rott/kf_sources/Engine/Classes/Texture.uc
2026-07-14 20:27:09 +07:00

98 lines
2.8 KiB
Ucode

//=============================================================================
// Texture: An Unreal texture map.
// This is a built-in Unreal class and it shouldn't be modified.
//=============================================================================
class Texture extends BitmapMaterial
safereplace
native
noteditinlinenew
dontcollapsecategories
noexport;
// Palette.
var(Texture) palette Palette;
// Detail texture.
var(Texture) Material Detail;
var(Texture) float DetailScale;
// Internal info.
var const color MipZero;
var const color MaxColor;
var const int InternalTime[2];
// Deprecated stuff.
var deprecated texture DetailTexture; // Detail texture to apply.
var deprecated texture EnvironmentMap;// Environment map for this texture
var deprecated enum EEnvMapTransformType
{
EMTT_ViewSpace,
EMTT_WorldSpace,
EMTT_LightSpace,
} EnvMapTransformType;
var deprecated float Specular; // Specular lighting coefficient.
// Texture flags.
var(Surface) bool bMasked;
var(Surface) bool bAlphaTexture;
var(Surface) bool bTwoSided;
var(Quality) private bool bHighColorQuality; // High color quality hint.
var(Quality) private bool bHighTextureQuality; // High color quality hint.
var private bool bRealtime; // Texture changes in realtime.
var private bool bParametric; // Texture data need not be stored.
var private transient bool bRealtimeChanged; // Changed since last render.
var const editconst private bool bHasComp; //!!OLDVER Whether a compressed version exists.
// Level of detail set (gam) ---
var() enum ELODSet
{
LODSET_None,
LODSET_World,
LODSET_PlayerSkin,
LODSET_WeaponSkin,
LODSET_Terrain,
LODSET_Interface,
LODSET_RenderMap,
LODSET_Lightmap,
} LODSet;
var() int NormalLOD;
var int MinLOD;
var transient int MaxLOD;
// --- gam
// Animation.
var(Animation) texture AnimNext;
var transient texture AnimCurrent;
var(Animation) byte PrimeCount;
var transient byte PrimeCurrent;
var(Animation) float MinFrameRate, MaxFrameRate;
var transient float Accumulator;
// Mipmaps.
var private native const array<int> Mips;
var const editconst ETextureFormat CompFormat; //!!OLDVER
// these "PS2" bytes were crammed into UTexture's alignment padding,
// but weren't mentioned here.
// DO NOT USE THESE IN UNREALSCRIPT UNLESS YOU KNOW WHAT YOU'RE DOING!
// (I guess.) --ryan.
var byte PS2FirstMip;
var byte PS2NumMips;
var const transient pointer RenderInterface;
var const transient int __LastUpdateTime[2];
defaultproperties
{
Specular=1
LODSet=LODSET_World
EnvMapTransformType=EMTT_ViewSpace
MipZero=(R=64,G=128,B=64,A=0)
MaxColor=(R=255,G=255,B=255,A=255)
DetailScale=8.0
// MT_BitmapMaterial | MT_Texture
MaterialType=8256
}