Files
UnrealEngineUWP/Engine/Plugins/Experimental/GeometryFlow/Source/GeometryFlowMeshProcessing/Public/MeshBakingNodes/BakeMeshMultiTextureNode.h
tyson brochu 2b95145665 Add multi-texture baking to AutoLOD
#jira UETOOL-3071
#rb

[CL 16334835 by tyson brochu in ue5-main branch]
2021-05-14 16:11:23 -04:00

54 lines
2.0 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "MeshProcessingNodes/MeshProcessingBaseNodes.h"
#include "MeshProcessingNodes/MeshProcessingDataTypes.h"
#include "MeshProcessingNodes/MeshTangentsNodes.h"
#include "MeshBakingNodes/BakeMeshTextureImageNode.h"
#include "DataTypes/MeshImageBakingData.h"
#include "DataTypes/TextureImageData.h"
class UTexture2D;
namespace UE
{
namespace GeometryFlow
{
struct GEOMETRYFLOWMESHPROCESSING_API FBakeMeshMultiTextureSettings : public FBakeMeshTextureImageSettings
{
DECLARE_GEOMETRYFLOW_DATA_TYPE_IDENTIFIER(EMeshProcessingDataTypes::BakeMultiTextureSettings);
};
GEOMETRYFLOW_DECLARE_SETTINGS_TYPES(FBakeMeshMultiTextureSettings, BakeMeshMultiTexture);
class GEOMETRYFLOWMESHPROCESSING_API FBakeMeshMultiTextureNode : public FNode
{
protected:
using SettingsDataType = TMovableData<FBakeMeshMultiTextureSettings, FBakeMeshMultiTextureSettings::DataTypeIdentifier>;
public:
static const FString InParamBakeCache() { return TEXT("BakeCache"); }
static const FString InParamMaterialTextures() { return TEXT("MaterialIDToTextureMap"); }
static const FString InParamSettings() { return TEXT("Settings"); }
static const FString OutParamTextureImage() { return TEXT("TextureImage"); }
public:
FBakeMeshMultiTextureNode()
{
AddInput(InParamBakeCache(), MakeUnique<TImmutableNodeInput<FMeshBakingCache, FMeshBakingCache::DataTypeIdentifier>>());
AddInput(InParamMaterialTextures(), MakeUnique<TBasicNodeInput<FMaterialIDToTextureMap, FMaterialIDToTextureMap::DataTypeIdentifier>>());
AddInput(InParamSettings(), MakeUnique<TBasicNodeInput<FBakeMeshMultiTextureSettings, FBakeMeshMultiTextureSettings::DataTypeIdentifier>>());
AddOutput(OutParamTextureImage(), MakeUnique<TBasicNodeOutput<FTextureImage, FTextureImage::DataTypeIdentifier>>());
}
virtual void Evaluate(
const FNamedDataMap& DatasIn,
FNamedDataMap& DatasOut,
TUniquePtr<FEvaluationInfo>& EvaluationInfo) override;
};
} // end namespace GeometryFlow
} // end namespace UE