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39 lines
1.8 KiB
C++
39 lines
1.8 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#if WITH_EDITOR
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#include "CoreTypes.h"
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#include "Engine/TextureDefines.h"
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class UTexture;
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class ITargetPlatform;
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// Not tested against all the texture types and the api might change or be removed without deprecation
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namespace UE::TextureUtilitiesCommon::Experimental
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{
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// Try to resize the texture source data so that it is not larger than one build for the specified platform (only Texture2D and TextureCube are supported at the moment)
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// Note it does not trigger the post edit change after modifying the source texture
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// TargetSizeInGame should be a power of 2
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TEXTUREUTILITIESCOMMON_API bool DownsizeTextureSourceData(UTexture* Texture, int32 TargetSourceSize, const ITargetPlatform* TargetPlatform);
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// Try to resize the texture source data to a power of two
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// Note it does not trigger the post edit change after modifying the source texture
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TEXTUREUTILITIESCOMMON_API bool ResizeTextureSourceDataToNearestPowerOfTwo(UTexture* Texture);
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//Note: This function does trigger the post edit change after modifying the source texture
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TEXTUREUTILITIESCOMMON_API bool DownsizeTextureSourceDataNearRenderingSize(UTexture* Texture, const ITargetPlatform* TargetPlatform);
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// ChangeTextureSourceFormat calls Pre/Post edit change
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// beware that changing format may change the interpretation of the SRGB bool in Texture
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// ChangeTextureSourceFormat supports mips and blocks (udim) but not layers
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TEXTUREUTILITIESCOMMON_API bool ChangeTextureSourceFormat(UTexture* Texture, ETextureSourceFormat NewFormat);
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// Replace TextureSource with JPEG compressed data
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// returns true if change was made
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// calls Pre/PostEditChange :
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// Quality == 0 for default (85)
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TEXTUREUTILITIESCOMMON_API bool CompressTextureSourceWithJPEG(UTexture* Texture,int32 Quality = 0);
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}
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#endif // WITH_EDITOR
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