Files
UnrealEngineUWP/Engine/Source/Editor/UnrealEd/Classes/MaterialGraph/MaterialGraph.h
Matt Kuhlenschmidt 9f83927366 Added a UI material domain for all Slate and UMG materials
- Automatically upgraded all materials

When using the UI material domain the material editor and material instance editor is streamlined and only displays parts of the UI that are relevant:
- Changes to a preview material rendered with the UI shader
- Removes non-UI specific settings
- Renames some output pins and hides irrelevant ones
- Shows stats for UI shader

[CL 2596027 by Matt Kuhlenschmidt in Main branch]
2015-06-22 15:55:50 -04:00

172 lines
4.3 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "EdGraph/EdGraph.h"
#include "Materials/Material.h"
#include "MaterialGraph.generated.h"
DECLARE_DELEGATE_RetVal( bool, FRealtimeStateGetter );
DECLARE_DELEGATE( FSetMaterialDirty );
DECLARE_DELEGATE_OneParam( FToggleExpressionCollapsed, UMaterialExpression* );
/**
* A human-readable name - material expression input pair.
*/
struct FMaterialInputInfo
{
/** Constructor */
FMaterialInputInfo()
{
}
/** Constructor */
FMaterialInputInfo(const FText& InName, EMaterialProperty InProperty)
: Name( InName )
, Property( InProperty )
{
}
FExpressionInput& GetExpressionInput(UMaterial* Material) const
{
check(Material);
auto Ret = Material->GetExpressionInputForProperty(Property);
// if this happens UMaterialGraph::RebuildGraph() registered something it shouldn't
check(Ret);
return *Ret;
}
bool IsVisiblePin(const UMaterial* Material) const
{
if(Material->bUseMaterialAttributes)
{
return Property == MP_MaterialAttributes;
}
else if( Material->IsUIMaterial() )
{
return Property == MP_EmissiveColor || Property == MP_Opacity || Property == MP_OpacityMask;
}
else
{
if(Property == MP_MaterialAttributes)
{
return false;
}
if(Property >= MP_CustomizedUVs0 && Property <= MP_CustomizedUVs7)
{
return (Property - MP_CustomizedUVs0) < Material->NumCustomizedUVs;
}
return true;
}
}
const FText& GetName() const { return Name; }
EMaterialProperty GetProperty() const { return Property; }
private:
/** Name of the input shown to user */
FText Name;
/** Type of the input */
EMaterialProperty Property;
};
UCLASS()
class UNREALED_API UMaterialGraph : public UEdGraph
{
GENERATED_UCLASS_BODY()
/** Material this Graph represents */
UPROPERTY()
class UMaterial* Material;
/** Material Function this Graph represents (NULL for Materials) */
UPROPERTY()
class UMaterialFunction* MaterialFunction;
/** Root node representing Material inputs (NULL for Material Functions) */
UPROPERTY()
class UMaterialGraphNode_Root* RootNode;
/** List of Material Inputs (not set up for Material Functions) */
TArray<FMaterialInputInfo> MaterialInputs;
/** Checks if Material Editor is in realtime mode, so we update SGraphNodes every frame */
FRealtimeStateGetter RealtimeDelegate;
/** Marks the Material Editor as dirty so that user prompted to apply change */
FSetMaterialDirty MaterialDirtyDelegate;
/** Toggles the bCollapsed flag of a material expression and updates material editor */
FToggleExpressionCollapsed ToggleCollapsedDelegate;
/** The name of the material that we are editing */
UPROPERTY()
FString OriginalMaterialFullName;
public:
/**
* Completely rebuild the graph from the material, removing all old nodes
*/
void RebuildGraph();
/**
* Add an Expression to the Graph
*
* @param Expression Expression to add
*
* @return UMaterialGraphNode* Newly created Graph node to represent expression
*/
class UMaterialGraphNode* AddExpression(UMaterialExpression* Expression);
/**
* Add a Comment to the Graph
*
* @param Comment Comment to add
*
* @return UMaterialGraphNode_Comment* Newly created Graph node to represent comment
*/
class UMaterialGraphNode_Comment* AddComment(UMaterialExpressionComment* Comment);
/** Link all of the Graph nodes using the Material's connections */
void LinkGraphNodesFromMaterial();
/** Link the Material using the Graph node's connections */
void LinkMaterialExpressionsFromGraph() const;
/**
* Check whether a material input should be marked as active
*
* @param GraphPin Pin representing the material input
*/
bool IsInputActive(class UEdGraphPin* GraphPin) const;
/**
* Get a list of nodes representing expressions that are not used in the Material
*
* @param UnusedNodes Array to contain nodes representing unused expressions
*/
void GetUnusedExpressions(TArray<class UEdGraphNode*>& UnusedNodes) const;
private:
/**
* Remove all Nodes from the graph
*/
void RemoveAllNodes();
/**
* Gets a valid output index, matching mask values if necessary
*
* @param Input Input we are finding an output index for
*/
int32 GetValidOutputIndex(FExpressionInput* Input) const;
FText GetEmissivePinName() const;
FText GetBaseColorPinName() const;
};