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#rb patrick.enfedaque #preflight skip [CL 22146075 by sebastien lussier in ue5-main branch]
112 lines
4.4 KiB
C++
112 lines
4.4 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Math/IntPoint.h"
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#include "SceneTypes.h"
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#include "LightMap.h"
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#include "MaterialPropertyEx.h"
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class UMaterialInterface;
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struct FMeshDescription;
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/** Structure containing information about the material which is being baked out */
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struct FMaterialData
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{
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/** Material to bake out */
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UMaterialInterface* Material = nullptr;
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/** Properties and the texture size at which they should be baked out */
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TMap<EMaterialProperty, FIntPoint> PropertySizes;
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/** Whether to smear borders after baking */
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bool bPerformBorderSmear = true;
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/** Whether to transform normals from world-space to tangent-space (does nothing if material already uses tangent-space normals) */
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bool bTangentSpaceNormal = false;
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};
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/** Structure containing extended information about the material and properties which is being baked out */
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struct FMaterialDataEx
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{
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/** Material to bake out */
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UMaterialInterface* Material = nullptr;
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/** Extended properties and the texture size at which they should be baked out */
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TMap<FMaterialPropertyEx, FIntPoint> PropertySizes;
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/** Whether to smear borders after baking */
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bool bPerformBorderSmear = true;
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/** Whether to transform normals from world-space to tangent-space (does nothing if material already uses tangent-space normals) */
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bool bTangentSpaceNormal = false;
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};
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struct FMeshData
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{
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/** Ptr to raw mesh data to use for baking out the material data, if nullptr a standard quad is used */
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const FMeshDescription* MeshDescription = nullptr;
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/** Ptr to original static mesh this mesh data came from */
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const UStaticMesh* Mesh = nullptr;
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/** Transform determinant used to detect mirroring */
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bool bMirrored = false;
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/** A hash of the vertex color buffer for the rawmesh */
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uint32 VertexColorHash = 0;
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/** Material indices to test the Raw Mesh data against, ensuring we only bake out triangles which use the currently baked out material */
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TArray<int32> MaterialIndices;
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/** Set of custom texture coordinates which ensure that the material is baked out with unique/non-overlapping positions */
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TArray<FVector2D> CustomTextureCoordinates;
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/** Box which's space contains the UV coordinates used to bake out the material */
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FBox2D TextureCoordinateBox = FBox2D(FVector2D(0.0f, 0.0f), FVector2D(1.0f, 1.0f));
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/** Specific texture coordinate index to use as texture coordinates to bake out the material (is overruled if CustomTextureCoordinates contains any data) */
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int32 TextureCoordinateIndex = 0;
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/** Light map index used to retrieve the light-map UVs from RawMesh */
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int32 LightMapIndex = 0;
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/** Reference to the lightmap texture part of the level in the currently being baked out mesh instance data is resident */
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FLightMapRef LightMap = nullptr;
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/** Pointer to the LightmapResourceCluster to be passed on the the LightCacheInterface when baking */
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const FLightmapResourceCluster* LightmapResourceCluster = nullptr;
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};
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/** Structure containing data being processed while baking out materials*/
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struct FBakeOutput
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{
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/** Contains the resulting texture data for baking out a material's property */
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TMap<EMaterialProperty, TArray<FColor>> PropertyData;
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/** Contains the resulting texture size for baking out a material's property */
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TMap<EMaterialProperty, FIntPoint> PropertySizes;
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/** Contains the resulting HDR texture data for baking out a material's property, may be empty */
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TMap<EMaterialProperty, TArray<FFloat16Color>> HDRPropertyData;
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/** Scale used to allow having wide ranges of emissive values in the source materials, the final proxy material will use this value to scale the emissive texture's pixel values */
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float EmissiveScale = 1.0f;
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};
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/** Structure containing extended data being processed while baking out materials*/
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struct FBakeOutputEx
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{
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/** Contains the resulting texture data for baking out a extened material's property */
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TMap<FMaterialPropertyEx, TArray<FColor>> PropertyData;
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/** Contains the resulting texture size for baking out a extened material's property */
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TMap<FMaterialPropertyEx, FIntPoint> PropertySizes;
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/** Contains the resulting HDR texture data for baking out a material's property, may be empty */
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TMap<FMaterialPropertyEx, TArray<FFloat16Color>> HDRPropertyData;
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/** Scale used to allow having wide ranges of emissive values in the source materials, the final proxy material will use this value to scale the emissive texture's pixel values */
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float EmissiveScale = 1.0f;
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};
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