Files
UnrealEngineUWP/Engine/Source/Developer/SimplygonUtilities/Private/SimplygonMaterialHelpers.cpp
Jurre deBaare 34036d7772 Merging using HLOD_from_Orion
[CL 2704241 by Jurre deBaare in Main branch]
2015-09-24 09:04:18 -04:00

1356 lines
41 KiB
C++

#include "SimplygonUtilitiesPrivatePCH.h"
#include "EngineModule.h"
#include "LocalVertexFactory.h"
#include "MeshBatch.h"
#include "RendererInterface.h"
#include "RawMesh.h"
#include "MaterialExportUtils.h"
#include "MaterialCompiler.h"
#include "ThumbnailHelpers.h" // for FClassThumbnailScene
#include "SimplygonUtilitiesModule.h"
#include "MaterialUtilities.h"
// NOTE: if this code would fail in cook commandlet, check FApp::CanEverRender() function. It disables rendering
// when commandlet is running. We should disallow IsRunningCommandlet() to return 'true' when rendering a material.
// By the way, UE4/Github has pull request https://github.com/EpicGames/UnrealEngine/pull/797 which allows to do
// the same. This should be integrated into UE4.9 with CL 2523559.
//#define SHOW_WIREFRAME_MESH 1 // should use "reuse UVs" for better visualization effect
//#define VISUALIZE_DILATION 1
//#define SAVE_INTERMEDIATE_TEXTURES TEXT("C:/TEMP")
//PRAGMA_DISABLE_OPTIMIZATION
// Vertex data. Reference: TileRendering.cpp
/**
* Vertex data for a screen quad.
*/
struct FMaterialMeshVertex
{
FVector Position;
FPackedNormal TangentX,
TangentZ;
uint32 Color;
FVector2D TextureCoordinate[MAX_STATIC_TEXCOORDS];
void SetTangents(const FVector& InTangentX, const FVector& InTangentY, const FVector& InTangentZ)
{
TangentX = InTangentX;
TangentZ = InTangentZ;
// store determinant of basis in w component of normal vector
TangentZ.Vector.W = GetBasisDeterminantSign(InTangentX,InTangentY,InTangentZ) < 0.0f ? 0 : 255;
}
};
/**
* A dummy vertex buffer used to give the FMeshVertexFactory something to reference as a stream source.
*/
class FMaterialMeshVertexBuffer : public FVertexBuffer
{
public:
virtual void InitRHI() override
{
FRHIResourceCreateInfo CreateInfo;
VertexBufferRHI = RHICreateVertexBuffer(sizeof(FMaterialMeshVertex),BUF_Static,CreateInfo);
}
};
TGlobalResource<FMaterialMeshVertexBuffer> GDummyMeshRendererVertexBuffer;
/**
* Vertex factory for rendering meshes with materials.
*/
class FMeshVertexFactory : public FLocalVertexFactory
{
public:
/** Default constructor. */
FMeshVertexFactory()
{
FLocalVertexFactory::DataType Data;
// position
Data.PositionComponent = FVertexStreamComponent(
&GDummyMeshRendererVertexBuffer,
STRUCT_OFFSET(FMaterialMeshVertex,Position),
sizeof(FMaterialMeshVertex),
VET_Float3
);
// tangents
Data.TangentBasisComponents[0] = FVertexStreamComponent(
&GDummyMeshRendererVertexBuffer,
STRUCT_OFFSET(FMaterialMeshVertex,TangentX),
sizeof(FMaterialMeshVertex),
VET_PackedNormal
);
Data.TangentBasisComponents[1] = FVertexStreamComponent(
&GDummyMeshRendererVertexBuffer,
STRUCT_OFFSET(FMaterialMeshVertex,TangentZ),
sizeof(FMaterialMeshVertex),
VET_PackedNormal
);
// color
Data.ColorComponent = FVertexStreamComponent(
&GDummyMeshRendererVertexBuffer,
STRUCT_OFFSET(FMaterialMeshVertex,Color),
sizeof(FMaterialMeshVertex),
VET_Color
);
// UVs
int32 UVIndex;
for (UVIndex = 0; UVIndex < MAX_STATIC_TEXCOORDS - 1; UVIndex += 2)
{
Data.TextureCoordinates.Add(FVertexStreamComponent(
&GDummyMeshRendererVertexBuffer,
STRUCT_OFFSET(FMaterialMeshVertex,TextureCoordinate) + sizeof(FVector2D)* UVIndex,
sizeof(FMaterialMeshVertex),
VET_Float4
));
}
// possible last UV channel if we have an odd number (by the way, MAX_STATIC_TEXCOORDS is even value, so most
// likely the following code will never be executed)
if (UVIndex < MAX_STATIC_TEXCOORDS)
{
Data.TextureCoordinates.Add(FVertexStreamComponent(
&GDummyMeshRendererVertexBuffer,
STRUCT_OFFSET(FMaterialMeshVertex,TextureCoordinate) + sizeof(FVector2D)* UVIndex,
sizeof(FMaterialMeshVertex),
VET_Float2
));
}
ENQUEUE_UNIQUE_RENDER_COMMAND_TWOPARAMETER(
FMeshVertexFactoryConstructor,
FMeshVertexFactory*, FactoryParam, this,
FLocalVertexFactory::DataType, DataParam, Data,
{
FactoryParam->SetData(DataParam);
}
);
FlushRenderingCommands();
//SetData(Data);
}
};
static TGlobalResource<FMeshVertexFactory> GMeshVertexFactory;
/**
* Canvas render item enqueued into renderer command list.
*/
class FSimplygonMaterialRenderItem : public FCanvasBaseRenderItem
{
public:
FSimplygonMaterialRenderItem(
FSceneViewFamily* InViewFamily,
const FRawMesh* InMesh,
const FStaticLODModel* InLODModel,
int32 InMaterialIndex,
const FBox2D& InTexcoordBounds,
const TArray<FVector2D>& InTexCoords,
const FVector2D& InSize,
const FMaterialRenderProxy* InMaterialRenderProxy,
const FCanvas::FTransformEntry& InTransform=FCanvas::FTransformEntry(FMatrix::Identity) )
: Data(new FRenderData(
InViewFamily,
InMesh,
InLODModel,
InMaterialIndex,
InTexcoordBounds,
InTexCoords,
InSize,
InMaterialRenderProxy,
InTransform))
{}
virtual ~FSimplygonMaterialRenderItem() override
{}
private:
class FRenderData
{
public:
FRenderData(
FSceneViewFamily* InViewFamily,
const FRawMesh* InMesh,
const FStaticLODModel* InLODModel,
int32 InMaterialIndex,
const FBox2D& InTexcoordBounds,
const TArray<FVector2D>& InTexCoords,
const FVector2D& InSize,
const FMaterialRenderProxy* InMaterialRenderProxy=NULL,
const FCanvas::FTransformEntry& InTransform=FCanvas::FTransformEntry(FMatrix::Identity) )
: ViewFamily(InViewFamily)
, StaticMesh(InMesh)
, SkeletalMesh(InLODModel)
, MaterialIndex(InMaterialIndex)
, TexcoordBounds(InTexcoordBounds)
, TexCoords(InTexCoords)
, Size(InSize)
, MaterialRenderProxy(InMaterialRenderProxy)
, Transform(InTransform)
{}
FSceneViewFamily* ViewFamily;
const FRawMesh* StaticMesh;
const FStaticLODModel* SkeletalMesh;
int32 MaterialIndex;
FBox2D TexcoordBounds;
const TArray<FVector2D>& TexCoords;
FVector2D Size;
const FMaterialRenderProxy* MaterialRenderProxy;
FCanvas::FTransformEntry Transform;
};
FRenderData* Data;
public:
// Reference: FCanvasTileItem::RenderMaterialTile
static void EnqueueMaterialRender(
class FCanvas* InCanvas,
FSceneViewFamily* InViewFamily,
const FRawMesh* InMesh,
const FStaticLODModel* InLODModel,
int32 InMaterialIndex,
const FBox2D& InTexcoordBounds,
const TArray<FVector2D>& InTexCoords,
const FVector2D& InSize,
const FMaterialRenderProxy* InMaterialRenderProxy)
{
// get sort element based on the current sort key from top of sort key stack
FCanvas::FCanvasSortElement& SortElement = InCanvas->GetSortElement(InCanvas->TopDepthSortKey());
// get the current transform entry from top of transform stack
const FCanvas::FTransformEntry& TopTransformEntry = InCanvas->GetTransformStack().Top();
// create a render batch
FSimplygonMaterialRenderItem* RenderBatch = new FSimplygonMaterialRenderItem(
InViewFamily,
InMesh,
InLODModel,
InMaterialIndex,
InTexcoordBounds,
InTexCoords,
InSize,
InMaterialRenderProxy,
TopTransformEntry);
SortElement.RenderBatchArray.Add(RenderBatch);
}
static int32 FillStaticMeshData(
bool bDuplicateTris,
const FRawMesh& RawMesh,
FRenderData& Data,
TArray<FMaterialMeshVertex>& OutVerts,
TArray<int32>& OutIndices)
{
// count triangles for selected material
int32 NumTris = 0;
int32 TotalNumFaces = RawMesh.FaceMaterialIndices.Num();
for (int32 FaceIndex = 0; FaceIndex < TotalNumFaces; FaceIndex++)
{
if (RawMesh.FaceMaterialIndices[FaceIndex] == Data.MaterialIndex)
{
NumTris++;
}
}
if (NumTris == 0)
{
// there's nothing to do here
return 0;
}
// vertices are not shared between triangles in FRawMesh, so NumVerts is NumTris * 3
int32 NumVerts = NumTris * 3;
// reserve renderer data
OutVerts.Empty(NumVerts);
OutIndices.Empty(bDuplicateTris ? NumVerts * 2: NumVerts);
float U = Data.TexcoordBounds.Min.X;
float V = Data.TexcoordBounds.Min.Y;
float SizeU = Data.TexcoordBounds.Max.X - Data.TexcoordBounds.Min.X;
float SizeV = Data.TexcoordBounds.Max.Y - Data.TexcoordBounds.Min.Y;
float ScaleX = (SizeU != 0) ? Data.Size.X / SizeU : 1.0;
float ScaleY = (SizeV != 0) ? Data.Size.Y / SizeV : 1.0;
uint32 DefaultColor = FColor::White.DWColor();
// count number of texture coordinates for this mesh
int32 NumTexcoords = 1;
for (NumTexcoords = 1; NumTexcoords < MAX_STATIC_TEXCOORDS; NumTexcoords++)
{
if (RawMesh.WedgeTexCoords[NumTexcoords].Num() == 0)
break;
}
// check if we should use NewUVs or original UV set
bool bUseNewUVs = Data.TexCoords.Num() > 0;
if (bUseNewUVs)
{
check(Data.TexCoords.Num() == RawMesh.WedgeTexCoords[0].Num());
ScaleX = Data.Size.X;
ScaleY = Data.Size.Y;
}
// add vertices
int32 VertIndex = 0;
bool bHasVertexColor = (RawMesh.WedgeColors.Num() > 0);
for (int32 FaceIndex = 0; FaceIndex < TotalNumFaces; FaceIndex++)
{
if (RawMesh.FaceMaterialIndices[FaceIndex] == Data.MaterialIndex)
{
for (int32 Corner = 0; Corner < 3; Corner++)
{
int32 SrcVertIndex = FaceIndex * 3 + Corner;
// add vertex
FMaterialMeshVertex* Vert = new(OutVerts) FMaterialMeshVertex();
if (!bUseNewUVs)
{
// compute vertex position from original UV
const FVector2D& UV = RawMesh.WedgeTexCoords[0][SrcVertIndex];
Vert->Position.Set((UV.X - U) * ScaleX, (UV.Y - V) * ScaleY, 0);
}
else
{
const FVector2D& UV = Data.TexCoords[SrcVertIndex];
Vert->Position.Set(UV.X * ScaleX, UV.Y * ScaleY, 0);
}
Vert->SetTangents(RawMesh.WedgeTangentX[SrcVertIndex], RawMesh.WedgeTangentY[SrcVertIndex], RawMesh.WedgeTangentZ[SrcVertIndex]);
for (int32 TexcoordIndex = 0; TexcoordIndex < NumTexcoords; TexcoordIndex++)
Vert->TextureCoordinate[TexcoordIndex] = RawMesh.WedgeTexCoords[TexcoordIndex][SrcVertIndex];
Vert->Color = bHasVertexColor ? RawMesh.WedgeColors[SrcVertIndex].DWColor() : DefaultColor;
// add index
OutIndices.Add(VertIndex);
VertIndex++;
}
if (bDuplicateTris)
{
// add the same triangle with opposite vertex order
OutIndices.Add(VertIndex - 3);
OutIndices.Add(VertIndex - 1);
OutIndices.Add(VertIndex - 2);
}
}
}
return NumTris;
}
static int32 FillSkeletalMeshData(
bool bDuplicateTris,
const FStaticLODModel& LODModel,
FRenderData& Data,
TArray<FMaterialMeshVertex>& OutVerts,
TArray<int32>& OutIndices)
{
TArray<FSoftSkinVertex> Vertices;
FMultiSizeIndexContainerData IndexData;
LODModel.GetVertices(Vertices);
LODModel.MultiSizeIndexContainer.GetIndexBufferData(IndexData);
int32 NumTris = 0;
int32 NumVerts = 0;
#if WITH_APEX_CLOTHING
const int32 SectionCount = LODModel.NumNonClothingSections();
#else
const int32 SectionCount = LODModel.Sections.Num();
#endif // #if WITH_APEX_CLOTHING
// count triangles and vertices for selected material
for (int32 SectionIndex = 0; SectionIndex < SectionCount; SectionIndex++)
{
const FSkelMeshSection& Section = LODModel.Sections[SectionIndex];
if (Section.MaterialIndex == Data.MaterialIndex)
{
NumTris += Section.NumTriangles;
NumVerts += LODModel.Chunks[Section.ChunkIndex].GetNumVertices();
}
}
if (NumTris == 0)
{
// there's nothing to do here
return 0;
}
bool bUseNewUVs = Data.TexCoords.Num() > 0;
if (bUseNewUVs)
{
// we should split all merged vertices because UVs are prepared per-corner, i.e. has
// (NumTris * 3) vertices
NumVerts = NumTris * 3;
}
// reserve renderer data
OutVerts.Empty(NumVerts);
OutIndices.Empty(bDuplicateTris ? NumVerts * 2: NumVerts);
float U = Data.TexcoordBounds.Min.X;
float V = Data.TexcoordBounds.Min.Y;
float SizeU = Data.TexcoordBounds.Max.X - Data.TexcoordBounds.Min.X;
float SizeV = Data.TexcoordBounds.Max.Y - Data.TexcoordBounds.Min.Y;
float ScaleX = (SizeU != 0) ? Data.Size.X / SizeU : 1.0;
float ScaleY = (SizeV != 0) ? Data.Size.Y / SizeV : 1.0;
uint32 DefaultColor = FColor::White.DWColor();
int32 NumTexcoords = LODModel.NumTexCoords;
// check if we should use NewUVs or original UV set
if (bUseNewUVs)
{
ScaleX = Data.Size.X;
ScaleY = Data.Size.Y;
}
// add vertices
if (!bUseNewUVs)
{
// Use original UV from mesh, render indexed mesh as indexed mesh.
uint32 FirstVertex = 0;
uint32 OutVertexIndex = 0;
for (int32 SectionIndex = 0; SectionIndex < SectionCount; SectionIndex++)
{
const FSkelMeshSection& Section = LODModel.Sections[SectionIndex];
const FSkelMeshChunk& Chunk = LODModel.Chunks[Section.ChunkIndex];
const int32 NumVertsInChunk = Chunk.GetNumVertices();
if (Section.MaterialIndex == Data.MaterialIndex)
{
// offset to remap source mesh vertex index to destination vertex index
int32 IndexOffset = FirstVertex - OutVertexIndex;
// copy vertices
int32 SrcVertIndex = FirstVertex;
for (int32 VertIndex = 0; VertIndex < NumVertsInChunk; VertIndex++)
{
const FSoftSkinVertex& SrcVert = Vertices[SrcVertIndex];
FMaterialMeshVertex* DstVert = new(OutVerts) FMaterialMeshVertex();
// compute vertex position from original UV
const FVector2D& UV = SrcVert.UVs[0];
DstVert->Position.Set((UV.X - U) * ScaleX, (UV.Y - V) * ScaleY, 0);
DstVert->SetTangents(SrcVert.TangentX, SrcVert.TangentY, SrcVert.TangentZ);
for (int32 TexcoordIndex = 0; TexcoordIndex < NumTexcoords; TexcoordIndex++)
DstVert->TextureCoordinate[TexcoordIndex] = SrcVert.UVs[TexcoordIndex];
DstVert->Color = SrcVert.Color.DWColor();
SrcVertIndex++;
OutVertexIndex++;
}
// copy indices
int32 Index = Section.BaseIndex;
for (uint32 TriIndex = 0; TriIndex < Section.NumTriangles; TriIndex++)
{
uint32 Index0 = IndexData.Indices[Index++] - IndexOffset;
uint32 Index1 = IndexData.Indices[Index++] - IndexOffset;
uint32 Index2 = IndexData.Indices[Index++] - IndexOffset;
OutIndices.Add(Index0);
OutIndices.Add(Index1);
OutIndices.Add(Index2);
if (bDuplicateTris)
{
// add the same triangle with opposite vertex order
OutIndices.Add(Index0);
OutIndices.Add(Index2);
OutIndices.Add(Index1);
}
}
}
FirstVertex += NumVertsInChunk;
}
}
else // bUseNewUVs
{
// Use external UVs. These UVs are prepared per-corner, so we should convert indexed mesh to non-indexed, without
// sharing of vertices between triangles.
uint32 OutVertexIndex = 0;
for (int32 SectionIndex = 0; SectionIndex < SectionCount; SectionIndex++)
{
const FSkelMeshSection& Section = LODModel.Sections[SectionIndex];
if (Section.MaterialIndex == Data.MaterialIndex)
{
// copy vertices
int32 LastIndex = Section.BaseIndex + Section.NumTriangles * 3;
for (int32 Index = Section.BaseIndex; Index < LastIndex; Index += 3)
{
for (int32 Corner = 0; Corner < 3; Corner++)
{
int32 CornerIndex = Index + Corner;
int32 SrcVertIndex = IndexData.Indices[CornerIndex];
const FSoftSkinVertex& SrcVert = Vertices[SrcVertIndex];
FMaterialMeshVertex* DstVert = new(OutVerts) FMaterialMeshVertex();
const FVector2D& UV = Data.TexCoords[CornerIndex];
DstVert->Position.Set(UV.X * ScaleX, UV.Y * ScaleY, 0);
DstVert->SetTangents(SrcVert.TangentX, SrcVert.TangentY, SrcVert.TangentZ);
for (int32 TexcoordIndex = 0; TexcoordIndex < NumTexcoords; TexcoordIndex++)
DstVert->TextureCoordinate[TexcoordIndex] = SrcVert.UVs[TexcoordIndex];
DstVert->Color = SrcVert.Color.DWColor();
OutIndices.Add(OutVertexIndex);
OutVertexIndex++;
}
if (bDuplicateTris)
{
// add the same triangle with opposite vertex order
OutIndices.Add(OutVertexIndex - 3);
OutIndices.Add(OutVertexIndex - 1);
OutIndices.Add(OutVertexIndex - 2);
}
}
}
}
}
return NumTris;
}
static int32 FillQuadData(FRenderData& Data, TArray<FMaterialMeshVertex>& OutVerts, TArray<int32>& OutIndices)
{
OutVerts.Empty(4);
OutIndices.Empty(6);
float U = Data.TexcoordBounds.Min.X;
float V = Data.TexcoordBounds.Min.Y;
float SizeU = Data.TexcoordBounds.Max.X - Data.TexcoordBounds.Min.X;
float SizeV = Data.TexcoordBounds.Max.Y - Data.TexcoordBounds.Min.Y;
float ScaleX = (SizeU != 0) ? Data.Size.X / SizeU : 1.0;
float ScaleY = (SizeV != 0) ? Data.Size.Y / SizeV : 1.0;
uint32 DefaultColor = FColor::White.DWColor();
// add vertices
for (int32 VertIndex = 0; VertIndex < 4; VertIndex++)
{
FMaterialMeshVertex* Vert = new(OutVerts) FMaterialMeshVertex();
int X = VertIndex & 1;
int Y = (VertIndex >> 1) & 1;
Vert->Position.Set(ScaleX * X, ScaleY * Y, 0);
Vert->SetTangents(FVector(1, 0, 0), FVector(0, 1, 0), FVector(0, 0, 1));
FMemory::Memzero(&Vert->TextureCoordinate, sizeof(Vert->TextureCoordinate));
Vert->TextureCoordinate[0].Set(U + SizeU * X, V + SizeV * Y);
Vert->Color = DefaultColor;
}
// add indices
static const int32 Indices[6] = { 0, 2, 1, 2, 3, 1 };
OutIndices.Append(Indices, 6);
return 2;
}
// Reference: FTileRenderer::DrawTile
static void RenderMaterial(
FRHICommandListImmediate& RHICmdList,
const class FSceneView& View,
FRenderData& Data)
{
FMeshBatch MeshElement;
MeshElement.VertexFactory = &GMeshVertexFactory;
MeshElement.DynamicVertexStride = sizeof(FMaterialMeshVertex);
MeshElement.ReverseCulling = false;
MeshElement.UseDynamicData = true;
MeshElement.Type = PT_TriangleList;
MeshElement.DepthPriorityGroup = SDPG_Foreground;
FMeshBatchElement& BatchElement = MeshElement.Elements[0];
BatchElement.PrimitiveUniformBufferResource = &GIdentityPrimitiveUniformBuffer;
#if SHOW_WIREFRAME_MESH
MeshElement.bWireframe = true;
#endif
// Check if material is TwoSided - single-sided materials should be rendered with normal and reverse
// triangle corner orders, to avoid problems with inside-out meshes or mesh parts. Note:
// FExportMaterialProxy::GetMaterial() (which is really called here) ignores 'InFeatureLevel' parameter.
const FMaterial* Material = Data.MaterialRenderProxy->GetMaterial(ERHIFeatureLevel::SM5);
bool bIsMaterialTwoSided = Material->IsTwoSided();
TArray<FMaterialMeshVertex> Verts;
TArray<int32> Indices;
int32 NumTris = 0;
if (Data.StaticMesh != nullptr)
{
check(Data.SkeletalMesh == nullptr)
NumTris = FillStaticMeshData(!bIsMaterialTwoSided, *Data.StaticMesh, Data, Verts, Indices);
}
else if (Data.SkeletalMesh != nullptr)
{
NumTris = FillSkeletalMeshData(!bIsMaterialTwoSided, *Data.SkeletalMesh, Data, Verts, Indices);
}
else
{
// both are null, use simple rectangle
NumTris = FillQuadData(Data, Verts, Indices);
}
if (NumTris == 0)
{
// there's nothing to do here
return;
}
MeshElement.UseDynamicData = true;
MeshElement.DynamicVertexData = Verts.GetData();
MeshElement.MaterialRenderProxy = Data.MaterialRenderProxy;
// an attempt to use index data
BatchElement.FirstIndex = 0;
BatchElement.NumPrimitives = bIsMaterialTwoSided ? NumTris : NumTris * 2;
BatchElement.DynamicIndexData = Indices.GetData();
BatchElement.DynamicIndexStride = sizeof(int32);
BatchElement.MinVertexIndex = 0;
BatchElement.MaxVertexIndex = Verts.Num() - 1;
GetRendererModule().DrawTileMesh(RHICmdList, View, MeshElement, false /*bIsHitTesting*/, FHitProxyId());
}
// Reference: FCanvasTileRendererItem::Render_RenderThread
virtual bool Render_RenderThread(FRHICommandListImmediate& RHICmdList, const FCanvas* Canvas) override
{
checkSlow(Data);
// current render target set for the canvas
const FRenderTarget* CanvasRenderTarget = Canvas->GetRenderTarget();
FIntRect ViewRect(FIntPoint(0, 0), CanvasRenderTarget->GetSizeXY());
// make a temporary view
FSceneViewInitOptions ViewInitOptions;
ViewInitOptions.ViewFamily = Data->ViewFamily;
ViewInitOptions.SetViewRectangle(ViewRect);
ViewInitOptions.ViewOrigin = FVector::ZeroVector;
ViewInitOptions.ViewRotationMatrix = FMatrix::Identity;
ViewInitOptions.ProjectionMatrix = Data->Transform.GetMatrix();
ViewInitOptions.BackgroundColor = FLinearColor::Black;
ViewInitOptions.OverlayColor = FLinearColor::White;
bool bNeedsToSwitchVerticalAxis = RHINeedsToSwitchVerticalAxis(Canvas->GetShaderPlatform()) && !Canvas->GetAllowSwitchVerticalAxis();
check(bNeedsToSwitchVerticalAxis == false);
FSceneView* View = new FSceneView(ViewInitOptions);
RenderMaterial(RHICmdList, *View, *Data);
delete View;
if( Canvas->GetAllowedModes() & FCanvas::Allow_DeleteOnRender )
{
delete Data;
}
if( Canvas->GetAllowedModes() & FCanvas::Allow_DeleteOnRender )
{
Data = NULL;
}
return true;
}
// Reference: FCanvasTileRendererItem::Render_GameThread
virtual bool Render_GameThread(const FCanvas* Canvas) override
{
checkSlow(Data);
// current render target set for the canvas
const FRenderTarget* CanvasRenderTarget = Canvas->GetRenderTarget();
FIntRect ViewRect(FIntPoint(0, 0), CanvasRenderTarget->GetSizeXY());
// make a temporary view
FSceneViewInitOptions ViewInitOptions;
ViewInitOptions.ViewFamily = Data->ViewFamily;
ViewInitOptions.SetViewRectangle(ViewRect);
ViewInitOptions.ViewOrigin = FVector::ZeroVector;
ViewInitOptions.ViewRotationMatrix = FMatrix::Identity;
ViewInitOptions.ProjectionMatrix = Data->Transform.GetMatrix();
ViewInitOptions.BackgroundColor = FLinearColor::Black;
ViewInitOptions.OverlayColor = FLinearColor::White;
FSceneView* View = new FSceneView(ViewInitOptions);
bool bNeedsToSwitchVerticalAxis = RHINeedsToSwitchVerticalAxis(Canvas->GetShaderPlatform()) && !Canvas->GetAllowSwitchVerticalAxis();
check(bNeedsToSwitchVerticalAxis == false);
struct FDrawMaterialParameters
{
FSceneView* View;
FRenderData* RenderData;
uint32 AllowedCanvasModes;
};
FDrawMaterialParameters DrawMaterialParameters =
{
View,
Data,
Canvas->GetAllowedModes()
};
ENQUEUE_UNIQUE_RENDER_COMMAND_ONEPARAMETER(
DrawMaterialCommand,
FDrawMaterialParameters, Parameters, DrawMaterialParameters,
{
RenderMaterial(RHICmdList, *Parameters.View, *Parameters.RenderData);
delete Parameters.View;
if (Parameters.AllowedCanvasModes & FCanvas::Allow_DeleteOnRender)
{
delete Parameters.RenderData;
}
});
if (Canvas->GetAllowedModes() & FCanvas::Allow_DeleteOnRender)
{
Data = NULL;
}
return true;
}
};
void PerformImageDilation(TArray<FColor>& InBMP, int32 InImageWidth, int32 InImageHeight, bool IsNormalMap)
{
int32 PixelIndex = 0;
int32 PixelIndices[16];
for (int32 Y = 0; Y < InImageHeight; Y++)
{
for (int32 X = 0; X < InImageWidth; X++, PixelIndex++)
{
FColor& Color = InBMP[PixelIndex];
if (Color.A == 0 || (IsNormalMap && Color.B == 0))
{
// process this pixel only if it is not filled with color; note: normal map has A==255, so detect
// empty pixels by zero blue component, which is not possible for normal maps
int32 NumPixelsToCheck = 0;
// check line at Y-1
if (Y > 0)
{
PixelIndices[NumPixelsToCheck++] = PixelIndex - InImageWidth; // X,Y-1
if (X > 0)
{
PixelIndices[NumPixelsToCheck++] = PixelIndex - InImageWidth - 1; // X-1,Y-1
}
if (X < InImageWidth-1)
{
PixelIndices[NumPixelsToCheck++] = PixelIndex - InImageWidth + 1; // X+1,Y-1
}
}
// check line at Y
if (X > 0)
{
PixelIndices[NumPixelsToCheck++] = PixelIndex - 1; // X-1,Y
}
if (X < InImageWidth-1)
{
PixelIndices[NumPixelsToCheck++] = PixelIndex + 1; // X+1,Y
}
// check line at Y+1
if (Y < InImageHeight-1)
{
PixelIndices[NumPixelsToCheck++] = PixelIndex + InImageWidth; // X,Y+1
if (X > 0)
{
PixelIndices[NumPixelsToCheck++] = PixelIndex + InImageWidth - 1; // X-1,Y+1
}
if (X < InImageWidth-1)
{
PixelIndices[NumPixelsToCheck++] = PixelIndex + InImageWidth + 1; // X+1,Y+1
}
}
// get color
int32 BestColorValue = 0;
FColor BestColor(0);
for (int32 PixelToCheck = 0; PixelToCheck < NumPixelsToCheck; PixelToCheck++)
{
const FColor& ColorToCheck = InBMP[PixelIndices[PixelToCheck]];
if (ColorToCheck.A != 0 && (!IsNormalMap || ColorToCheck.B != 0))
{
// consider only original pixels, not computed ones
int32 ColorValue = ColorToCheck.R + ColorToCheck.G + ColorToCheck.B;
if (ColorValue > BestColorValue)
{
BestColorValue = ColorValue;
BestColor = ColorToCheck;
}
}
}
// put the computed pixel back
if (BestColorValue != 0)
{
Color = BestColor;
Color.A = 0;
#if VISUALIZE_DILATION
Color.R = 255;
Color.G = 0;
Color.B = 0;
#endif
}
}
}
}
}
bool GRendererInitialized = false;
// Reference: FCanvasTileRendererItem::Render_GameThread
bool RenderMaterial(
FMaterialRenderProxy* InMaterialProxy,
EMaterialProperty InMaterialProperty,
UTextureRenderTarget2D* InRenderTarget,
const FRawMesh* InMesh,
const FStaticLODModel* InLODModel,
int32 InMaterialIndex,
const FBox2D& InTexcoordBounds,
const TArray<FVector2D>& InTexCoords,
TArray<FColor>& OutBMP)
{
check(InRenderTarget);
FTextureRenderTargetResource* RTResource = InRenderTarget->GameThread_GetRenderTargetResource();
{
// Create a canvas for the render target and clear it to black
FCanvas Canvas(RTResource, NULL, FApp::GetCurrentTime() - GStartTime, FApp::GetDeltaTime(), FApp::GetCurrentTime() - GStartTime, GMaxRHIFeatureLevel);
#if 0 // original FFlattenMaterial code - kept here for comparison
#if !SHOW_WIREFRAME_MESH
Canvas.Clear(InRenderTarget->ClearColor);
#else
Canvas.Clear(FLinearColor::Yellow);
#endif
FVector2D UV0(InTexcoordBounds.Min.X, InTexcoordBounds.Min.Y);
FVector2D UV1(InTexcoordBounds.Max.X, InTexcoordBounds.Max.Y);
FCanvasTileItem TileItem(FVector2D(0.0f, 0.0f), InMaterialProxy, FVector2D(InRenderTarget->SizeX, InRenderTarget->SizeY), UV0, UV1);
TileItem.bFreezeTime = true;
Canvas.DrawItem( TileItem );
Canvas.Flush_GameThread();
#else
// create ViewFamily
float CurrentRealTime = 0.f;
float CurrentWorldTime = 0.f;
float DeltaWorldTime = 0.f;
/* if (!bFreezeTime)
{
CurrentRealTime = Canvas.GetCurrentRealTime();
CurrentWorldTime = Canvas.GetCurrentWorldTime();
DeltaWorldTime = Canvas.GetCurrentDeltaWorldTime();
} */
const FRenderTarget* CanvasRenderTarget = Canvas.GetRenderTarget();
FSceneViewFamily ViewFamily( FSceneViewFamily::ConstructionValues(
CanvasRenderTarget,
NULL,
FEngineShowFlags(ESFIM_Game))
.SetWorldTimes( CurrentWorldTime, DeltaWorldTime, CurrentRealTime )
.SetGammaCorrection( CanvasRenderTarget->GetDisplayGamma() ) );
if (!GRendererInitialized)
{
// Initialize the renderer in a case if material LOD computed in UStaticMesh::PostLoad()
// when loading a scene on UnrealEd startup. Use GetRendererModule().BeginRenderingViewFamily()
// for that. Prepare a dummy scene because it is required by that function.
FClassThumbnailScene DummyScene;
DummyScene.SetClass(UStaticMesh::StaticClass());
ViewFamily.Scene = DummyScene.GetScene();
int32 X = 0, Y = 0, Width = 256, Height = 256;
DummyScene.GetView(&ViewFamily, X, Y, Width, Height);
GetRendererModule().BeginRenderingViewFamily(&Canvas, &ViewFamily);
GRendererInitialized = true;
ViewFamily.Scene = NULL;
}
#if !SHOW_WIREFRAME_MESH
Canvas.Clear(InRenderTarget->ClearColor);
#else
Canvas.Clear(FLinearColor::Yellow);
#endif
// add item for rendering
FSimplygonMaterialRenderItem::EnqueueMaterialRender(
&Canvas,
&ViewFamily,
InMesh,
InLODModel,
InMaterialIndex,
InTexcoordBounds,
InTexCoords,
FVector2D(InRenderTarget->SizeX, InRenderTarget->SizeY),
InMaterialProxy
);
// rendering is performed here
Canvas.Flush_GameThread();
#endif
FlushRenderingCommands();
Canvas.SetRenderTarget_GameThread(NULL);
FlushRenderingCommands();
}
bool bNormalmap = (InMaterialProperty == MP_Normal);
FReadSurfaceDataFlags ReadPixelFlags(bNormalmap ? RCM_SNorm : RCM_UNorm);
ReadPixelFlags.SetLinearToGamma(false);
bool result = RTResource->ReadPixels(OutBMP, ReadPixelFlags);
PerformImageDilation(OutBMP, InRenderTarget->GetSurfaceWidth(), InRenderTarget->GetSurfaceHeight(), bNormalmap);
#ifdef SAVE_INTERMEDIATE_TEXTURES
FString FilenameString = FString::Printf(
SAVE_INTERMEDIATE_TEXTURES TEXT("/%s-mat%d-prop%d.bmp"),
*InMaterialProxy->GetFriendlyName(), InMaterialIndex, (int32)InMaterialProperty);
FFileHelper::CreateBitmap(*FilenameString, InRenderTarget->GetSurfaceWidth(), InRenderTarget->GetSurfaceHeight(), OutBMP.GetData());
#endif // SAVE_INTERMEDIATE_TEXTURES
return result;
}
// Reference: MaterialExportUtils::ExportMaterialProperty
bool ExportMaterialProperty(
UMaterialInterface* InMaterial,
EMaterialProperty InMaterialProperty,
UTextureRenderTarget2D* InRenderTarget,
const FRawMesh* InMesh,
const FStaticLODModel* InLODModel,
int32 InMaterialIndex,
const FBox2D& InTexcoordBounds,
const TArray<FVector2D>& InTexCoords,
TArray<FColor>& OutBMP)
{
TScopedPointer<FMaterialRenderProxy> MaterialProxy(FMaterialUtilities::CreateExportMaterialProxy(InMaterial, InMaterialProperty));
if (MaterialProxy == NULL)
{
return false;
}
#if 0
// The code is disabled: WillGenerateUniformData() is a method of FExportMaterialProxy class, which is not available through
// FMaterialRenderProxy interface. The following code was used to optimize execution time of material flattening, without
// any effect of resulting material. But for Simplygon it is possible to check resulting bitmap and replace whole image
// with shader constant block - this will save texture memory when running a game.
FColor UniformValue;
if (MaterialProxy->WillGenerateUniformData(UniformValue))
{
// Single value... fill it in.
OutBMP.Empty();
OutBMP.Add(UniformValue);
return true;
}
#endif
return RenderMaterial(
MaterialProxy,
InMaterialProperty,
InRenderTarget,
InMesh,
InLODModel,
InMaterialIndex,
InTexcoordBounds,
InTexCoords,
OutBMP);
}
// Reference: MaterialExportUtils::RenderMaterialPropertyToTexture
bool RenderMaterialPropertyToTexture(
UMaterialInterface* InMaterial,
EMaterialProperty InMaterialProperty,
float InTargetGamma,
bool bInForceLinearGamma,
EPixelFormat InPixelFormat,
FIntPoint& InTargetSize,
const FRawMesh* InMesh,
const FStaticLODModel* InLODModel,
int32 InMaterialIndex,
const FBox2D& InTexcoordBounds,
const TArray<FVector2D>& InTexCoords,
TArray<FColor>& OutSamples)
{
// Create temporary render target
auto RenderTargetTexture = NewObject<UTextureRenderTarget2D>();
check(RenderTargetTexture);
RenderTargetTexture->AddToRoot();
RenderTargetTexture->ClearColor = FLinearColor(0.0f, 0.0f, 0.0f, 0.0f);
RenderTargetTexture->TargetGamma = InTargetGamma;
RenderTargetTexture->InitCustomFormat(InTargetSize.X, InTargetSize.Y, InPixelFormat, bInForceLinearGamma);
OutSamples.Empty(InTargetSize.X * InTargetSize.Y);
bool bResult = ExportMaterialProperty(
InMaterial,
InMaterialProperty,
RenderTargetTexture,
InMesh,
InLODModel,
InMaterialIndex,
InTexcoordBounds,
InTexCoords,
OutSamples);
// Check for uniform value
#if 0
bool bIsUniform = true;
FColor MaxColor(0, 0, 0, 0);
if (bResult)
{
// Find maximal color value
int32 MaxColorValue = 0;
for (int32 Index = 0; Index < OutSamples.Num(); Index++)
{
FColor Color = OutSamples[Index];
int32 ColorValue = Color.R + Color.G + Color.B + Color.A;
if (ColorValue > MaxColorValue)
{
MaxColorValue = ColorValue;
MaxColor = Color;
}
}
// Fill background with maximal color value and render again
RenderTargetTexture->ClearColor = FLinearColor(MaxColor);
TArray<FColor> OutSamples2;
ExportMaterialProperty(
InMaterial,
InMaterialProperty,
RenderTargetTexture,
InMesh,
InLODModel,
InMaterialIndex,
InTexcoordBounds,
InTexCoords,
OutSamples2);
for (int32 Index = 0; Index < OutSamples2.Num(); Index++)
{
FColor Color = OutSamples2[Index];
if (Color != MaxColor)
{
bIsUniform = false;
break;
}
}
}
// Uniform value
if (bIsUniform)
{
InTargetSize = FIntPoint(1, 1);
OutSamples.Empty();
OutSamples.Add(MaxColor);
}
#endif
RenderTargetTexture->RemoveFromRoot();
RenderTargetTexture = nullptr;
if (!bResult)
{
return false;
}
return true;
}
bool ExportMaterial(
UMaterialInterface* InMaterial,
const FRawMesh* InMesh,
const FStaticLODModel* InLODModel,
int32 InMaterialIndex,
const FBox2D& InTexcoordBounds,
const TArray<FVector2D>& InTexCoords,
FFlattenMaterial& OutFlattenMaterial)
{
UE_LOG(LogSimplygonUtilities, Log, TEXT("(Simplygon) Flattening material: %s"), *InMaterial->GetName());
//Check if comandlet rendering is enabled
if (FApp::CanEverRender())
{
UE_LOG(LogSimplygonUtilities, Log, TEXT("(Simplygon) Using commandlet rendering"));
}
else
{
UE_LOG(LogSimplygonUtilities, Warning, TEXT("(Simplygon) Commandlet rendering is disabled. This will mostlikely break the cooking process."));
}
// Precache all used textures
TArray<UTexture*> MaterialTextures;
InMaterial->GetUsedTextures(MaterialTextures, EMaterialQualityLevel::Num, true, GMaxRHIFeatureLevel, true);
for (int32 TexIndex = 0; TexIndex < MaterialTextures.Num(); TexIndex++)
{
UTexture* Texture = MaterialTextures[TexIndex];
if (Texture == NULL)
{
continue;
}
UTexture2D* Texture2D = Cast<UTexture2D>(Texture);
if (Texture2D)
{
Texture2D->SetForceMipLevelsToBeResident(30.0f, true);
Texture2D->WaitForStreaming();
}
}
// Render Diffuse property
bool bRenderDiffuse = OutFlattenMaterial.DiffuseSize.X > 0 &&
OutFlattenMaterial.DiffuseSize.Y > 0;
if (bRenderDiffuse)
{
RenderMaterialPropertyToTexture(InMaterial, MP_BaseColor, 0.0f, false, PF_B8G8R8A8,
OutFlattenMaterial.DiffuseSize, InMesh, InLODModel, InMaterialIndex, InTexcoordBounds, InTexCoords, OutFlattenMaterial.DiffuseSamples);
}
// Render metallic property
bool bRenderMetallic = OutFlattenMaterial.MetallicSize.X > 0 &&
OutFlattenMaterial.MetallicSize.Y > 0;
if (bRenderMetallic)
{
RenderMaterialPropertyToTexture(InMaterial, MP_Metallic, 0.0f, false, PF_B8G8R8A8,
OutFlattenMaterial.MetallicSize, InMesh, InLODModel, InMaterialIndex, InTexcoordBounds, InTexCoords, OutFlattenMaterial.MetallicSamples);
}
// Render specular property
bool bRenderSpecular = OutFlattenMaterial.SpecularSize.X > 0 &&
OutFlattenMaterial.SpecularSize.Y > 0 ;
if (bRenderSpecular)
{
RenderMaterialPropertyToTexture(InMaterial, MP_Specular, 0.0f, false, PF_B8G8R8A8,
OutFlattenMaterial.SpecularSize, InMesh, InLODModel, InMaterialIndex, InTexcoordBounds, InTexCoords, OutFlattenMaterial.SpecularSamples);
}
// Render roughness property
bool bRenderRoughness = OutFlattenMaterial.RoughnessSize.X > 0 &&
OutFlattenMaterial.RoughnessSize.Y > 0 ;
if (bRenderRoughness)
{
RenderMaterialPropertyToTexture(InMaterial, MP_Roughness, 0.0f, false, PF_B8G8R8A8,
OutFlattenMaterial.RoughnessSize, InMesh, InLODModel, InMaterialIndex, InTexcoordBounds, InTexCoords, OutFlattenMaterial.RoughnessSamples);
}
// Render AO property
bool bRenderAO = OutFlattenMaterial.AOSize.X > 0 &&
OutFlattenMaterial.AOSize.Y > 0;
if (bRenderAO)
{
RenderMaterialPropertyToTexture(InMaterial, MP_AmbientOcclusion, 0.0f, false, PF_B8G8R8A8,
OutFlattenMaterial.AOSize, InMesh, InLODModel, InMaterialIndex, InTexcoordBounds, InTexCoords, OutFlattenMaterial.AOSamples);
}
if (OutFlattenMaterial.NormalSize.X > 0 &&
OutFlattenMaterial.NormalSize.Y > 0 &&
( InMaterial->GetMaterial()->HasNormalConnected() ||
(InMaterial->GetMaterial()->bUseMaterialAttributes /*&& InMaterial->GetMaterial()->MaterialAttributes.IsConnected(MP_Normal)*/)))
{
RenderMaterialPropertyToTexture(InMaterial, MP_Normal, 0.0f, true, PF_B8G8R8A8,
OutFlattenMaterial.NormalSize, InMesh, InLODModel, InMaterialIndex, InTexcoordBounds, InTexCoords, OutFlattenMaterial.NormalSamples);
}
OutFlattenMaterial.MaterialId = InMaterial->GetLightingGuid();
UE_LOG(LogSimplygonUtilities, Log, TEXT("(Simplygon) Flattening done. (%s)"), *InMaterial->GetName());
return true;
}
bool FSimplygonUtilities::ExportMaterial(
UMaterialInterface* InMaterial,
FFlattenMaterial& OutFlattenMaterial)
{
FBox2D DummyBounds(FVector2D(0, 0), FVector2D(1, 1));
TArray<FVector2D> EmptyTexCoords;
FullyLoadMaterial(InMaterial);
::ExportMaterial(
InMaterial,
nullptr,
nullptr,
0,
DummyBounds,
EmptyTexCoords,
OutFlattenMaterial);
return true;
}
bool FSimplygonUtilities::ExportMaterial(
UMaterialInterface* InMaterial,
const FRawMesh* InMesh,
int32 InMaterialIndex,
const FBox2D& InTexcoordBounds,
const TArray<FVector2D>& InTexCoords,
FFlattenMaterial& OutFlattenMaterial)
{
FullyLoadMaterial(InMaterial);
::ExportMaterial(
InMaterial,
InMesh,
nullptr,
InMaterialIndex,
InTexcoordBounds,
InTexCoords,
OutFlattenMaterial);
return true;
}
bool FSimplygonUtilities::ExportMaterial(
UMaterialInterface* InMaterial,
const FStaticLODModel* InMesh,
int32 InMaterialIndex,
const FBox2D& InTexcoordBounds,
const TArray<FVector2D>& InTexCoords,
FFlattenMaterial& OutFlattenMaterial)
{
FullyLoadMaterial(InMaterial);
::ExportMaterial(
InMaterial,
nullptr,
InMesh,
InMaterialIndex,
InTexcoordBounds,
InTexCoords,
OutFlattenMaterial);
return true;
}
void FSimplygonUtilities::GetTextureCoordinateBoundsForRawMesh(const FRawMesh& InRawMesh, TArray<FBox2D>& OutBounds)
{
int32 NumWedges = InRawMesh.WedgeIndices.Num();
int32 NumTris = NumWedges / 3;
OutBounds.Empty();
int32 WedgeIndex = 0;
for (int32 TriIndex = 0; TriIndex < NumTris; TriIndex++)
{
int MaterialIndex = InRawMesh.FaceMaterialIndices[TriIndex];
if (OutBounds.Num() <= MaterialIndex)
OutBounds.SetNumZeroed(MaterialIndex + 1);
for (int32 CornerIndex = 0; CornerIndex < 3; CornerIndex++, WedgeIndex++)
{
OutBounds[MaterialIndex] += InRawMesh.WedgeTexCoords[0][WedgeIndex];
}
}
return;
}
void FSimplygonUtilities::GetTextureCoordinateBoundsForSkeletalMesh(const FStaticLODModel& LODModel, TArray<FBox2D>& OutBounds)
{
TArray<FSoftSkinVertex> Vertices;
FMultiSizeIndexContainerData IndexData;
LODModel.GetVertices(Vertices);
LODModel.MultiSizeIndexContainer.GetIndexBufferData(IndexData);
#if WITH_APEX_CLOTHING
const uint32 SectionCount = (uint32)LODModel.NumNonClothingSections();
#else
const uint32 SectionCount = LODModel.Sections.Num();
#endif // #if WITH_APEX_CLOTHING
// const uint32 TexCoordCount = LODModel.NumTexCoords;
// check( TexCoordCount <= MAX_TEXCOORDS );
OutBounds.Empty();
for (uint32 SectionIndex = 0; SectionIndex < SectionCount; ++SectionIndex)
{
const FSkelMeshSection& Section = LODModel.Sections[SectionIndex];
const uint32 FirstIndex = Section.BaseIndex;
const uint32 LastIndex = FirstIndex + Section.NumTriangles * 3;
const int32 MaterialIndex = Section.MaterialIndex;
if (OutBounds.Num() <= MaterialIndex)
OutBounds.SetNumZeroed(MaterialIndex + 1);
for (uint32 Index = FirstIndex; Index < LastIndex; ++Index)
{
uint32 VertexIndex = IndexData.Indices[Index];
FSoftSkinVertex& Vertex = Vertices[VertexIndex];
// for( uint32 TexCoordIndex = 0; TexCoordIndex < TexCoordCount; ++TexCoordIndex )
{
// FVector2D TexCoord = Vertex.UVs[TexCoordIndex];
FVector2D TexCoord = Vertex.UVs[0];
OutBounds[MaterialIndex] += TexCoord;
}
}
}
}
// Load material and all linked expressions/textures. This function is intended to be used with materials created by SgCreateMaterial() function,
// so material instances, functions and other nested objects are not handled. This function will do nothing useful if material is already loaded.
// It's intended to work when we're baking a new material during engine startup, inside a PostLoad call.
void FSimplygonUtilities::FullyLoadMaterial(UMaterialInterface* Material)
{
FLinkerLoad* Linker = Material->GetLinker();
if (Linker == nullptr)
{
return;
}
// Load material and all expressions.
Linker->LoadAllObjects(true);
Material->ConditionalPostLoad();
// Now load all used textures.
TArray<UTexture*> Textures;
Material->GetUsedTextures(Textures, EMaterialQualityLevel::Num, true, ERHIFeatureLevel::Num, true);
for (int32 i = 0; i < Textures.Num(); ++i)
{
UTexture* Texture = Textures[i];
FLinkerLoad* Linker = Material->GetLinker();
if (Linker)
{
Linker->Preload(Texture);
}
}
}
void FSimplygonUtilities::PurgeMaterialTextures(UMaterialInterface* Material)
{
TArray<UTexture*> Textures;
Material->GetUsedTextures(Textures, EMaterialQualityLevel::Num, true, ERHIFeatureLevel::Num, true);
for (int32 i = 0; i < Textures.Num(); ++i)
{
UTexture* Texture = Textures[i];
Texture->MarkPlatformDataTransient();
}
}
void FSimplygonUtilities::SaveMaterial(UMaterialInterface* Material)
{
if (!GIsEditor || IsRunningCommandlet() || !Material)
{
return;
}
if (IsAsyncLoading() || IsLoading())
{
// We're most likely inside PostLoad() call, so don't do any saving right now.
return;
}
UPackage* MaterialPackage = Material->GetOutermost();
if (!MaterialPackage)
{
return;
}
UE_LOG(LogSimplygonUtilities, Log, TEXT("(Simplygon) Saving material: %s"), *Material->GetName());
TArray<UPackage*> PackagesToSave;
TArray<UTexture*> Textures;
Material->GetUsedTextures(Textures, EMaterialQualityLevel::Num, false, ERHIFeatureLevel::Num, true);
for (int32 i = 0; i < Textures.Num(); ++i)
{
UTexture* texture = Textures[i];
if (texture)
{
PackagesToSave.Add(texture->GetOutermost());
}
}
PackagesToSave.Add(MaterialPackage);
FEditorFileUtils::PromptForCheckoutAndSave(PackagesToSave, /*bCheckDirty=*/ false, /*bPromptToSave=*/ false);
UE_LOG(LogSimplygonUtilities, Log, TEXT("(Simplygon) Saved successfully (%s)"), *Material->GetName());
}
//PRAGMA_ENABLE_OPTIMIZATION
#undef SHOW_WIREFRAME_MESH
#undef VISUALIZE_DILATION
#undef SAVE_INTERMEDIATE_TEXTURES