﻿using System;
using UnityEngine;


[Serializable]
[CreateAssetMenu(fileName = "New Procedural Texture 2D", menuName = "", order = 1)]
public class ProceduralTexture2D : ScriptableObject
{
    public enum TextureType
    {
        Color,
        Normal,
        Other
    };

    public enum CompressionLevel
    {
        None = -1,
        LowQuality = 0,
        NormalQuality = 50,
        HighQuality = 100
    };

    public Texture2D input = null;
    public TextureType type = TextureType.Color;
    public bool includeAlpha = false;
    public bool generateMipMaps = true;
    public FilterMode filterMode = FilterMode.Trilinear;
    public int anisoLevel = 16;
    public CompressionLevel compressionQuality = ProceduralTexture2D.CompressionLevel.HighQuality;

    public Texture2D Tinput;
    public Texture2D invT;
    public Vector3 colorSpaceOrigin = Vector3.zero;
    public Vector3 colorSpaceVector1 = Vector3.zero;
    public Vector3 colorSpaceVector2 = Vector3.zero;
    public Vector3 colorSpaceVector3 = Vector3.zero;
    public Vector4 compressionScalers = Vector4.zero;

    public long memoryUsageBytes = 0;

    // Currently applied parameters
    public Texture2D currentInput;
    public TextureType currentType;
    public bool currentIncludeAlpha;
    public bool currentGenerateMipMaps;
    public FilterMode currentFilterMode;
    public int currentAnisoLevel;
    public CompressionLevel currentCompressionQuality;
}
