// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #if WITH_EDITOR #include "CoreTypes.h" #include "Engine/TextureDefines.h" class UTexture; class ITargetPlatform; // Not tested against all the texture types and the api might change or be removed without deprecation namespace UE::TextureUtilitiesCommon::Experimental { // Try to resize the texture source data so that it is not larger than one build for the specified platform (only Texture2D and TextureCube are supported at the moment) // Note it does not trigger the post edit change after modifying the source texture // TargetSizeInGame should be a power of 2 TEXTUREUTILITIESCOMMON_API bool DownsizeTextureSourceData(UTexture* Texture, int32 TargetSourceSize, const ITargetPlatform* TargetPlatform); // Try to resize the texture source data to a power of two // Note it does not trigger the post edit change after modifying the source texture TEXTUREUTILITIESCOMMON_API bool ResizeTextureSourceDataToNearestPowerOfTwo(UTexture* Texture); //Note: This function does trigger the post edit change after modifying the source texture TEXTUREUTILITIESCOMMON_API bool DownsizeTextureSourceDataNearRenderingSize(UTexture* Texture, const ITargetPlatform* TargetPlatform); // ChangeTextureSourceFormat calls Pre/Post edit change // beware that changing format may change the interpretation of the SRGB bool in Texture // ChangeTextureSourceFormat supports mips and blocks (udim) but not layers TEXTUREUTILITIESCOMMON_API bool ChangeTextureSourceFormat(UTexture* Texture, ETextureSourceFormat NewFormat); // Replace TextureSource with JPEG compressed data // returns true if change was made // calls Pre/PostEditChange : // Quality == 0 for default (85) TEXTUREUTILITIESCOMMON_API bool CompressTextureSourceWithJPEG(UTexture* Texture,int32 Quality = 0); } #endif // WITH_EDITOR