46 lines
1.4 KiB
C++
46 lines
1.4 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreTypes.h"
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#include "DatasmithUtils.h"
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/**
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* Never: it won't force the creation of a UV channel for lightmap, if one already exists it will be exported
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* IfNotPresent: if a channel already exists it will be used, if not a new automatic UV projection will be created
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* Always: it will create the UV channel overwritting existing data
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*/
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enum class EDSExportLightmapUV
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{
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Never,
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IfNotPresent,
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Always
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};
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/**
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* OriginalFolder: keeps the textures (and its resized copies if needed) in the original folder
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* ExportFolder: copy the textures to the export path
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*/
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enum class EDSResizedTexturesPath
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{
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OriginalFolder,
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ExportFolder
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};
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class DATASMITHEXPORTER_API FDatasmithExportOptions
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{
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public:
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/** Creation of automatic flatten projection of UVs to be used on lightmaps */
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static EDSExportLightmapUV LightmapUV;
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/** Policy to create GPU friendly texture sizes */
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static EDSResizeTextureMode ResizeTexturesMode;
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/** it sets where the resized textures will be stored */
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static EDSResizedTexturesPath PathTexturesMode;
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/** Maximum texture size allowed, this will be used in conjuction with ResizeTexturesMode */
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static int32 MaxTextureSize;
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static const int32 MaxUnrealSupportedTextureSize;
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/** Gamma of colors, usually 2.2 for Linear Workflow or 1.0 for classic workflow */
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static float ColorGamma;
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}; |