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Code/Engine/Texture/ezTexFormat/ezTexFormat.h
39 строк
1 KB
Jan Krassnigg
Improved code documentation: Core, Texture, Utilities (#1666)
23 сен 2025, 09:56
Не верифицирован
23 сен 2025, 09:56
a9f6901
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#pragma once #include <Foundation/Basics.h> #include <Foundation/Types/Enum.h> #include <Texture/Image/ImageEnums.h> #include <Texture/TexConv/TexConvEnums.h> class ezStreamWriter; class ezStreamReader; /// \brief Runtime texture format metadata stored in ezTex files. /// /// This structure contains all the metadata needed by the renderer to properly sample /// and use textures at runtime. It's saved as a header in .ezTex files and loaded /// by the texture resource system. struct EZ_TEXTURE_DLL ezTexFormat { bool m_bSRGB = false; ezEnum<ezImageAddressMode> m_AddressModeU; ezEnum<ezImageAddressMode> m_AddressModeV; ezEnum<ezImageAddressMode> m_AddressModeW; // version 2 ezEnum<ezTextureFilterSetting> m_TextureFilter; // Version 3 additions - Render target specific ezInt16 m_iRenderTargetResolutionX = 0; ///< Fixed render target width (0 = dynamic) ezInt16 m_iRenderTargetResolutionY = 0; ///< Fixed render target height (0 = dynamic) // Version 4 additions float m_fResolutionScale = 1.0f; ///< Resolution scaling factor for dynamic render targets // Version 5 additions int m_GalRenderTargetFormat = 0; ///< Graphics abstraction layer format for render targets void WriteTextureHeader(ezStreamWriter& inout_stream) const; void WriteRenderTargetHeader(ezStreamWriter& inout_stream) const; void ReadHeader(ezStreamReader& inout_stream); };