Files
UnrealEngineUWP/Engine/Source/Editor/VirtualTexturingEditor/Public/VirtualTexturingEditorModule.h
dmitriy dyomin ea9a5ee31f Added a separate entry in a RuntimeVirtualTexture component for a streaming VT that is specific to mobile rendering
Depending on target platform shading path one or the other SVT will be used
This is required for projects that has a significantly different landscape materials for each shading path
#rb jeremy.moore

[CL 24376462 by dmitriy dyomin in ue5-main branch]
2023-02-23 01:23:57 -05:00

26 lines
1.2 KiB
C++

// 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;
};