Files
UnrealEngineUWP/Engine/Source/Developer/MaterialBaking/Private/MaterialBakingModule.h
Sebastien Lussier ff2c946619 HLOD System - Rebuilding Medium HLODs sometimes results in bad textures
* Fixed stale materials in MaterialProxyPool
* Fixed memory leak
#jira UE-78913
#rb jeanfrancois.dube
#lockdown cristina.riveron

[CL 8165627 by Sebastien Lussier in 4.23 branch]
2019-08-21 10:14:22 -04:00

67 lines
2.9 KiB
C++

// 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<FMaterialData*>& MaterialSettings, const TArray<FMeshData*>& MeshSettings, TArray<FBakeOutput>& 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<TWeakObjectPtr<UObject>>& 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<UTextureRenderTarget2D*> RenderTargetPool;
/** Pool of cached material proxies to optimize material baking workflow, stays resident when MaterialBaking.UseMaterialProxyCaching is set to 1 */
typedef TWeakObjectPtr<UMaterialInterface> FMaterialPoolKey;
typedef TPair<EMaterialProperty, FExportMaterialProxy*> FMaterialPoolValue;
typedef TMultiMap<FMaterialPoolKey, FMaterialPoolValue, FDefaultSetAllocator, TWeakObjectPtrMapKeyFuncs<FMaterialPoolKey, FMaterialPoolValue, true /*bInAllowDuplicateKeys*/>> FMaterialPoolMap;
FMaterialPoolMap 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];
};