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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class Texture extends Surface native abstract dependson(Engine); // This needs to be mirrored in UnEdFact.cpp. enum TextureCompressionSettings { TC_Default, TC_Normalmap, TC_Displacementmap, TC_NormalmapAlpha, TC_Grayscale, TC_HighDynamicRange }; // @warning: When you update this, you must add an entry to GPixelFormats(see UnRenderUtils.cpp) and also update XeTools.cpp. enum EPixelFormat { PF_Unknown, PF_A32B32G32R32F, PF_A8R8G8B8, PF_G8, PF_G16, PF_DXT1, PF_DXT3, PF_DXT5, PF_UYVY, PF_FloatRGB, // A RGB FP format with platform-specific implementation, for use with render targets PF_FloatRGBA, // A RGBA FP format with platform-specific implementation, for use with render targets PF_DepthStencil, // A depth+stencil format with platform-specific implementation, for use with render targets PF_ShadowDepth, // A depth format with platform-specific implementation, for use with render targets PF_FilteredShadowDepth, // A depth format with platform-specific implementation, that can be filtered by hardware PF_R32F, PF_G16R16, PF_G16R16F, PF_G32R32F, PF_A2B10G10R10, PF_A16B16G16R16, PF_D24 }; enum TextureFilter { TF_Nearest, TF_Linear }; enum TextureAddress { TA_Wrap, TA_Clamp, TA_Mirror }; // @warning: update UTextureFactory::StaticConstructor in UnEdFact.cpp if this is changed // @warning: update FTextureLODSettings::Initialize and GetTextureGroupNames in Texture.cpp if this is changed enum TextureGroup { TEXTUREGROUP_World, TEXTUREGROUP_WorldNormalMap, TEXTUREGROUP_WorldSpecular, TEXTUREGROUP_Character, TEXTUREGROUP_CharacterNormalMap, TEXTUREGROUP_CharacterSpecular, TEXTUREGROUP_Weapon, TEXTUREGROUP_WeaponNormalMap, TEXTUREGROUP_WeaponSpecular, TEXTUREGROUP_Vehicle, TEXTUREGROUP_VehicleNormalMap, TEXTUREGROUP_VehicleSpecular, TEXTUREGROUP_Effects, TEXTUREGROUP_Skybox, TEXTUREGROUP_UI, TEXTUREGROUP_LightAndShadowMap, TEXTUREGROUP_RenderTarget }; //@warning: make sure to update UTexture::PostEditChange if you add an option that might require recompression. // Texture settings. var() bool SRGB; var bool RGBE; var() float UnpackMin[4], UnpackMax[4]; var native const UntypedBulkData_Mirror SourceArt{FByteBulkData}; var() bool CompressionNoAlpha; var bool CompressionNone; var bool CompressionNoMipmaps; var() bool CompressionFullDynamicRange; var() bool DeferCompression; /** Allows artists to specify that a texture should never have its miplevels dropped which is useful for e.g. HUD and menu textures */ var() bool NeverStream; /** When TRUE, mip-maps are dithered for smooth transitions. */ var() bool bDitherMipMapAlpha; /** If TRUE, the color border pixels are preseved by mipmap generation. One flag per color channel. */ var() bool bPreserveBorderR; var() bool bPreserveBorderG; var() bool bPreserveBorderB; var() bool bPreserveBorderA; /** Whether the async resource release process has already been kicked off or not */ var transient const private bool bAsyncResourceReleaseHasBeenStarted; var() TextureCompressionSettings CompressionSettings; /** The texture filtering mode to use when sampling this texture. */ var() TextureFilter Filter; /** Texture group this texture belongs to for LOD bias */ var() TextureGroup LODGroup; /** A bias to the index of the top mip level to use. */ var() int LODBias; /** Cached combined group and texture LOD bias to use. */ var transient int CachedCombinedLODBias; var() editconst string SourceFilePath; // Path to the resource used to construct this texture var() editconst string SourceFileTimestamp; // Date/Time-stamp of the file from the last import /** The texture's resource. */ var native const pointer Resource{FTextureResource}; // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) defaultproperties { SRGB=True UnpackMax(0)=1.000000 UnpackMax(1)=1.000000 UnpackMax(2)=1.000000 UnpackMax(3)=1.000000 Filter=TF_Linear Name="Default__Texture" ObjectArchetype=Surface'Engine.Default__Surface' } |
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