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