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179 lines
8.3 KiB
C++
179 lines
8.3 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "Materials/Material.h"
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#include "Materials/MaterialInstanceDynamic.h"
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class UCurveFloat;
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class UTexture;
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class UInteractiveToolManager;
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/**
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* Utility functions for Tool implementations to use when doing configuration/setup
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*/
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namespace ToolSetupUtil
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{
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/**
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* Get the default material for surfaces
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*/
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MODELINGCOMPONENTS_API UMaterialInterface* GetDefaultMaterial();
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/**
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* Get the default material to use for objects in an InteractiveTool. Optionally use SourceMaterial if it is valid.
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* @param SourceMaterial optional material to use if available
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* @return default material to use for objects in a tool.
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*/
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MODELINGCOMPONENTS_API UMaterialInterface* GetDefaultMaterial(UInteractiveToolManager* ToolManager, UMaterialInterface* SourceMaterial = nullptr);
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/**
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* @return configurable vertex color material
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*/
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MODELINGCOMPONENTS_API UMaterialInstanceDynamic* GetVertexColorMaterial(UInteractiveToolManager* ToolManager);
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/**
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* @return default material to use for "Working"/In-Progress animations
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*/
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MODELINGCOMPONENTS_API UMaterialInterface* GetDefaultWorkingMaterial(UInteractiveToolManager* ToolManager);
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/**
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* Get a black-and-white NxN checkerboard material
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* @param CheckerDensity Number of checks along row/column
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* @return default material to use for uv checkerboard visualizations
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*/
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MODELINGCOMPONENTS_API UMaterialInstanceDynamic* GetUVCheckerboardMaterial(double CheckerDensity = 20.0);
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/**
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* @return default material to use for brush volume indicators (for instance, a spherical sculpt brush).
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*/
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MODELINGCOMPONENTS_API UMaterialInstanceDynamic* GetDefaultBrushVolumeMaterial(UInteractiveToolManager* ToolManager);
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/**
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* @return Sculpt Material 1
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*/
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MODELINGCOMPONENTS_API UMaterialInterface* GetDefaultSculptMaterial(UInteractiveToolManager* ToolManager);
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/**
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* @param bTwoSided A two sided material has some rendering artifacts in a transparent material because of indeterminate
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* ordering of triangles within the mesh. Still, it is sometimes useful despite these flaws.
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* @return Transparent two-sided material suitable for sculpting (has some shine and a Fresnel effect)
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*/
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MODELINGCOMPONENTS_API UMaterialInstanceDynamic* GetTransparentSculptMaterial(UInteractiveToolManager* ToolManager,
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const FLinearColor& Color, double Opacity, bool bTwoSided);
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/** Types of image-based material that we can create */
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enum class ImageMaterialType
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{
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DefaultBasic,
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DefaultSoft,
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TangentNormalFromView
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};
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/**
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* @return Image-based sculpt material instance, based ImageMaterialType
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*/
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MODELINGCOMPONENTS_API UMaterialInterface* GetImageBasedSculptMaterial(UInteractiveToolManager* ToolManager, ImageMaterialType Type);
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/**
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* @return Image-based sculpt material that supports changing the image
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*/
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MODELINGCOMPONENTS_API UMaterialInstanceDynamic* GetCustomImageBasedSculptMaterial(UInteractiveToolManager* ToolManager, UTexture* SetImage);
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/**
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* @return Selection Material 1
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*/
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MODELINGCOMPONENTS_API UMaterialInterface* GetSelectionMaterial(UInteractiveToolManager* ToolManager);
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/**
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* @return Selection Material 1 with custom color and optional depth offset (depth offset moves vertices towards the camera)
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*/
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MODELINGCOMPONENTS_API UMaterialInterface* GetSelectionMaterial(const FLinearColor& UseColor, UInteractiveToolManager* ToolManager, float PercentDepthOffset = 0.0f);
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/**
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* @return Simple material with configurable color and opacity. Note that the material
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* will have translucent blend mode, which can interact poorly with overlapping translucent
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* objects, so use the other overload if you do not need opacity control.
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*/
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MODELINGCOMPONENTS_API UMaterialInstanceDynamic* GetSimpleCustomMaterial(UInteractiveToolManager* ToolManager, const FLinearColor& Color, float Opacity);
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/**
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* @return Simple material with configurable color. The material will have opaque blend mode.
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*/
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MODELINGCOMPONENTS_API UMaterialInstanceDynamic* GetSimpleCustomMaterial(UInteractiveToolManager* ToolManager, const FLinearColor& Color);
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/**
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* @return Simple material with configurable depth offset, color, and opacity. Note that the material
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* will have translucent blend mode, which can interact poorly with overlapping translucent
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* objects, so use the other overload if you do not need opacity control.
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*/
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MODELINGCOMPONENTS_API UMaterialInstanceDynamic* GetCustomDepthOffsetMaterial(UInteractiveToolManager* ToolManager, const FLinearColor& Color, float PercentDepthOffset, float Opacity);
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/**
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* @return Simple material with configurable depth offset and color. The material will have opaque blend mode.
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*/
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MODELINGCOMPONENTS_API UMaterialInstanceDynamic* GetCustomDepthOffsetMaterial(UInteractiveToolManager* ToolManager, const FLinearColor& Color, float PercentDepthOffset);
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/**
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* @return Simple two-sided material with configurable depth offset, color, and opacity. Note that
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* the material will have translucent blend mode, which can interact poorly with overlapping translucent
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* objects, so use the other overload if you do not need opacity control.
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*/
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MODELINGCOMPONENTS_API UMaterialInstanceDynamic* GetCustomTwoSidedDepthOffsetMaterial(UInteractiveToolManager* ToolManager, const FLinearColor& Color, float PercentDepthOffset, float Opacity);
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/**
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* @return Simple two-sided material with configurable depth offset and color. The material will have opaque blend mode.
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*/
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MODELINGCOMPONENTS_API UMaterialInstanceDynamic* GetCustomTwoSidedDepthOffsetMaterial(UInteractiveToolManager* ToolManager, const FLinearColor& Color, float PercentDepthOffset);
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/**
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* @return Material used when editing AVolume objects using our tools.
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*/
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MODELINGCOMPONENTS_API UMaterialInterface* GetDefaultEditVolumeMaterial();
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/**
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* Gets a custom material suitable for use with UPointSetComponent for square points.
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*
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* @param bDepthTested If true, the material will be depth tested as normal. If false, occluded points will still be
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* displayed but dimmed.
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* Note that the current implementations of the depth-tested and non-depth-tested modes use opaque and translucent
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* blend modes, respectively, and so inherit their limitations. Specifically, opaque does not support opacity,
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* and translucent does not always follow correct draw order relative to other translucent objects, which means
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* that depth offset cannot reliably order lines within a non-depth-tested line set component.
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*/
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MODELINGCOMPONENTS_API UMaterialInterface* GetDefaultPointComponentMaterial(UInteractiveToolManager* ToolManager, bool bDepthTested = true);
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/**
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* Gets a custom material suitable for use with UPointSetComponent for round points.
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* Note that this material uses translucent blend mode, and therefore can't always follow the correct draw order
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* relative to other translucent objects (and within the point set). If this is not acceptible, you will need to use
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* the depth tested square point material (GetDefaultPointComponentMaterial with bDepthTested = true).
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*
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* @param bDepthTested If true, the material will be depth tested as normal. If false, occluded portions of lines
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* will still be displayed, but dashed and dimmed.
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*/
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MODELINGCOMPONENTS_API UMaterialInterface* GetRoundPointComponentMaterial(UInteractiveToolManager* ToolManager, bool bDepthTested = true);
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/**
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* Gets a custom material suitable for use with ULineSetComponent.
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*
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* @param bDepthTested If true, the material will be depth tested as normal. If false, occluded portions of lines
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* will still be displayed, but dashed and dimmed.
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* Note that the current implementations of the depth-tested and non-depth-tested modes use opaque and translucent
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* blend modes, respectively, and so inherit their limitations. Specifically, opaque does not support opacity,
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* and translucent does not always follow correct draw order relative to other translucent objects, which means
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* that depth offset cannot reliably order lines within a non-depth-tested line set component.
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*/
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MODELINGCOMPONENTS_API UMaterialInterface* GetDefaultLineComponentMaterial(UInteractiveToolManager* ToolManager, bool bDepthTested = true);
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/**
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* @return a curve asset used for contrast adjustments when using a texture map for displacements.
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*/
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MODELINGCOMPONENTS_API UCurveFloat* GetContrastAdjustmentCurve(UInteractiveToolManager* ToolManager);
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} |