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UnrealEngineUWP/Engine/Source/Developer/TextureBuildUtilities/Public/TextureBuildUtilities.h

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// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "ImageCore.h"
#include "TextureCompressorModule.h" // for FTextureBuildSettings
/***
TextureBuildUtilities is a utility module for shared code that Engine and TextureBuildWorker (no Engine) can both see
for Texture-related functions that don't need Texture.h/UTexture
TextureBuildUtilities is hard-linked to the Engine so no LoadModule/ModuleInterface is needed
***/
namespace UE
{
namespace TextureBuildUtilities
{
TEXTUREBUILDUTILITIES_API bool TextureFormatIsHdr(FName const& InName);
// Removes platform and other custom prefixes from the name.
// Returns plain format name and the non-platform prefix (with trailing underscore).
// i.e. PLAT_BLAH_AutoDXT returns AutoDXT and writes BLAH_ to OutPrefix.
TEXTUREBUILDUTILITIES_API const FName TextureFormatRemovePrefixFromName(FName const& InName, FName& OutPrefix);
FORCEINLINE const FName TextureFormatRemovePrefixFromName(FName const& InName)
{
FName OutPrefix;
return TextureFormatRemovePrefixFromName(InName,OutPrefix);
}
TEXTUREBUILDUTILITIES_API ERawImageFormat::Type GetVirtualTextureBuildIntermediateFormat(const FTextureBuildSettings& BuildSettings);
}
}