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#rb Sebastien.Hillaire #rnx #preflight 6380ba724004f73f62bf4ad7 [CL 23265965 by tim doerries in ue5-main branch]
34 lines
1.1 KiB
C++
34 lines
1.1 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "SparseVolumeTextureModule.h"
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#include "SparseVolumeTextureOpenVDB.h"
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#include "SparseVolumeTexture/SparseVolumeTexture.h"
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#include "SparseVolumeTextureOpenVDBUtility.h"
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#define LOCTEXT_NAMESPACE "SparseVolumeTextureModule"
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IMPLEMENT_MODULE(FSparseVolumeTextureModule, SparseVolumeTexture);
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void FSparseVolumeTextureModule::StartupModule()
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{
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IAssetTools& AssetTools = FModuleManager::LoadModuleChecked<FAssetToolsModule>(TEXT("AssetTools")).Get();
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AssetTypeActionsForSparseVolumeTexture = MakeShareable(new FAssetTypeActions_SparseVolumeTexture);
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AssetTools.RegisterAssetTypeActions(AssetTypeActionsForSparseVolumeTexture.ToSharedRef());
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#if PLATFORM_WINDOWS
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// Global registration of the vdb types.
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openvdb::initialize();
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#endif
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// USparseVolumeTexture needs to access (only) this function for cooking.
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OnConvertOpenVDBToSparseVolumeTexture().BindStatic(ConvertOpenVDBToSparseVolumeTexture);
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}
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void FSparseVolumeTextureModule::ShutdownModule()
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{
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OnConvertOpenVDBToSparseVolumeTexture().Unbind();
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}
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#undef LOCTEXT_NAMESPACE
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