61 lines
2.5 KiB
Ucode
61 lines
2.5 KiB
Ucode
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/**
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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* Material Function - a collection of material expressions that can be reused in different materials
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*/
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class MaterialFunction extends Object
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native(Material)
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hidecategories(object);
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/** Used by materials using this function to know when to recompile. */
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var duplicatetransient guid StateId;
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/** Used in the material editor, points to the function asset being edited, which this function is just a preview for. */
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var transient editoronly MaterialFunction ParentFunction;
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/** Description of the function which will be displayed as a tooltip wherever the function is used. */
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var() string Description;
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/** Whether to list this function in the material function library, which is a window in the material editor that lists categorized functions. */
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var() bool bExposeToLibrary;
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/**
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* Categories that this function belongs to in the material function library.
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* Ideally categories should be chosen carefully so that there are not too many.
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*/
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var() array<string> LibraryCategories;
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/** Array of material expressions, excluding Comments. Used by the material editor. */
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var array<MaterialExpression> FunctionExpressions;
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/** Array of comments associated with this material; viewed in the material editor. */
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var editoronly array<MaterialExpressionComment> FunctionEditorComments;
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/** Transient flag used to track re-entrance in recursive functions like IsDependent. */
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var private const transient bool bReentrantFlag;
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cpptext
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{
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// UObject interface
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virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent);
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virtual void PostLoad();
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/** Recursively updates all function call expressions in this function, or in nested functions. */
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void UpdateFromFunctionResource();
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/** Gets the inputs and outputs that this function exposes, for a function call expression to use. */
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void GetInputsAndOutputs(TArray<FFunctionExpressionInput>& OutInputs, TArray<FFunctionExpressionOutput>& OutOutputs) const;
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INT Compile(FMaterialCompiler* Compiler, const FFunctionExpressionOutput& Output, const TArray<FFunctionExpressionInput>& Inputs);
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/** Returns TRUE if this function is dependent on the passed in function, directly or indirectly. */
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UBOOL IsDependent(UMaterialFunction* OtherFunction);
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/** Returns an array of the functions that this function is dependent on, directly or indirectly. */
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void GetDependentFunctions(TArray<UMaterialFunction*>& DependentFunctions) const;
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};
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defaultproperties
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{
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LibraryCategories(0)="Misc"
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}
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