godot/modules/etcpak/image_compress_etcpak.h
Juan Linietsky 28f51ba547 Refactor high quality texture import
* Only two texture import modes for low/high quality now:
  * S3TC/BPTC
  * ETC2/ASTC
* Makes sense given this is the general preferred and most compatible combination in most platforms.
* Removed lossy_quality from VRAM texture compression options. It was unused everywhere.
* Added a new "high_quality" option to texture import. When enabled, it uses BPTC/ASTC (BC7/ASTC4x4) instead of S3TC/ETC2 (DXT1-5/ETC2,ETCA).
* Changed MacOS export settings so required texture formats depend on the architecture selected.

This solves the following problems:

* Makes it simpler to import textures as high quality, without having to worry about the specific format used.
* As the editor can now run on platforms such as web, Mac OS with Apple Silicion and Android, it should no longer be assumed that S3TC/BPTC is available by default for it.
2023-01-30 15:53:23 +01:00

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/**************************************************************************/
/* image_compress_etcpak.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
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#ifndef IMAGE_COMPRESS_ETCPAK_H
#define IMAGE_COMPRESS_ETCPAK_H
#include "core/io/image.h"
enum class EtcpakType {
ETCPAK_TYPE_ETC1,
ETCPAK_TYPE_ETC2,
ETCPAK_TYPE_ETC2_ALPHA,
ETCPAK_TYPE_ETC2_RA_AS_RG,
ETCPAK_TYPE_DXT1,
ETCPAK_TYPE_DXT5,
ETCPAK_TYPE_DXT5_RA_AS_RG,
};
void _compress_etc1(Image *r_img);
void _compress_etc2(Image *r_img, Image::UsedChannels p_channels);
void _compress_bc(Image *r_img, Image::UsedChannels p_channels);
void _compress_etcpak(EtcpakType p_compresstype, Image *r_img);
#endif // IMAGE_COMPRESS_ETCPAK_H