Пример #1
0
void UTexture::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent)
{
	Super::PostEditChangeProperty(PropertyChangedEvent);

	SetLightingGuid();

	// Determine whether any property that requires recompression of the texture, or notification to Materials has changed.
	bool RequiresNotifyMaterials = false;

	UProperty* PropertyThatChanged = PropertyChangedEvent.Property;
	if( PropertyThatChanged )
	{
		FString PropertyName = *PropertyThatChanged->GetName();
		if (FCString::Stricmp(*PropertyName, TEXT("CompressionSettings")) == 0)
		{
			RequiresNotifyMaterials = true;
		}

		bool bPreventSRGB = (CompressionSettings == TC_Alpha || CompressionSettings == TC_Normalmap || CompressionSettings == TC_Masks || CompressionSettings == TC_HDR);		
		if(bPreventSRGB && SRGB == true)
		{
			SRGB = false;
		}
	}

	NumCinematicMipLevels = FMath::Max<int32>( NumCinematicMipLevels, 0 );

	if( (PropertyChangedEvent.ChangeType & EPropertyChangeType::Interactive) == 0 )
	{
		// Update the texture resource. This will recache derived data if necessary
		// which may involve recompressing the texture.
		UpdateResource();
	}

	// Notify any loaded material instances if changed our compression format
	if (RequiresNotifyMaterials)
	{
		TArray<UMaterialInterface*> MaterialsThatUseThisTexture;

		// Create a material update context to safely update materials.
		{
			FMaterialUpdateContext UpdateContext;

			// Notify any material that uses this texture
			TSet<UMaterial*> BaseMaterialsThatUseThisTexture;
			for (TObjectIterator<UMaterialInterface> It; It; ++It)
			{
				UMaterialInterface* MaterialInterface = *It;
				if (DoesMaterialUseTexture(MaterialInterface,this))
				{
					MaterialsThatUseThisTexture.Add(MaterialInterface);

					// This is a bit tricky. We want to make sure all materials using this texture are
					// updated. Materials are always updated. Material instances may also have to be
					// updated and if they have static permutations their children must be updated
					// whether they use the texture or not! The safe thing to do is to add the instance's
					// base material to the update context causing all materials in the tree to update.
					BaseMaterialsThatUseThisTexture.Add(MaterialInterface->GetMaterial());
				}
			}

			// Go ahead and update any base materials that need to be.
			for (TSet<UMaterial*>::TConstIterator It(BaseMaterialsThatUseThisTexture); It; ++It)
			{
				UpdateContext.AddMaterial(*It);
				(*It)->PostEditChange();
			}
		}

		// Now that all materials and instances have updated send necessary callbacks.
		for (int32 i = 0; i < MaterialsThatUseThisTexture.Num(); ++i)
		{
			FEditorSupportDelegates::MaterialTextureSettingsChanged.Broadcast(MaterialsThatUseThisTexture[i]);
		}
	}
		
#if WITH_EDITORONLY_DATA
	// any texture that is referencing this texture as AssociatedNormalMap needs to be informed
	{
		TArray<UTexture*> TexturesThatUseThisTexture;

		for (TObjectIterator<UTexture> It; It; ++It)
		{
			UTexture* Tex = *It;

			if(Tex != this && Tex->CompositeTexture == this && Tex->CompositeTextureMode != CTM_Disabled)
			{
				TexturesThatUseThisTexture.Add(Tex);
			}
		}
		for (int32 i = 0; i < TexturesThatUseThisTexture.Num(); ++i)
		{
			TexturesThatUseThisTexture[i]->PostEditChange();
		}
	}
#endif
}
Пример #2
0
void UTexture::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent)
{
	Super::PostEditChangeProperty(PropertyChangedEvent);

	SetLightingGuid();

	// Determine whether any property that requires recompression of the texture, or notification to Materials has changed.
	bool RequiresNotifyMaterials = false;
	bool DeferCompressionWasEnabled = false;

	UProperty* PropertyThatChanged = PropertyChangedEvent.Property;
	if( PropertyThatChanged )
	{
		static const FName CompressionSettingsName("CompressionSettings");
		static const FName LODGroupName("LODGroup");
		static const FName DeferCompressionName("DeferCompression");
#if WITH_EDITORONLY_DATA
		static const FName MaxTextureSizeName("MaxTextureSize");
#endif // #if WITH_EDITORONLY_DATA

		const FName PropertyName = PropertyThatChanged->GetFName();
		if (PropertyName == CompressionSettingsName || PropertyName == LODGroupName)
		{
			RequiresNotifyMaterials = true;
		}
		else if (PropertyName == DeferCompressionName)
		{
			DeferCompressionWasEnabled = DeferCompression;
		}
#if WITH_EDITORONLY_DATA
		else if (PropertyName == MaxTextureSizeName)
		{
			if (MaxTextureSize <= 0)
			{
				MaxTextureSize = 0;
			}
			else
			{
				MaxTextureSize = FMath::Min<int32>(FMath::RoundUpToPowerOfTwo(MaxTextureSize), GetMaximumDimension());
			}
		}
#endif // #if WITH_EDITORONLY_DATA

		bool bPreventSRGB = (CompressionSettings == TC_Alpha || CompressionSettings == TC_Normalmap || CompressionSettings == TC_Masks || CompressionSettings == TC_HDR || CompressionSettings == TC_HDR_Compressed);
		if(bPreventSRGB && SRGB == true)
		{
			SRGB = false;
		}
	}
	else
	{
		FMaterialUpdateContext UpdateContext;
		// Update any material that uses this texture
		TSet<UMaterial*> BaseMaterialsThatUseThisTexture;
		for (TObjectIterator<UMaterialInterface> It; It; ++It)
		{
			UMaterialInterface* MaterialInterface = *It;
			if (DoesMaterialUseTexture(MaterialInterface, this))
			{
				UMaterial *Material = MaterialInterface->GetMaterial();
				bool MaterialAlreadyCompute = false;
				BaseMaterialsThatUseThisTexture.Add(Material, &MaterialAlreadyCompute);
				if (!MaterialAlreadyCompute)
				{
					UpdateContext.AddMaterial(Material);
					if (Material->IsTextureForceRecompileCacheRessource(this))
					{
						Material->UpdateMaterialShaderCacheAndTextureReferences();
					}
				}
			}
		}
		//If the DDC key was different the material is already recompile here
		RequiresNotifyMaterials = false;
	}

	NumCinematicMipLevels = FMath::Max<int32>( NumCinematicMipLevels, 0 );

	// Don't update the texture resource if we've turned "DeferCompression" on, as this 
	// would cause it to immediately update as an uncompressed texture
	if( !DeferCompressionWasEnabled && (PropertyChangedEvent.ChangeType & EPropertyChangeType::Interactive) == 0 )
	{
		// Update the texture resource. This will recache derived data if necessary
		// which may involve recompressing the texture.
		UpdateResource();
	}

	// Notify any loaded material instances if changed our compression format
	if (RequiresNotifyMaterials)
	{
		TArray<UMaterialInterface*> MaterialsThatUseThisTexture;

		// Create a material update context to safely update materials.
		{
			FMaterialUpdateContext UpdateContext;

			// Notify any material that uses this texture
			TSet<UMaterial*> BaseMaterialsThatUseThisTexture;
			for (TObjectIterator<UMaterialInterface> It; It; ++It)
			{
				UMaterialInterface* MaterialInterface = *It;
				if (DoesMaterialUseTexture(MaterialInterface,this))
				{
					MaterialsThatUseThisTexture.Add(MaterialInterface);

					// This is a bit tricky. We want to make sure all materials using this texture are
					// updated. Materials are always updated. Material instances may also have to be
					// updated and if they have static permutations their children must be updated
					// whether they use the texture or not! The safe thing to do is to add the instance's
					// base material to the update context causing all materials in the tree to update.
					BaseMaterialsThatUseThisTexture.Add(MaterialInterface->GetMaterial());
				}
			}

			// Go ahead and update any base materials that need to be.
			for (TSet<UMaterial*>::TConstIterator It(BaseMaterialsThatUseThisTexture); It; ++It)
			{
				UpdateContext.AddMaterial(*It);
				(*It)->PostEditChange();
			}
		}

		// Now that all materials and instances have updated send necessary callbacks.
		for (int32 i = 0; i < MaterialsThatUseThisTexture.Num(); ++i)
		{
			FEditorSupportDelegates::MaterialTextureSettingsChanged.Broadcast(MaterialsThatUseThisTexture[i]);
		}
	}
		
#if WITH_EDITORONLY_DATA
	// any texture that is referencing this texture as AssociatedNormalMap needs to be informed
	{
		TArray<UTexture*> TexturesThatUseThisTexture;

		for (TObjectIterator<UTexture> It; It; ++It)
		{
			UTexture* Tex = *It;

			if(Tex != this && Tex->CompositeTexture == this && Tex->CompositeTextureMode != CTM_Disabled)
			{
				TexturesThatUseThisTexture.Add(Tex);
			}
		}
		for (int32 i = 0; i < TexturesThatUseThisTexture.Num(); ++i)
		{
			TexturesThatUseThisTexture[i]->PostEditChange();
		}
	}
#endif
}