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