Files
charles bloom 247df3dd4f Texture add APIs SetModernSettingsForNewOrChangedTexture and BlockOnAnyAsyncBuild
SetModernSettingsForNewOrChangedTexture should be used on newly made or changed textures
BlockOnAnyAsyncBuild instead of directly calling to TextureCompilingManager or Modify
TextureRenderTarget::GetRenderTargetTextureClass
make TextureSource::Init do UseHashAsGuid so it behaves the same as Lock/Unlock

#rb dan.thompson

[CL 30266851 by charles bloom in ue5-main branch]
2023-12-12 12:23:17 -05:00

195 lines
5.8 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "TextureImportSettings.h"
#include "HAL/IConsoleManager.h"
#include "UObject/UnrealType.h"
#include "UObject/PropertyPortFlags.h"
#include "Misc/ConfigCacheIni.h"
#include "ImageCoreUtils.h"
#if WITH_EDITOR
#include "Engine/Texture.h"
#endif
#include UE_INLINE_GENERATED_CPP_BY_NAME(TextureImportSettings)
UTextureImportSettings::UTextureImportSettings(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
SectionName = TEXT("Importing");
}
void UTextureImportSettings::PostInitProperties()
{
Super::PostInitProperties();
#if WITH_EDITOR
if (IsTemplate())
{
ImportConsoleVariableValues();
}
#endif // #if WITH_EDITOR
}
// Get the PNGInfill setting, with Default mapped to a concrete choice
ETextureImportPNGInfill UTextureImportSettings::GetPNGInfillMapDefault() const
{
if ( PNGInfill == ETextureImportPNGInfill::Default )
{
// Default is OnlyOnBinaryTransparency unless changed by legacy config
// get legacy config :
bool bFillPNGZeroAlpha = true;
if ( GConfig )
{
GConfig->GetBool(TEXT("TextureImporter"), TEXT("FillPNGZeroAlpha"), bFillPNGZeroAlpha, GEditorIni);
}
return bFillPNGZeroAlpha ? ETextureImportPNGInfill::OnlyOnBinaryTransparency : ETextureImportPNGInfill::Never;
}
else
{
return PNGInfill;
}
}
#if WITH_EDITOR
void UTextureImportSettings::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent)
{
Super::PostEditChangeProperty(PropertyChangedEvent);
if (PropertyChangedEvent.Property)
{
ExportValuesToConsoleVariables(PropertyChangedEvent.Property);
}
}
#endif // #if WITH_EDITOR
namespace UE::TextureUtilitiesCommon
{
#if WITH_EDITOR
/* Set default properties on Texture for newly imported textures, or reimports.
* Should be called after all texture properties are set, before PostEditChange()
*/
TEXTUREUTILITIESCOMMON_API void ApplyDefaultsForNewlyImportedTextures(UTexture * Texture, bool bIsReimport)
{
// things that are done for both fresh import and reimport :
if ( bIsReimport )
{
Texture->UpdateOodleTextureSdkVersionToLatest();
return;
}
// things that are for fresh import only :
// SetModern does UpdateOodleTextureSdkVersionToLatest
Texture->SetModernSettingsForNewOrChangedTexture();
const UTextureImportSettings* Settings = GetDefault<UTextureImportSettings>();
// cannot check for TC_Normalmap here
// because of the way NormalmapIdentification is delayed in Interchange
// it's harmless to just always turn it on
// it will be ignored if we are not TC_Normalmap
// OutBuildSettings.bNormalizeNormals = Texture.bNormalizeNormals && Texture.IsNormalMap();
//if ( Texture->CompressionSettings == TC_Normalmap )
{
Texture->bNormalizeNormals = Settings->bEnableNormalizeNormals;
}
Texture->bUseNewMipFilter = Settings->bEnableFastMipFilter;
// the pipeline before here will have set floating point textures to TC_HDR
// could alternatively check Texture->HasHDRSource
if ( Texture->CompressionSettings == TC_HDR )
{
if ( Settings->CompressedFormatForFloatTextures == ETextureImportFloatingPointFormat::HDRCompressed_BC6 )
{
// use BC6H
Texture->CompressionSettings = TC_HDR_Compressed;
}
else if ( Settings->CompressedFormatForFloatTextures == ETextureImportFloatingPointFormat::HDR_F32_or_F16 )
{
// set output format to match source format
ETextureSourceFormat TSF = Texture->Source.GetFormat();
if ( TSF == TSF_RGBA32F )
{
Texture->CompressionSettings = TC_HDR_F32;
}
else if ( TSF == TSF_R32F )
{
Texture->CompressionSettings = TC_SingleFloat;
}
else if ( TSF == TSF_R16F )
{
Texture->CompressionSettings = TC_HalfFloat;
}
else
{
// else leave TC_HDR
check( Texture->CompressionSettings == TC_HDR );
}
}
else if ( Settings->CompressedFormatForFloatTextures == ETextureImportFloatingPointFormat::HDR_F16 )
{
// always use F16 HDR (legacy behavior)
// leave TC_HDR
check( Texture->CompressionSettings == TC_HDR );
}
else
{
// all cases should have been handled
checkNoEntry();
}
}
}
#endif // WITH_EDITOR
/* Get the default value for Texture->SRGB
* ImportImageSRGB is the SRGB setting of the imported image
*/
TEXTUREUTILITIESCOMMON_API bool GetDefaultSRGB(TextureCompressionSettings TC, ETextureSourceFormat ImportImageFormat, bool ImportImageSRGB)
{
// Texture->SRGB sets the gamma correction of the platform texture we make
// so this is not just = ImportImageSRGB
if ( TC == TC_Default || TC == TC_EditorIcon )
{
// DXT1,DXT3,R8G8B8 encodings
// we typically want SRGB on for these (for the platform encoding)
// only exception is if the source is U8 linear
// in that case, staying U8 linear probably preserves bits better
// and ALSO we don't have the choice of turning on SRGB even if we want to
// because of the way it is overloaded to mean both the source encoding and the platform encoding
if ( ERawImageFormat::GetFormatNeedsGammaSpace( FImageCoreUtils::ConvertToRawImageFormat(ImportImageFormat) ) )
{
// if the imported image supported gamma (eg. U8)
// then we will set SRGB=false if it was U8-linear (can only happen with DDS U8 linear import, very rare)
// note that texture SRGB flag in this case affects both the source interpretation and the platform encoding
return ImportImageSRGB;
}
else
{
// counter-intuitively, U16 and F32 always want SRGB *on*
// the source will be treated as linear no matter what we set SRGB to
// SRGB will only affect the Platform encoding, so we prefer that to be sRGB color space
return true;
}
}
else
{
// TC_HDR, NormalMap, etc. we want SRGB off
// TC_Grayscale we would prefer to have SRGB on, but default to off because
// G8 + SRGB is not supported well
return false;
}
}
} // TextureUtilitiesCommon