195 lines
7.3 KiB
Ucode
195 lines
7.3 KiB
Ucode
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/**
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*/
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class MaterialExpression extends Object
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native(Material)
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abstract
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hidecategories(Object);
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//@warning: FExpressionInput is mirrored in MaterialShared.h and manually "subclassed" in Material.uc (FMaterialInput)
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struct ExpressionInput
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{
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/** Material expression that this input is connected to, or NULL if not connected. */
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var MaterialExpression Expression;
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/** Index into Expression's outputs array that this input is connected to. */
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var int OutputIndex;
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/**
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* Optional name of the input.
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* Note that this is the only member which is not derived from the output currently connected.
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*/
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var string InputName;
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var int Mask,
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MaskR,
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MaskG,
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MaskB,
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MaskA;
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var int GCC64_Padding; // @todo 64: if the C++ didn't mismirror this structure (with MaterialInput), we might not need this
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};
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/** Struct that represents an expression's output. */
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struct ExpressionOutput
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{
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var string OutputName;
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var int Mask,
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MaskR,
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MaskG,
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MaskB,
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MaskA;
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};
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/** This variable is conlficting with Materia var, making new ones (MaterialExpressionEditor), and then deprecating this **/
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var deprecated int EditorX,
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EditorY;
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var editoronly int MaterialExpressionEditorX,
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MaterialExpressionEditorY;
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/** Set to TRUE by RecursiveUpdateRealtimePreview() if the expression's preview needs to be updated in realtime in the material editor. */
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var bool bRealtimePreview;
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/** If TRUE, we should update the preview next render. This is set when changing bRealtimePreview. */
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var transient bool bNeedToUpdatePreview;
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/** Indicates that this is a 'parameter' type of expression and should always be loaded (ie not cooked away) because we might want the default parameter. */
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var bool bIsParameterExpression;
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/**
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* The material that this expression is currently being compiled in.
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* This is not necessarily the object which owns this expression, for example a preview material compiling a material function's expressions.
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*/
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var const Material Material;
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/**
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* The material function that this expression is being used with, if any.
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* This will be NULL if the expression belongs to a function that is currently being edited,
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*/
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var const MaterialFunction Function;
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/** A description that level designers can add (shows in the material editor UI). */
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var() string Desc;
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/** Color of the expression's border outline. */
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var color BorderColor;
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/** If TRUE, use the output name as the label for the pin */
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var bool bShowOutputNameOnPin;
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/** If TRUE, do not render the preview window for the expression */
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var bool bHidePreviewWindow;
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/** Whether to draw the expression's inputs. */
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var bool bShowInputs;
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/** Whether to draw the expression's outputs. */
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var bool bShowOutputs;
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/** Categories to sort this expression into... */
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var array<name> MenuCategories;
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/** The expression's outputs, which are set in default properties by derived classes. */
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var array<ExpressionOutput> Outputs;
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/**
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* If TRUE, this expression is used when generating the StaticParameterSet.
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* It is important to set this correctly if the cooker is using the CleanupMaterials functionality.
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* If it is not set correctly, the cleanup code will remove the expression and the StaticParameterSet
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* will mismatch when verifying the shader map.
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* The ClearInputExpression function should also be implement on expressions that set this as it
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* will be called by the CleanupMaterials function to remove unrequired expressions.
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*/
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var bool bUsedByStaticParameterSet;
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cpptext
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{
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// UObject interface.
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virtual void PostLoad();
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virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent);
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// UMaterialExpression interface.
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/**
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* Replaces references to the passed in expression with references to a different expression or NULL.
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* @param OldExpression Expression to find reference to.
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* @param NewExpression Expression to replace reference with.
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*/
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virtual void SwapReferenceTo(UMaterialExpression* OldExpression,UMaterialExpression* NewExpression = NULL) {}
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virtual INT Compile(FMaterialCompiler* Compiler, INT OutputIndex) { return INDEX_NONE; }
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virtual INT CompilePreview(FMaterialCompiler* Compiler, INT OutputIndex) { return Compile(Compiler, OutputIndex); }
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virtual TArray<FExpressionOutput>& GetOutputs();
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virtual const TArray<FExpressionInput*> GetInputs();
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virtual FExpressionInput* GetInput(INT InputIndex);
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virtual FString GetInputName(INT InputIndex) const;
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virtual UBOOL IsInputConnectionRequired(INT InputIndex) const { return TRUE; }
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virtual INT GetWidth() const;
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virtual INT GetHeight() const;
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virtual UBOOL UsesLeftGutter() const;
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virtual UBOOL UsesRightGutter() const;
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virtual FString GetCaption() const;
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/** Gets a tooltip for the specified connector. */
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virtual void GetConnectorToolTip(INT InputIndex, INT OutputIndex, TArray<FString>& OutToolTip);
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/** Gets a tooltip for the expression itself. */
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virtual void GetExpressionToolTip(TArray<FString>& OutToolTip) {}
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virtual int GetLabelPadding() { return 0; }
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virtual INT CompilerError(FMaterialCompiler* Compiler, const TCHAR* pcMessage);
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virtual void Serialize(FArchive& Ar);
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/**
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* @return TRUE if the expression preview needs realtime update
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*/
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virtual UBOOL NeedsRealtimePreview() { return FALSE; }
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/**
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* MatchesSearchQuery: Check this expression to see if it matches the search query
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* @param SearchQuery - User's search query (never blank)
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* @return TRUE if the expression matches the search query
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*/
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virtual UBOOL MatchesSearchQuery( const TCHAR* SearchQuery );
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/** Called before applying a transaction to the object. Default implementation simply calls PreEditChange. */
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virtual void PreEditUndo();
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/** Called after applying a transaction to the object. Default implementation simply calls PostEditChange. */
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virtual void PostEditUndo();
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#if WITH_EDITOR
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/**
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* Called by the CleanupMaterials function, this will clear the inputs of the expression.
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* This only needs to be implemented by expressions that have bUsedByStaticParameterSet set to TRUE.
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*/
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virtual void ClearInputExpressions() {}
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#endif
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/**
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* Sets overrides in the material expression's static parameters
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*
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* @param Permutation The set of static parameters to override and their values
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*/
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virtual void SetStaticParameterOverrides(const FStaticParameterSet* Permutation) {}
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/**
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* Clears static parameter overrides so that static parameter expression defaults will be used
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* for subsequent compiles.
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*/
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virtual void ClearStaticParameterOverrides() {}
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/**
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* Copies the SrcExpressions into the specified material. Preserves internal references.
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* New material expressions are created within the specified material.
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*/
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static void CopyMaterialExpressions(const TArray<class UMaterialExpression*>& SrcExpressions, const TArray<class UMaterialExpressionComment*>& SrcExpressionComments,
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class UMaterial* Material, class UMaterialFunction* Function, TArray<class UMaterialExpression*>& OutNewExpressions, TArray<class UMaterialExpression*>& OutNewComments);
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}
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defaultproperties
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{
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Outputs(0)=(OutputName="")
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bShowInputs=true
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bShowOutputs=true
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}
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