Files
UnrealEngineUWP/Engine/Source/Programs/Enterprise/Datasmith/DatasmithMaxExporter/Private/DatasmithMaxTexmapParser.h
JeanMichel Dignard dedb269658 Build fix for int to bool implicit conversion
#jira UE-88378
#rb none

[CL 11360229 by JeanMichel Dignard in Main branch]
2020-02-11 17:22:57 -05:00

90 lines
1.6 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "DatasmithDefinitions.h"
#include "Containers/Array.h"
class Texmap;
class PBBitmap;
namespace DatasmithMaxTexmapParser
{
struct FMapParameter
{
FMapParameter()
: Map( nullptr )
, bEnabled( true )
, Weight( 1.f )
{
}
Texmap* Map;
bool bEnabled;
float Weight;
};
struct FWeightedColorParameter
{
FWeightedColorParameter()
: Value( FLinearColor::White )
, Weight( 1.f )
{
}
FLinearColor Value;
float Weight;
};
struct FCompositeTexmapParameters
{
struct FLayer
{
FLayer()
: CompositeMode( EDatasmithCompositeCompMode::Alpha )
{
}
EDatasmithCompositeCompMode CompositeMode;
FMapParameter Map;
FMapParameter Mask;
};
TArray< FLayer > Layers;
};
FCompositeTexmapParameters ParseCompositeTexmap( Texmap* InTexmap );
struct FNormalMapParameters
{
FMapParameter NormalMap;
FMapParameter BumpMap;
bool bFlipGreen = false;
bool bFlipRed = false;
bool bSwapRedAndGreen = false;
};
FNormalMapParameters ParseNormalMap( Texmap* InTexmap );
struct FAutodeskBitmapParameters
{
PBBitmap* SourceFile = nullptr;
float Brightness = 1;
bool bInvertImage = false;
FVector2D Position = FVector2D(0,0);
float Rotation = 0;
FVector2D Scale = FVector2D(1, 1);
bool bRepeatHorizontal = true;
bool bRepeatVertical = true;
float BlurValue = 0;
float BlurOffset = 0;
float FilteringValue = 0;
int MapChannel = 1;
};
FAutodeskBitmapParameters ParseAutodeskBitmap(Texmap* InTexmap);
}