Files
UnrealEngineUWP/Engine/Source/Editor/SparseVolumeTexture/Public/SparseVolumeTextureModule.h
sebastien hillaire a831062e45 Sparse volumetexture initial commit.
Sparse Volume Texture asset from imported OpenVDB (only a single float channel for now). Static or animated sequence.
It will be possible to generate SVT at runtime from GPU later.
Using FEditorBulkData for handling raw source without loading everything when not caching or cooking.
BulkData used at runtime for loading. No streaming yet.
Importer with dependency on OpenVDB is in a SparseVolumeTexture module only loaded when in editor

Sparse volume texture can be sampled from any materials (sample, sample parameter) and overridden on material instance and material instance dynamic.

Added support for uint in compiler (fetch from page table, see SparseVolumeTextureGetVoxelCoord)
Volume texture with u8 VirtualTextureLayerIndex!=255 (INDEX_NONE) are sparse texture. The layer index then represent what texture/attribute to sample.

#preflight https://horde.devtools.epicgames.com/job/6346a466f93be0f6345af86c
#rb Patrick.Kelly, Charles.deRousiers

[CL 22551963 by sebastien hillaire in ue5-main branch]
2022-10-16 02:28:34 -04:00

40 lines
990 B
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Modules/ModuleInterface.h"
#include "IAssetTools.h"
#include "AssetRegistry/AssetRegistryModule.h"
#include "AssetTypeActions_SparseVolumeTexture.h"
/**
* A sparse volume texture
*/
class FSparseVolumeTextureModule : public IModuleInterface
{
public:
static FSparseVolumeTextureModule& GetSparseVolumeTextureModule()
{
static const FName ModuleName = TEXT("SparseVolumeTexture");
auto& ModuleInterface = FModuleManager::LoadModuleChecked<FSparseVolumeTextureModule>(ModuleName);
return ModuleInterface;
}
private:
/**
* Called right after the module DLL has been loaded and the module object has been created
*/
virtual void StartupModule();
/**
* Called before the module is unloaded, right before the module object is destroyed.
*/
virtual void ShutdownModule();
TSharedPtr<FAssetTypeActions_SparseVolumeTexture> AssetTypeActionsForSparseVolumeTexture;
};