Пример #1
0
void UMaterialEditorInstanceConstant::RegenerateArrays()
{
	VisibleExpressions.Empty();
	ParameterGroups.Empty();
	if(Parent)
	{	
		// Only operate on base materials
		UMaterial* ParentMaterial = Parent->GetMaterial();
		SourceInstance->UpdateParameterNames();	// Update any parameter names that may have changed.

		// Loop through all types of parameters for this material and add them to the parameter arrays.
		TArray<FName> ParameterNames;
		TArray<FGuid> Guids;
		ParentMaterial->GetAllVectorParameterNames(ParameterNames, Guids);

		// Vector Parameters.

		for(int32 ParameterIdx=0; ParameterIdx<ParameterNames.Num(); ParameterIdx++)
		{
			UDEditorVectorParameterValue & ParameterValue = *(NewObject<UDEditorVectorParameterValue>());
			FName ParameterName = ParameterNames[ParameterIdx];
			FLinearColor Value;

			ParameterValue.bOverride = false;
			ParameterValue.ParameterName = ParameterName;
			ParameterValue.ExpressionId = Guids[ParameterIdx];

			if(SourceInstance->GetVectorParameterValue(ParameterName, Value))
			{
				ParameterValue.ParameterValue = Value;
			}

			// @todo: This is kind of slow, maybe store these in a map for lookup?
			// See if this keyname exists in the source instance.
			for(int32 VectorParameterIdx=0; VectorParameterIdx<SourceInstance->VectorParameterValues.Num(); VectorParameterIdx++)
			{
				FVectorParameterValue& SourceParam = SourceInstance->VectorParameterValues[VectorParameterIdx];
				if(ParameterName==SourceParam.ParameterName)
				{
					ParameterValue.bOverride = true;
					ParameterValue.ParameterValue = SourceParam.ParameterValue;
				}
			}
			AssignParameterToGroup(ParentMaterial, Cast<UDEditorParameterValue>(&ParameterValue));
		}
		// Scalar Parameters.
		ParentMaterial->GetAllScalarParameterNames(ParameterNames, Guids);
		for (int32 ParameterIdx=0; ParameterIdx<ParameterNames.Num(); ParameterIdx++)
		{			
			UDEditorScalarParameterValue& ParameterValue = *(NewObject<UDEditorScalarParameterValue>());
			FName ParameterName = ParameterNames[ParameterIdx];
			float Value;

			ParameterValue.bOverride = false;
			ParameterValue.ParameterName = ParameterName;
			ParameterValue.ExpressionId = Guids[ParameterIdx];

			if (SourceInstance->GetScalarParameterValue(ParameterName, Value))
			{
				ParentMaterial->GetScalarParameterSliderMinMax(ParameterName, ParameterValue.SliderMin, ParameterValue.SliderMax);
				ParameterValue.ParameterValue = Value;
			}

			// @todo: This is kind of slow, maybe store these in a map for lookup?
			// See if this keyname exists in the source instance.
			for(int32 ScalarParameterIdx=0; ScalarParameterIdx<SourceInstance->ScalarParameterValues.Num(); ScalarParameterIdx++)
			{
				FScalarParameterValue& SourceParam = SourceInstance->ScalarParameterValues[ScalarParameterIdx];
				if(ParameterName==SourceParam.ParameterName)
				{
					ParameterValue.bOverride = true;
					ParameterValue.ParameterValue = SourceParam.ParameterValue;
				}
			}
			AssignParameterToGroup(ParentMaterial, Cast<UDEditorParameterValue>(&ParameterValue));
		}

		// Texture Parameters.
		ParentMaterial->GetAllTextureParameterNames(ParameterNames, Guids);
		for(int32 ParameterIdx=0; ParameterIdx<ParameterNames.Num(); ParameterIdx++)
		{			
			UDEditorTextureParameterValue& ParameterValue = *(NewObject<UDEditorTextureParameterValue>());
			FName ParameterName = ParameterNames[ParameterIdx];
			UTexture* Value;

			ParameterValue.bOverride = false;
			ParameterValue.ParameterName = ParameterName;
			ParameterValue.ExpressionId = Guids[ParameterIdx];

			if(SourceInstance->GetTextureParameterValue(ParameterName, Value))
			{
				ParameterValue.ParameterValue = Value;
			}


			// @todo: This is kind of slow, maybe store these in a map for lookup?
			// See if this keyname exists in the source instance.
			for(int32 TextureParameterIdx=0; TextureParameterIdx<SourceInstance->TextureParameterValues.Num(); TextureParameterIdx++)
			{
				FTextureParameterValue& SourceParam = SourceInstance->TextureParameterValues[TextureParameterIdx];
				if(ParameterName==SourceParam.ParameterName)
				{
					ParameterValue.bOverride = true;
					ParameterValue.ParameterValue = SourceParam.ParameterValue;
				}
			}
			AssignParameterToGroup(ParentMaterial, Cast<UDEditorParameterValue>(&ParameterValue));
		}

		// Font Parameters.
		ParentMaterial->GetAllFontParameterNames(ParameterNames, Guids);
		for(int32 ParameterIdx=0; ParameterIdx<ParameterNames.Num(); ParameterIdx++)
		{
			UDEditorFontParameterValue& ParameterValue = *(NewObject<UDEditorFontParameterValue>());
			FName ParameterName = ParameterNames[ParameterIdx];
			UFont* FontValue;
			int32 FontPage;

			ParameterValue.bOverride = false;
			ParameterValue.ParameterName = ParameterName;
			ParameterValue.ExpressionId = Guids[ParameterIdx];

			if(SourceInstance->GetFontParameterValue(ParameterName, FontValue,FontPage))
			{
				ParameterValue.ParameterValue.FontValue = FontValue;
				ParameterValue.ParameterValue.FontPage = FontPage;
			}


			// @todo: This is kind of slow, maybe store these in a map for lookup?
			// See if this keyname exists in the source instance.
			for(int32 FontParameterIdx=0; FontParameterIdx<SourceInstance->FontParameterValues.Num(); FontParameterIdx++)
			{
				FFontParameterValue& SourceParam = SourceInstance->FontParameterValues[FontParameterIdx];
				if(ParameterName==SourceParam.ParameterName)
				{
					ParameterValue.bOverride = true;
					ParameterValue.ParameterValue.FontValue = SourceParam.FontValue;
					ParameterValue.ParameterValue.FontPage = SourceParam.FontPage;
				}
			}
			AssignParameterToGroup(ParentMaterial, Cast<UDEditorParameterValue>(&ParameterValue));
		}

		// Get all static parameters from the source instance.  This will handle inheriting parent values.
		FStaticParameterSet SourceStaticParameters;
		SourceInstance->GetStaticParameterValues(SourceStaticParameters);

		// Copy Static Switch Parameters
		for(int32 ParameterIdx=0; ParameterIdx<SourceStaticParameters.StaticSwitchParameters.Num(); ParameterIdx++)
		{			
			FStaticSwitchParameter StaticSwitchParameterValue = FStaticSwitchParameter(SourceStaticParameters.StaticSwitchParameters[ParameterIdx]);
			UDEditorStaticSwitchParameterValue& ParameterValue = *(NewObject<UDEditorStaticSwitchParameterValue>());
			ParameterValue.ParameterValue =StaticSwitchParameterValue.Value;
			ParameterValue.bOverride =StaticSwitchParameterValue.bOverride;
			ParameterValue.ParameterName =StaticSwitchParameterValue.ParameterName;
			ParameterValue.ExpressionId= StaticSwitchParameterValue.ExpressionGUID;

			AssignParameterToGroup(ParentMaterial, Cast<UDEditorParameterValue>(&ParameterValue));
		}

		// Copy Static Component Mask Parameters

		for(int32 ParameterIdx=0; ParameterIdx<SourceStaticParameters.StaticComponentMaskParameters.Num(); ParameterIdx++)
		{
			FStaticComponentMaskParameter StaticComponentMaskParameterValue = FStaticComponentMaskParameter(SourceStaticParameters.StaticComponentMaskParameters[ParameterIdx]);
			UDEditorStaticComponentMaskParameterValue& ParameterValue = *(NewObject<UDEditorStaticComponentMaskParameterValue>());
			ParameterValue.ParameterValue.R = StaticComponentMaskParameterValue.R;
			ParameterValue.ParameterValue.G = StaticComponentMaskParameterValue.G;
			ParameterValue.ParameterValue.B = StaticComponentMaskParameterValue.B;
			ParameterValue.ParameterValue.A = StaticComponentMaskParameterValue.A;
			ParameterValue.bOverride =StaticComponentMaskParameterValue.bOverride;
			ParameterValue.ParameterName =StaticComponentMaskParameterValue.ParameterName;
			ParameterValue.ExpressionId= StaticComponentMaskParameterValue.ExpressionGUID;

			AssignParameterToGroup(ParentMaterial, Cast<UDEditorParameterValue>(&ParameterValue));
		}

		IMaterialEditorModule* MaterialEditorModule = &FModuleManager::LoadModuleChecked<IMaterialEditorModule>( "MaterialEditor" );
		MaterialEditorModule->GetVisibleMaterialParameters(ParentMaterial, SourceInstance, VisibleExpressions);
	}
	// sort contents of groups
	for(int32 ParameterIdx=0; ParameterIdx<ParameterGroups.Num(); ParameterIdx++)
	{
		FEditorParameterGroup & ParamGroup = ParameterGroups[ParameterIdx];
		struct FCompareUDEditorParameterValueByParameterName
		{
			FORCEINLINE bool operator()(const UDEditorParameterValue& A, const UDEditorParameterValue& B) const
			{
				FString AName = A.ParameterName.ToString().ToLower();
				FString BName = B.ParameterName.ToString().ToLower();
				return AName < BName;
			}
		};
		ParamGroup.Parameters.Sort( FCompareUDEditorParameterValueByParameterName() );
	}	
	
	// sort groups itself pushing defaults to end
	struct FCompareFEditorParameterGroupByName
	{
		FORCEINLINE bool operator()(const FEditorParameterGroup& A, const FEditorParameterGroup& B) const
		{
			FString AName = A.GroupName.ToString().ToLower();
			FString BName = B.GroupName.ToString().ToLower();
			if (AName == TEXT("none"))
			{
				return false;
			}
			if (BName == TEXT("none"))
			{
				return false;
			}
			return AName < BName;
		}
	};
	ParameterGroups.Sort( FCompareFEditorParameterGroupByName() );
	TArray<struct FEditorParameterGroup> ParameterDefaultGroups;
	for(int32 ParameterIdx=0; ParameterIdx<ParameterGroups.Num(); ParameterIdx++)
	{
		FEditorParameterGroup & ParamGroup = ParameterGroups[ParameterIdx];
		if (bUseOldStyleMICEditorGroups == false)
		{			
			if (ParamGroup.GroupName ==  TEXT("None"))
			{
				ParameterDefaultGroups.Add(ParamGroup);
				ParameterGroups.RemoveAt(ParameterIdx);
				break;
			}
		}
		else
		{
			if (ParamGroup.GroupName ==  TEXT("Vector Parameter Values") || 
				ParamGroup.GroupName ==  TEXT("Scalar Parameter Values") ||
				ParamGroup.GroupName ==  TEXT("Texture Parameter Values") ||
				ParamGroup.GroupName ==  TEXT("Static Switch Parameter Values") ||
				ParamGroup.GroupName ==  TEXT("Static Component Mask Parameter Values") ||
				ParamGroup.GroupName ==  TEXT("Font Parameter Values"))
			{
				ParameterDefaultGroups.Add(ParamGroup);
				ParameterGroups.RemoveAt(ParameterIdx);
			}

		}
	}
	if (ParameterDefaultGroups.Num() >0)
	{
		ParameterGroups.Append(ParameterDefaultGroups);
	}

}
//! @brief Create an Unreal Material for the given graph-instance
UMaterial* CreateMaterial(graph_inst_t* GraphInstance,
	const FString & MaterialName,
	UObject* Outer)
{
	// create an unreal material asset
	UMaterialFactoryNew* MaterialFactory = NewObject<UMaterialFactoryNew>();

	UMaterial* UnrealMaterial = 
		(UMaterial*)MaterialFactory->FactoryCreateNew(
			UMaterial::StaticClass(),
			Substance::Helpers::CreateObjectPackage(Outer, MaterialName),
			*MaterialName, 
			RF_Standalone|RF_Public, NULL, GWarn );

	// textures and properties
	for (auto ItOut = GraphInstance->Outputs.itfront(); ItOut; ++ItOut)
	{
		output_inst_t* OutputInst = &(*ItOut);
		output_desc_t* OutputDesc = OutputInst->GetOutputDesc();

		CreateMaterialExpression(
			OutputInst,
			UnrealMaterial);
	}

	// special case: emissive only materials
	TArray<FName> ParamNames;
	TArray<FGuid> ParamIds;
	UnrealMaterial->GetAllTextureParameterNames(ParamNames, ParamIds);
	if (ParamNames.Num() == 1)
	{
		if (ParamNames[0].ToString() == TEXT("emissive"))
		{
			UnrealMaterial->SetShadingModel(MSM_Unlit);
		}
	}

	// special case: no roughness but glossiness
	if (!UnrealMaterial->Roughness.IsConnected())
	{
		for (auto ItOut = GraphInstance->Outputs.itfront(); ItOut; ++ItOut)
		{
			output_inst_t* OutputInst = &(*ItOut);
			output_desc_t* OutputDesc = OutputInst->GetOutputDesc();

			UTexture* Texture = *OutputInst->Texture;

			if (OutputDesc->Channel == CHAN_Glossiness && Texture)
			{
				// and link it to the material
				UMaterialExpressionOneMinus* OneMinus = NewObject<UMaterialExpressionOneMinus>(UnrealMaterial);

				UMaterialExpressionTextureSampleParameter2D* UnrealTextureExpression =
					CreateSampler(UnrealMaterial, Texture, OutputDesc);

				UnrealTextureExpression->MaterialExpressionEditorX -= 200;
				OneMinus->MaterialExpressionEditorX = -200;
				OneMinus->MaterialExpressionEditorY = UnrealTextureExpression->MaterialExpressionEditorY;
				
				UnrealTextureExpression->ConnectExpression(OneMinus->GetInput(0), 0);
				UnrealMaterial->Roughness.Expression = OneMinus;
				
				UnrealMaterial->Expressions.Add(UnrealTextureExpression);
				UnrealMaterial->Expressions.Add(OneMinus);
			}
		}
	}

	// let the material update itself if necessary
	UnrealMaterial->PreEditChange(NULL);
	UnrealMaterial->PostEditChange();
	
	return UnrealMaterial;
}