text: /*************************************************************************/
  /*  resource_importer_texture.h                                          */
  /*************************************************************************/
  /*                       This file is part of:                           */
  /*                           GODOT ENGINE                                */
  /*                      https://godotengine.org                          */
  /*************************************************************************/
  /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
  /* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
  /*                                                                       */
  /* Permission is hereby granted, free of charge, to any person obtaining */
  /* a copy of this software and associated documentation files (the       */
  /* "Software"), to deal in the Software without restriction, including   */
  /* without limitation the rights to use, copy, modify, merge, publish,   */
  /* distribute, sublicense, and/or sell copies of the Software, and to    */
  /* permit persons to whom the Software is furnished to do so, subject to */
  /* the following conditions:                                             */
  /*                                                                       */
  /* The above copyright notice and this permission notice shall be        */
  /* included in all copies or substantial portions of the Software.       */
  /*                                                                       */
  /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
  /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
  /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
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  /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
  /*************************************************************************/
  
  #ifndef RESOURCEIMPORTTEXTURE_H
  #define RESOURCEIMPORTTEXTURE_H
  
  #include "core/image.h"
  #include "core/io/resource_importer.h"
  #include "core/os/file_access.h"
  #include "scene/resources/texture.h"
  #include "servers/rendering_server.h"
  
  class StreamTexture2D;
  
  class ResourceImporterTexture : public ResourceImporter {
  	GDCLASS(ResourceImporterTexture, ResourceImporter);
  
  public:
  	enum CompressMode {
  		COMPRESS_LOSSLESS,
  		COMPRESS_LOSSY,
  		COMPRESS_VRAM_COMPRESSED,
  		COMPRESS_VRAM_UNCOMPRESSED,
  		COMPRESS_BASIS_UNIVERSAL
  	};
  
  protected:
  	enum {
  		MAKE_3D_FLAG = 1,
  		MAKE_ROUGHNESS_FLAG = 2,
  		MAKE_NORMAL_FLAG = 4
  	};
  
  	Mutex mutex;
  	struct MakeInfo {
  		int flags;
  		String normal_path_for_roughness;
  		RS::TextureDetectRoughnessChannel channel_for_roughness;
  		MakeInfo() {
  			flags = 0;
  			channel_for_roughness = RS::TEXTURE_DETECT_ROUGNHESS_R;
  		}
  	};
  
  	Map<StringName, MakeInfo> make_flags;
  
  	static void _texture_reimport_roughness(const Ref<StreamTexture2D> &p_tex, const String &p_normal_path, RenderingServer::TextureDetectRoughnessChannel p_channel);
  	static void _texture_reimport_3d(const Ref<StreamTexture2D> &p_tex);
  	static void _texture_reimport_normal(const Ref<StreamTexture2D> &p_tex);
  
  	static ResourceImporterTexture *singleton;
  	static const char *compression_formats[];
  
  	void _save_stex(const Ref<Image> &p_image, const String &p_to_path, CompressMode p_compress_mode, float p_lossy_quality, Image::CompressMode p_vram_compression, bool p_mipmaps, bool p_streamable, bool p_detect_3d, bool p_detect_srgb, bool p_detect_normal, bool p_force_normal, bool p_srgb_friendly, bool p_force_po2_for_compressed, uint32_t p_limit_mipmap, const Ref<Image> &p_normal, Image::RoughnessChannel p_roughness_channel);
  
  public:
  	static void save_to_stex_format(FileAccess *f, const Ref<Image> &p_image, CompressMode p_compress_mode, Image::UsedChannels p_channels, Image::CompressMode p_compress_format, float p_lossy_quality);
  
  	static ResourceImporterTexture *get_singleton() { return singleton; }
  	virtual String get_importer_name() const;
  	virtual String get_visible_name() const;
  	virtual void get_recognized_extensions(List<String> *p_extensions) const;
  	virtual String get_save_extension() const;
  	virtual String get_resource_type() const;
  
  	enum Preset {
  		PRESET_DETECT,
  		PRESET_2D,
  		PRESET_2D_PIXEL,
  		PRESET_3D,
  	};
  
  	virtual int get_preset_count() const;
  	virtual String get_preset_name(int p_idx) const;
  
  	virtual void get_import_options(List<ImportOption> *r_options, int p_preset = 0) const;
  	virtual bool get_option_visibility(const String &p_option, const Map<StringName, Variant> &p_options) const;
  
  	virtual Error import(const String &p_source_file, const String &p_save_path, const Map<StringName, Variant> &p_options, List<String> *r_platform_variants, List<String> *r_gen_files = nullptr, Variant *r_metadata = nullptr);
  
  	void update_imports();
  
  	virtual bool are_import_settings_valid(const String &p_path) const;
  	virtual String get_import_settings_string() const;
  
  	ResourceImporterTexture();
  	~ResourceImporterTexture();
  };
  
  #endif // RESOURCEIMPORTTEXTURE_H
  