// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "Modules/ModuleInterface.h" #include "PixelFormat.h" #include "SceneTypes.h" #include "IMaterialBakingModule.h" class UTextureRenderTarget2D; class UMaterialOptions; class UMaterialInterface; class FExportMaterialProxy; class FTextureRenderTargetResource; struct FMaterialData; struct FMeshData; struct FBakeOutput; class MATERIALBAKING_API FMaterialBakingModule : public IMaterialBakingModule { public: /** IModuleInterface overrides begin */ virtual void StartupModule(); virtual void ShutdownModule(); /** IModuleInterface overrides end */ /** Bakes out material properties according to MaterialSettings using MeshSettings and stores the output in Output */ virtual void BakeMaterials(const TArray& MaterialSettings, const TArray& MeshSettings, TArray& Output) override; /** Promps a slate window to allow the user to populate specific material baking settings used while baking out materials */ virtual bool SetupMaterialBakeSettings(TArray>& OptionObjects, int32 NumLODs) override; protected: /* Creates and adds or reuses a RenderTarget from the pool */ UTextureRenderTarget2D* CreateRenderTarget(bool bInForceLinearGamma, EPixelFormat InPixelFormat, const FIntPoint& InTargetSize); /* Creates and adds (or reuses a ExportMaterialProxy from the pool if MaterialBaking.UseMaterialProxyCaching is set to 1) */ FExportMaterialProxy* CreateMaterialProxy(UMaterialInterface* Material, const EMaterialProperty Property ); /** Helper function to read pixel data from the given render target to Output */ void ReadTextureOutput(FTextureRenderTargetResource* RenderTargetResource, EMaterialProperty Property, FBakeOutput& Output); /** Cleans up all cached material proxies in MaterialProxyPool */ void CleanupMaterialProxies(); /** Callback for modified objects which should be removed from MaterialProxyPool in that case */ void OnObjectModified(UObject* Object); private: /** Pool of available render targets, cached for re-using on consecutive property rendering */ TArray RenderTargetPool; /** Pool of cached material proxies to optimize material baking workflow, stays resident when MaterialBaking.UseMaterialProxyCaching is set to 1 */ TMap, FExportMaterialProxy*> MaterialProxyPool; /** Pixel formats to use for baking out specific material properties */ EPixelFormat PerPropertyFormat[MP_MAX]; /** Whether or not to enforce gamma correction while baking out specific material properties */ bool PerPropertyGamma[MP_MAX]; };