Files
UnrealEngineUWP/Engine/Source/Developer/TextureCompressor/Public/TextureCompressorModule.h
2014-03-14 14:13:41 -04:00

164 lines
5.4 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#pragma once
#define TEXTURE_COMPRESSOR_MODULENAME "TextureCompressor"
/**
* Compressed image data.
*/
struct FCompressedImage2D
{
TArray<uint8> RawData;
int32 SizeX;
int32 SizeY;
uint8 PixelFormat; // EPixelFormat, opaque to avoid dependencies on Engine headers.
};
/**
* Color adjustment parameters.
*/
struct FColorAdjustmentParameters
{
/** Brightness adjustment (scales HSV value) */
float AdjustBrightness;
/** Curve adjustment (raises HSV value to the specified power) */
float AdjustBrightnessCurve;
/** Saturation adjustment (scales HSV saturation) */
float AdjustSaturation;
/** "Vibrance" adjustment (HSV saturation algorithm adjustment) */
float AdjustVibrance;
/** RGB curve adjustment (raises linear-space RGB color to the specified power) */
float AdjustRGBCurve;
/** Hue adjustment (offsets HSV hue by value in degrees) */
float AdjustHue;
/** Remaps the alpha to the specified min/max range (Non-destructive; Requires texture source art to be available.) */
float AdjustMinAlpha;
/** Remaps the alpha to the specified min/max range (Non-destructive; Requires texture source art to be available.) */
float AdjustMaxAlpha;
/** Constructor */
FColorAdjustmentParameters()
: AdjustBrightness( 1.0f ),
AdjustBrightnessCurve( 1.0f ),
AdjustSaturation( 1.0f ),
AdjustVibrance( 0.0f ),
AdjustRGBCurve( 1.0f ),
AdjustHue( 0.0f ),
AdjustMinAlpha( 0.0f ),
AdjustMaxAlpha( 1.0f )
{
}
};
/**
* Texture build settings.
*/
struct FTextureBuildSettings
{
/** Color adjustment parameters. */
FColorAdjustmentParameters ColorAdjustment;
/** The desired amount of mip sharpening. */
float MipSharpening;
/** For angular filtered cubemaps, the mip level which contains convolution with the diffuse cosine lobe. */
uint32 DiffuseConvolveMipLevel;
/** The size of the kernel with which mips should be sharpened. 2 for 2x2, 4 for 4x4, 6 for 6x6, 8 for 8x8 */
uint32 SharpenMipKernelSize;
/** Format of the compressed texture, used to choose a compression DLL. */
FName TextureFormatName;
/** Mipmap generation settings. */
uint8 MipGenSettings; // TextureMipGenSettings, opaque to avoid dependencies on engine headers.
/** Whether the texture being built is a cubemap. */
uint32 bCubemap : 1;
/** Whether the texture contains color data in the sRGB colorspace. */
uint32 bSRGB : 1;
/** Whether the border of the image should be maintained during mipmap generation. */
uint32 bPreserveBorder : 1;
/** Whether the alpha channel should contain a dithered alpha value. */
uint32 bDitherMipMapAlpha : 1;
/** Whether bokeh alpha values should be computed for the texture. */
uint32 bComputeBokehAlpha : 1;
/** Whether the contents of the red channel should be replicated to all channels. */
uint32 bReplicateRed : 1;
/** Whether the contents of the alpha channel should be replicated to all channels. */
uint32 bReplicateAlpha : 1;
/** Whether each mip should use the downsampled-with-average result instead of the sharpened result. */
uint32 bDownsampleWithAverage : 1;
/** Whether sharpening should prevent color shifts. */
uint32 bSharpenWithoutColorShift : 1;
/** Whether the border color should be black. */
uint32 bBorderColorBlack : 1;
/** Whether the green channel should be flipped. Typically only done on normal maps. */
uint32 bFlipGreenChannel : 1;
/** 1:apply mip sharpening/blurring kernel to top mip as well (at half the kernel size), 0:don't */
uint32 bApplyKernelToTopMip : 1;
/** 1: renormalizes the top mip (only useful for normal maps, prevents artists errors and adds quality) 0:don't */
uint32 bRenormalizeTopMip : 1;
/** e.g. CTM_RoughnessFromNormalAlpha */
uint8 CompositeTextureMode; // ECompositeTextureMode, opaque to avoid dependencies on engine headers.
/* default 1, high values result in a stronger effect */
float CompositePower;
/** The source texture's final LOD bias (i.e. includes LODGroup based biases) */
uint32 LODBias;
/** The texture's size, mutable as this is filled in once the mips has been built */
mutable FIntPoint OriginalTextureSize;
/** Can the texture be streamed */
uint32 bStreamable : 1;
/** Default settings. */
FTextureBuildSettings()
: MipSharpening( 0.0f )
, DiffuseConvolveMipLevel( 0 )
, SharpenMipKernelSize( 2 )
, MipGenSettings( 1 /*TMGS_SimpleAverage*/ )
, bCubemap( false )
, bSRGB( false )
, bPreserveBorder( false )
, bDitherMipMapAlpha( false )
, bComputeBokehAlpha( false )
, bReplicateRed( false )
, bReplicateAlpha( false )
, bDownsampleWithAverage( false )
, bSharpenWithoutColorShift( false )
, bBorderColorBlack( false )
, bFlipGreenChannel( false )
, bApplyKernelToTopMip( false )
, bRenormalizeTopMip( false )
, CompositeTextureMode( 0 /*CTM_Disabled*/ )
, CompositePower( 1.0f )
, LODBias(0)
, OriginalTextureSize(0, 0)
, bStreamable(false)
{
}
};
/**
* Texture compression module interface.
*/
class ITextureCompressorModule : public IModuleInterface
{
public:
/**
* Builds a texture from source images.
* @param SourceMips - The input mips.
* @param BuildSettings - Build settings.
* @param OutCompressedMips - The compressed mips built by the compressor.
* @returns true on success
*/
virtual bool BuildTexture(
const TArray<struct FImage>& SourceMips,
const TArray<struct FImage>& AssociatedNormalSourceMips,
const FTextureBuildSettings& BuildSettings,
TArray<FCompressedImage2D>& OutTextureMips
) = 0;
};