2019-12-26 15:33:43 -05:00
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// Copyright Epic Games, Inc. All Rights Reserved.
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2014-03-14 14:13:41 -04:00
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#pragma once
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2022-08-30 23:03:03 -04:00
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#include "Math/Vector2D.h"
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Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
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#include "SGraphNode.h"
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2022-08-30 23:03:03 -04:00
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#include "SNodePanel.h"
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#include "Widgets/DeclarativeSyntaxSupport.h"
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Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
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class FGraphNodeMetaData;
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class UMaterialGraphNode_Root;
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This changelist contains both a refactor of the material graph system, as well as an improved custom HLSL node.
The first series of changes relate to modifying the way that SGraphNode* inheritants are created. Previously, NodeFactory was responsible of creating the SGraphNode* inheritants based on some runtime type checking (which basically means a series of if statements checking if the passed in pointer is of a certain child class type). Now, the UMaterialGraph* inheritants (the controller classes in the MVC paradigm of the material graph) are responsible for creating their own UI components (SGraphNode* inheritants). This just means that we now polymorphically create the proper SGraphNode* for the given UMaterialGraph* inheritant.
This refactor allows us to more flexibly create a variety of nodes types instead of relying on SGraphNodeMaterialBase as a one size fits all solution, leading to the new HLSL custom node. Previously, this node didn't support showing the syntax-highlighted code inline in the node itself. Because we now use polymorphism to create the nodes, it was very easy to create new UMaterialGraph* and SGraphNode* inheritants to support this new change.
Other changes which relate to propagating changes (to affect previews) in MaterialGraphNode.cpp are needed because there previously wasn't the mechanism to do so (which may have been a bug). For instance, suppose you had a constant vector3 feeding into a custom HLSL node which just outputs the color coming from that constant vector3 node. It would be obvious that changing the vector3, requires a preview update of the HLSL node. However, that wouldn't happen - the preview on the HLSL node just stayed the same. These changes addresses that issue.
There is one last series of changes which relates to collapsing the HLSL code in the node. We want to make sure that this change doesn't mess up the layouts of artists' already made material graphs which use the custom HLSL node. In order to address this, we added the ability to collapse the code in order to hide it. Furthermore, we had to make sure that projects which previously used a custom HLSL node, have the code collapsed by default (because it wasn't there before). However, creating a new HLSL node once this change comes in, would yield an uncollapsed node. The collapsing of nodes uses the "Advanced Pins" chevron/collapser which doesn't save its state after saving and exiting the material. It was crucial, in order to preserve the layout of the material graph, that the saving happens. However, previously, the only way to save state, was to go through a recompile/regeneration of the previews. Therefore, it was necessary to add a special function in the material editor utilities which would just mark the material as dirty such that states like whether the code was collapsed save throughout sessions.
#jira UE-146779
#rb jason.nadro
[CL 26677757 by luc rosenzweig in ue5-main branch]
2023-07-28 13:01:00 -04:00
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class GRAPHEDITOR_API SGraphNodeMaterialResult : public SGraphNode
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2014-03-14 14:13:41 -04:00
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{
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public:
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SLATE_BEGIN_ARGS(SGraphNodeMaterialResult){}
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SLATE_END_ARGS()
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void Construct(const FArguments& InArgs, class UMaterialGraphNode_Root* InNode);
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// SGraphNode interface
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2014-06-13 06:14:46 -04:00
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virtual void CreatePinWidgets() override;
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2014-09-11 08:13:08 -04:00
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virtual void PopulateMetaTag(FGraphNodeMetaData* TagMeta) const override;
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2014-03-14 14:13:41 -04:00
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// End of SGraphNode interface
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// SNodePanel::SNode interface
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2021-05-18 15:26:27 -04:00
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virtual void MoveTo(const FVector2D& NewPosition, FNodeSet& NodeFilter, bool bMarkDirty = true) override;
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2014-03-14 14:13:41 -04:00
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// End of SNodePanel::SNode interface
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private:
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UMaterialGraphNode_Root* RootNode;
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};
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