_path, List<ImportOption> *r_options, int p_preset = 0) const override;
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virtual bool get_option_visibility(const String &p_path, const String &p_option, const HashMap<StringName, Variant> &p_options) const override;
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virtual Error import(ResourceUID::ID p_source_id, const String &p_source_file, const String &p_save_path, const HashMap<StringName, Variant> &p_options, List<String> *r_platform_variants, List<String> *r_gen_files = nullptr, Variant *r_metadata = nullptr) override;
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virtual bool can_import_threaded() const override { return true; }
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void update_imports();
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virtual bool are_import_settings_valid(const String &p_path, const Dictionary &p_meta) const override;
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virtual String get_import_settings_string() const override;
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ResourceImporterTexture(bool p_singleton = false);
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~ResourceImporterTexture();
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};
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#endif // RESOURCE_IMPORTER_TEXTURE_H
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