Files
UnrealEngineUWP/Engine/Source/Editor/UnrealEd/Private/MaterialGraphNode_Root.cpp
Ben Ingram 9f80c7620f Track both input/output types for material graph connections
Pins are now color-coded by type in addition to wires
#rb none
#preflight 62322c52e2541b4ff3b46c72
#jira UE-145274

[CL 19409438 by Ben Ingram in ue5-main branch]
2022-03-16 14:53:30 -04:00

121 lines
3.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
/*=============================================================================
MaterialGraphNode_Root.cpp
=============================================================================*/
#include "MaterialGraph/MaterialGraphNode_Root.h"
#include "MaterialShared.h"
#include "MaterialGraph/MaterialGraph.h"
#include "MaterialGraph/MaterialGraphSchema.h"
#include "MaterialEditorUtilities.h"
#include "GraphEditorSettings.h"
#define LOCTEXT_NAMESPACE "MaterialGraphNode_Root"
/////////////////////////////////////////////////////
// UMaterialGraphNode_Root
UMaterialGraphNode_Root::UMaterialGraphNode_Root(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
FText UMaterialGraphNode_Root::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
return FMaterialEditorUtilities::GetOriginalObjectName(this->GetGraph());
}
FLinearColor UMaterialGraphNode_Root::GetNodeTitleColor() const
{
return GetDefault<UGraphEditorSettings>()->ResultNodeTitleColor;
}
FText UMaterialGraphNode_Root::GetTooltipText() const
{
return LOCTEXT("MaterialNode", "Result node of the Material");
}
void UMaterialGraphNode_Root::PostPlacedNewNode()
{
if (Material)
{
NodePosX = Material->EditorX;
NodePosY = Material->EditorY;
}
}
UObject* UMaterialGraphNode_Root::GetMaterialNodeOwner() const
{
return Material;
}
int32 UMaterialGraphNode_Root::GetSourceIndexForInputIndex(int32 InputIndex) const
{
const UMaterialGraph* MaterialGraph = CastChecked<UMaterialGraph>(GetGraph());
for (int32 SourceIndex = 0; SourceIndex < MaterialGraph->MaterialInputs.Num(); ++SourceIndex)
{
// InputIndex will be the EMaterialProperty of the input
// SourceIndex will be an index into the 'MaterialInputs' array
if (InputIndex == (int32)MaterialGraph->MaterialInputs[SourceIndex].GetProperty())
{
return SourceIndex;
}
}
return INDEX_NONE;
}
uint32 UMaterialGraphNode_Root::GetPinMaterialType(const UEdGraphPin* Pin) const
{
if (Pin->PinType.PinCategory == UMaterialGraphSchema::PC_Exec)
{
return MCT_Execution;
}
const UMaterialGraph* MaterialGraph = CastChecked<UMaterialGraph>(GetGraph());
const FMaterialInputInfo& MaterialInput = MaterialGraph->MaterialInputs[Pin->SourceIndex];
EMaterialProperty Property = MaterialInput.GetProperty();
uint32 MaterialType = 0u;
if (Property == MP_MaterialAttributes)
{
MaterialType = MCT_MaterialAttributes;
}
else if (Property == MP_FrontMaterial)
{
MaterialType = MCT_Strata;
}
else
{
MaterialType = FMaterialAttributeDefinitionMap::GetValueType(Property);
}
return MaterialType;
}
void UMaterialGraphNode_Root::CreateInputPins()
{
UMaterialGraph* MaterialGraph = CastChecked<UMaterialGraph>(GetGraph());
if (Material->IsUsingControlFlow())
{
// Create the execution pin
UEdGraphPin* NewPin = CreatePin(EGPD_Input, UMaterialGraphSchema::PC_Exec, NAME_None, NAME_None);
NewPin->SourceIndex = 0;
// Makes sure pin has a name for lookup purposes but user will never see it
NewPin->PinName = CreateUniquePinName(TEXT("Input"));
NewPin->PinFriendlyName = LOCTEXT("Space", " ");
}
for (int32 Index = 0; Index < MaterialGraph->MaterialInputs.Num(); ++Index)
{
const FMaterialInputInfo& MaterialInput = MaterialGraph->MaterialInputs[Index];
EMaterialProperty Property = MaterialInput.GetProperty();
UEdGraphPin* InputPin = CreatePin(EGPD_Input, UMaterialGraphSchema::PC_MaterialInput, *FString::Printf(TEXT("%d"), (int32)Property), *MaterialInput.GetName().ToString());
InputPin->SourceIndex = Index;
}
}
#undef LOCTEXT_NAMESPACE