// Copyright Epic Games, Inc. All Rights Reserved. #include "Materials/MaterialExpressionLandscapeLayerWeight.h" #include "Engine/Engine.h" #include "Engine/Texture.h" #include "EngineGlobals.h" #include "MaterialCompiler.h" #include "Materials/Material.h" #include "LandscapeUtilsPrivate.h" #include UE_INLINE_GENERATED_CPP_BY_NAME(MaterialExpressionLandscapeLayerWeight) #define LOCTEXT_NAMESPACE "Landscape" /////////////////////////////////////////////////////////////////////////////// // UMaterialExpressionLandscapeLayerWeight /////////////////////////////////////////////////////////////////////////////// UMaterialExpressionLandscapeLayerWeight::UMaterialExpressionLandscapeLayerWeight(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) { // Structure to hold one-time initialization struct FConstructorStatics { FText NAME_Landscape; FConstructorStatics() : NAME_Landscape(LOCTEXT("Landscape", "Landscape")) { } }; static FConstructorStatics ConstructorStatics; #if WITH_EDITORONLY_DATA MenuCategories.Add(ConstructorStatics.NAME_Landscape); #endif PreviewWeight = 0.0f; ConstBase = FVector(0.f, 0.f, 0.f); } void UMaterialExpressionLandscapeLayerWeight::PostLoad() { Super::PostLoad(); if (GetLinkerUEVersion() < VER_UE4_FIXUP_TERRAIN_LAYER_NODES) { UpdateParameterGuid(true, true); } } #if WITH_EDITOR bool UMaterialExpressionLandscapeLayerWeight::IsResultMaterialAttributes(int32 OutputIndex) { bool bLayerIsMaterialAttributes = Layer.Expression != nullptr && Layer.Expression->IsResultMaterialAttributes(Layer.OutputIndex); bool bBaseIsMaterialAttributes = Base.Expression != nullptr && Base.Expression->IsResultMaterialAttributes(Base.OutputIndex); return bLayerIsMaterialAttributes || bBaseIsMaterialAttributes; } int32 UMaterialExpressionLandscapeLayerWeight::Compile(class FMaterialCompiler* Compiler, int32 OutputIndex) { const bool bTextureArrayEnabled = UE::Landscape::Private::UseWeightmapTextureArray(Compiler->GetShaderPlatform()); const int32 BaseCode = Base.Expression ? Base.Compile(Compiler) : Compiler->Constant3(static_cast(ConstBase.X), static_cast(ConstBase.Y), static_cast(ConstBase.Z)); const int32 WeightCode = Compiler->StaticTerrainLayerWeight(ParameterName, Compiler->Constant(PreviewWeight), bTextureArrayEnabled); int32 ReturnCode = INDEX_NONE; if (WeightCode == INDEX_NONE) { ReturnCode = BaseCode; } else { const int32 LayerCode = Layer.Compile(Compiler); ReturnCode = Compiler->Add(BaseCode, Compiler->Mul(LayerCode, WeightCode)); } if (ReturnCode != INDEX_NONE && //If we've already failed for some other reason don't bother with this check. It could have been the reentrant check causing this to loop infinitely! Layer.Expression != nullptr && Base.Expression != nullptr && Layer.Expression->IsResultMaterialAttributes(Layer.OutputIndex) != Base.Expression->IsResultMaterialAttributes(Base.OutputIndex)) { Compiler->Error(TEXT("Cannot mix MaterialAttributes and non MaterialAttributes nodes")); } return ReturnCode; } #endif // WITH_EDITOR UObject* UMaterialExpressionLandscapeLayerWeight::GetReferencedTexture() const { return GEngine->WeightMapPlaceholderTexture; } UMaterialExpression::ReferencedTextureArray UMaterialExpressionLandscapeLayerWeight::GetReferencedTextures() const { return { GEngine->WeightMapPlaceholderTexture, GEngine->WeightMapArrayPlaceholderTexture }; } #if WITH_EDITOR FString UMaterialExpressionLandscapeLayerWeight::GetEditableName() const { return ParameterName.ToString(); } void UMaterialExpressionLandscapeLayerWeight::SetEditableName(const FString& NewName) { ParameterName = *NewName; } void UMaterialExpressionLandscapeLayerWeight::GetCaption(TArray& OutCaptions) const { OutCaptions.Add(TEXT("Landscape Layer Weight")); OutCaptions.Add(FString::Printf(TEXT("'%s'"), *ParameterName.ToString())); } bool UMaterialExpressionLandscapeLayerWeight::MatchesSearchQuery(const TCHAR* SearchQuery) { TArray Captions; GetCaption(Captions); for (const FString& Caption : Captions) { if (Caption.Contains(SearchQuery)) { return true; } } return Super::MatchesSearchQuery(SearchQuery); } void UMaterialExpressionLandscapeLayerWeight::GetLandscapeLayerNames(TArray& OutLayers) const { OutLayers.AddUnique(ParameterName); } #endif // WITH_EDITOR #undef LOCTEXT_NAMESPACE