You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
legacy default behavior is to always use HDR F16 two new good options are to use BC6H (for games) or to use F32 formats when the source is 32-bit (for VFX) #preflight 636c5cb8dc30a4ce96325a1c #rb eric.renaudhoude [CL 23102557 by charles bloom in ue5-main branch]
133 lines
3.6 KiB
C++
133 lines
3.6 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
|
|
|
|
#include "TextureImportSettings.h"
|
|
#include "HAL/IConsoleManager.h"
|
|
#include "UObject/UnrealType.h"
|
|
#include "UObject/PropertyPortFlags.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
|
|
}
|
|
|
|
#if WITH_EDITOR
|
|
void UTextureImportSettings::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent)
|
|
{
|
|
Super::PostEditChangeProperty(PropertyChangedEvent);
|
|
if (PropertyChangedEvent.Property)
|
|
{
|
|
ExportValuesToConsoleVariables(PropertyChangedEvent.Property);
|
|
}
|
|
}
|
|
#endif // #if WITH_EDITOR
|
|
|
|
|
|
|
|
#if WITH_EDITOR
|
|
namespace UE::TextureUtilitiesCommon
|
|
{
|
|
/* 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 :
|
|
|
|
Texture->UpdateOodleTextureSdkVersionToLatest();
|
|
|
|
if ( bIsReimport )
|
|
{
|
|
return;
|
|
}
|
|
|
|
// things that are for fresh import only :
|
|
|
|
// here we can change values that must have different defaults for backwards compatibility
|
|
// we set them to the new desired value here, the Texture constructor sets the legacy value
|
|
|
|
const UTextureImportSettings* Settings = GetDefault<UTextureImportSettings>();
|
|
|
|
if ( Settings->bEnableNormalizeNormals )
|
|
{
|
|
// 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 = true;
|
|
}
|
|
}
|
|
|
|
if ( Settings->bEnableFastMipFilter )
|
|
{
|
|
Texture->bUseNewMipFilter = true;
|
|
}
|
|
|
|
// 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 |