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// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Modules/ModuleInterface.h"
class UTexture2D;
class UMaterial;
enum class EShadingPath;
/** Module for virtual texturing editor extensions. */
class IVirtualTexturingEditorModule : public IModuleInterface
{
public:
/** Returns true if the component describes a runtime virtual texture that has streaming low mips. */
virtual bool HasStreamedMips(class URuntimeVirtualTextureComponent* InComponent) const = 0;
virtual bool HasStreamedMips(EShadingPath ShadingPath, class URuntimeVirtualTextureComponent* InComponent) const = 0;
/** Build the contents of the streaming low mips. */
virtual bool BuildStreamedMips(class URuntimeVirtualTextureComponent* InComponent) const = 0;
virtual bool BuildStreamedMips(EShadingPath ShadingPath, class URuntimeVirtualTextureComponent* InComponent) const = 0;
virtual void ConvertVirtualTextures(const TArray<UTexture2D *>& Textures, bool bConvertBackToNonVirtual, const TArray<UMaterial *>* RelatedMaterials /* = nullptr */) const = 0;
virtual void ConvertVirtualTexturesWithDialog(const TArray<UTexture2D*>& Textures, bool bConvertBackToNonVirtual) const = 0;
};