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/** * Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. */ class Texture extends Surface native(Texture) abstract; // This needs to be mirrored in UnEdFact.cpp. enum TextureCompressionSettings { TC_Default, TC_Normalmap, TC_Displacementmap, TC_NormalmapAlpha, TC_Grayscale, TC_HighDynamicRange, TC_OneBitAlpha, TC_NormalmapUncompressed, TC_NormalmapBC5, TC_OneBitMonochrome, TC_SimpleLightmapModification, TC_VectorDisplacementmap }; // This enum is split out into a separate file so that the platform-specific Tools DLLs can use it as well `include(Engine\Classes\PixelFormatEnum.uci); enum TextureFilter { TF_Nearest<DisplayName=Nearest>, TF_Linear<DisplayName=Linear> }; enum TextureAddress { TA_Wrap<DisplayName=Wrap>, TA_Clamp<DisplayName=Clamp>, TA_Mirror<DisplayName=Mirror> }; // @warning: if this is changed // update BaseEngine.ini SystemSettings // update BaseCompat.ini AppCompatBucket 1 2 3 // update Game's DefaultEngine.ini SystemSettings // update Game's BaseCompat.ini AppCompatBucket 1 2 3 // update Texture.uc TextureGroupContainer // order and actual name can never change (order is important!) // // TEXTUREGROUP_Cinematic: should be used for Cinematics which will be baked out and want to have the highest settings enum TextureGroup { TEXTUREGROUP_World<DisplayName=World>, TEXTUREGROUP_WorldNormalMap<DisplayName=WorldNormalMap>, TEXTUREGROUP_WorldSpecular<DisplayName=WorldSpecular>, TEXTUREGROUP_Character<DisplayName=Character>, TEXTUREGROUP_CharacterNormalMap<DisplayName=CharacterNormalMap>, TEXTUREGROUP_CharacterSpecular<DisplayName=CharacterSpecular>, TEXTUREGROUP_Weapon<DisplayName=Weapon>, TEXTUREGROUP_WeaponNormalMap<DisplayName=WeaponNormalMap>, TEXTUREGROUP_WeaponSpecular<DisplayName=WeaponSpecular>, TEXTUREGROUP_Vehicle<DisplayName=Vehicle>, TEXTUREGROUP_VehicleNormalMap<DisplayName=VehicleNormalMap>, TEXTUREGROUP_VehicleSpecular<DisplayName=VehicleSpecular>, TEXTUREGROUP_Cinematic<DisplayName=Cinematic>, TEXTUREGROUP_Effects<DisplayName=Effects>, TEXTUREGROUP_EffectsNotFiltered<DisplayName=EffectsNotFiltered>, TEXTUREGROUP_Skybox<DisplayName=Skybox>, TEXTUREGROUP_UI<DisplayName=UI>, TEXTUREGROUP_Lightmap<DisplayName=Lightmap>, TEXTUREGROUP_RenderTarget<DisplayName=RenderTarget>, TEXTUREGROUP_MobileFlattened<DisplayName=MobileFlattened>, TEXTUREGROUP_ProcBuilding_Face<DisplayName=ProcBuilding_Face>, TEXTUREGROUP_ProcBuilding_LightMap<DisplayName=ProcBuilding_LightMap>, TEXTUREGROUP_Shadowmap<DisplayName=Shadowmap>, TEXTUREGROUP_ColorLookupTable<DisplayName=ColorLookupTable>, TEXTUREGROUP_Terrain_Heightmap<DisplayName=Terrain_Heightmap>, TEXTUREGROUP_Terrain_Weightmap<DisplayName=Terrain_Weightmap>, TEXTUREGROUP_ImageBasedReflection<DisplayName=ImageBasedReflection>, TEXTUREGROUP_Bokeh<DisplayName=Bokeh>, }; // Helper struct to be able to select multiple texture groups in the UI. // // @warning: Must match the TextureGroup enum and must fit 32 bits. /** * Select texture group(s) */ struct native TextureGroupContainer { var() const bool TEXTUREGROUP_World; var() const bool TEXTUREGROUP_WorldNormalMap; var() const bool TEXTUREGROUP_WorldSpecular; var() const bool TEXTUREGROUP_Character; var() const bool TEXTUREGROUP_CharacterNormalMap; var() const bool TEXTUREGROUP_CharacterSpecular; var() const bool TEXTUREGROUP_Weapon; var() const bool TEXTUREGROUP_WeaponNormalMap; var() const bool TEXTUREGROUP_WeaponSpecular; var() const bool TEXTUREGROUP_Vehicle; var() const bool TEXTUREGROUP_VehicleNormalMap; var() const bool TEXTUREGROUP_VehicleSpecular; var() const bool TEXTUREGROUP_Cinematic; var() const bool TEXTUREGROUP_Effects; var() const bool TEXTUREGROUP_EffectsNotFiltered; var() const bool TEXTUREGROUP_Skybox; var() const bool TEXTUREGROUP_UI; var() const bool TEXTUREGROUP_Lightmap; var() const bool TEXTUREGROUP_RenderTarget; var() const bool TEXTUREGROUP_MobileFlattened; var() const bool TEXTUREGROUP_ProcBuilding_Face; var() const bool TEXTUREGROUP_ProcBuilding_LightMap; var() const bool TEXTUREGROUP_Shadowmap; var() const bool TEXTUREGROUP_ColorLookupTable; var() const bool TEXTUREGROUP_Terrain_Heightmap; var() const bool TEXTUREGROUP_Terrain_Weightmap; var() const bool TEXTUREGROUP_ImageBasedReflection; var() const bool TEXTUREGROUP_Bokeh; }; enum TextureMipGenSettings { // default for the "texture" TMGS_FromTextureGroup<DisplayName=FromTextureGroup>, // 2x2 average, default for the "texture group" TMGS_SimpleAverage<DisplayName=SimpleAverage>, // 8x8 with sharpening: 0=no sharpening but better quality which is softer, 1..little, 5=medium, 10=extreme TMGS_Sharpen0<DisplayName=Sharpen0>, TMGS_Sharpen1<DisplayName=Sharpen1>, TMGS_Sharpen2<DisplayName=Sharpen2>, TMGS_Sharpen3<DisplayName=Sharpen3>, TMGS_Sharpen4<DisplayName=Sharpen4>, TMGS_Sharpen5<DisplayName=Sharpen5>, TMGS_Sharpen6<DisplayName=Sharpen6>, TMGS_Sharpen7<DisplayName=Sharpen7>, TMGS_Sharpen8<DisplayName=Sharpen8>, TMGS_Sharpen9<DisplayName=Sharpen9>, TMGS_Sharpen10<DisplayName=Sharpen10>, TMGS_NoMipmaps<DisplayName=NoMipmaps>, // Do not touch existing mip chain as it contains generated data TMGS_LeaveExistingMips<DisplayName=LeaveExistingMips>, // blur further (useful for image based reflections) TMGS_Blur1<DisplayName=Blur1>, TMGS_Blur2<DisplayName=Blur2>, TMGS_Blur3<DisplayName=Blur3>, TMGS_Blur4<DisplayName=Blur4>, TMGS_Blur5<DisplayName=Blur5>, }; enum ETextureMipCount { TMC_ResidentMips, TMC_AllMips, }; //@warning: make sure to update UTexture::PostEditChange if you add an option that might require recompression. // Texture settings. var() bool SRGB; var bool RGBE; var() float UnpackMin[4], UnpackMax[4]; var native const UntypedBulkData_Mirror SourceArt{FByteBulkData}; /** Has uncompressed source art? */ var bool bIsSourceArtUncompressed; var() bool CompressionNoAlpha; var bool CompressionNone; var deprecated bool CompressionNoMipmaps; var() bool CompressionFullDynamicRange; var() bool DeferCompression; var bool NeverStream; /** When TRUE, the alpha channel of mip-maps and the base image are dithered for smooth LOD transitions. */ var() bool bDitherMipMapAlpha; /** If TRUE, the color border pixels are preserved by mipmap generation. One flag per color channel. */ var() bool bPreserveBorderR; var() bool bPreserveBorderG; var() bool bPreserveBorderB; var() bool bPreserveBorderA; /** If TRUE, the RHI texture will be created using TexCreate_NoTiling */ var const bool bNoTiling; /** For DXT1 textures, setting this will cause the texture to be twice the size, but better looking, on iPhone */ var(Mobile) bool bForcePVRTC4; /** Whether the async resource release process has already been kicked off or not */ var transient const private bool bAsyncResourceReleaseHasBeenStarted; var() TextureCompressionSettings CompressionSettings; /** The texture filtering mode to use when sampling this texture. */ var() TextureFilter Filter; /** Texture group this texture belongs to for LOD bias */ var() TextureGroup LODGroup; /** A bias to the index of the top mip level to use. */ var() int LODBias; /** Cached combined group and texture LOD bias to use. */ var transient int CachedCombinedLODBias; /** Number of mip-levels to use for cinematic quality. */ var() int NumCinematicMipLevels; /** Whether to use the extra cinematic quality mip-levels, when we're forcing mip-levels to be resident. */ var private transient const bool bUseCinematicMipLevels; var() editconst editoronly string SourceFilePath; // Path to the resource used to construct this texture var() editconst editoronly string SourceFileTimestamp; // Date/Time-stamp of the file from the last import /** The texture's resource. */ var native const pointer Resource{FTextureResource}; /** Unique ID for this material, used for caching during distributed lighting */ var private const editoronly Guid LightingGuid; /** Static texture brightness adjustment (scales HSV value.) (Non-destructive; Requires texture source art to be available.) */ var() float AdjustBrightness; /** Static texture curve adjustment (raises HSV value to the specified power.) (Non-destructive; Requires texture source art to be available.) */ var() float AdjustBrightnessCurve; /** Static texture "vibrance" adjustment (0 - 1) (HSV saturation algorithm adjustment.) (Non-destructive; Requires texture source art to be available.) */ var() float AdjustVibrance; /** Static texture saturation adjustment (scales HSV saturation.) (Non-destructive; Requires texture source art to be available.) */ var() float AdjustSaturation; /** Static texture RGB curve adjustment (raises linear-space RGB color to the specified power.) (Non-destructive; Requires texture source art to be available.) */ var() float AdjustRGBCurve; /** Static texture hue adjustment (0 - 360) (offsets HSV hue by value in degrees.) (Non-destructive; Requires texture source art to be available.) */ var() float AdjustHue; /** Internal LOD bias already applied by the texture format (eg TC_NormalMapUncompressed). Used to adjust MinLODMipCount and MaxLODMipCount in CalculateLODBias */ var const int InternalFormatLODBias; /** Per asset specific setting to define the mip-map generation properties like sharpening and kernel size. */ var() TextureMipGenSettings MipGenSettings; cpptext { /** * Resets the resource for the texture. */ void ReleaseResource(); /** * Creates a new resource for the texture, and updates any cached references to the resource. */ virtual void UpdateResource(); /** * Implemented by subclasses to create a new resource for the texture. */ virtual FTextureResource* CreateResource() PURE_VIRTUAL(UTexture::CreateResource,return NULL;); /** * Returns the cached combined LOD bias based on texture LOD group and LOD bias. * * @return LOD bias */ INT GetCachedLODBias() const; /** * Compresses the texture based on the compression settings. Make sure to update UTexture::PostEditChange * if you add any variables that might require recompression. */ virtual void Compress(); /** * Returns whether or not the texture has source art at all * * @return TRUE if the texture has source art. FALSE, otherwise. */ virtual UBOOL HasSourceArt() const { return FALSE; } /** * Compresses the source art, if needed */ virtual void CompressSourceArt() {} /** * Returns uncompressed source art. * * @param OutSourceArt [out]A buffer containing uncompressed source art. */ virtual void GetUncompressedSourceArt( TArray<BYTE>& OutSourceArt ) {} /** * Sets the given buffer as the uncompressed source art. * * @param UncompressedData Uncompressed source art data. * @param DataSize Size of the UncompressedData. */ virtual void SetUncompressedSourceArt( const void* UncompressedData, INT DataSize ) {} /** * Sets the given buffer as the compressed source art. * * @param CompressedData Compressed source art data. * @param DataSize Size of the CompressedData. */ virtual void SetCompressedSourceArt( const void* CompressedData, INT DataSize ) {} /** * @return The material value type of this texture. */ virtual EMaterialValueType GetMaterialType() PURE_VIRTUAL(UTexture::GetMaterialType,return MCT_Texture;); /** * Waits until all streaming requests for this texture has been fully processed. */ virtual void WaitForStreaming() { } /** * Updates the streaming status of the texture and performs finalization when appropriate. The function returns * TRUE while there are pending requests in flight and updating needs to continue. * * @param bWaitForMipFading Whether to wait for Mip Fading to complete before finalizing. * @return TRUE if there are requests in flight, FALSE otherwise */ virtual UBOOL UpdateStreamingStatus( UBOOL bWaitForMipFading = FALSE ) { return FALSE; } // UObject interface. virtual void PreEditChange(UProperty* PropertyThatChanged); virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent); virtual void Serialize(FArchive& Ar); virtual void PostLoad(); virtual void PreSave(); virtual void BeginDestroy(); virtual UBOOL IsReadyForFinishDestroy(); virtual void FinishDestroy(); /** * Used by various commandlets to purge editor only and platform-specific data from various objects * * @param PlatformsToKeep Platforms for which to keep platform-specific data * @param bStripLargeEditorData If TRUE, data used in the editor, but large enough to bloat download sizes, will be removed */ virtual void StripData(UE3::EPlatformType PlatformsToKeep, UBOOL bStripLargeEditorData); /** * Gets the average brightness of the texture (in linear space) * * @param bIgnoreTrueBlack If TRUE, then pixels w/ 0,0,0 rgb values do not contribute. * @param bUseGrayscale If TRUE, use gray scale else use the max color component. * * @return FLOAT The average brightness of the texture */ virtual FLOAT GetAverageBrightness(UBOOL bIgnoreTrueBlack, UBOOL bUseGrayscale); /** 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; } } 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 } |
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