Files
UnrealEngine/Engine/Plugins/Interchange/Runtime/Source/Nodes/Public/InterchangeTexture2DNode.h
2025-05-18 13:04:45 +08:00

146 lines
4.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "InterchangeTextureNode.h"
#include "InterchangeTexture2DNode.generated.h"
class UInterchangeBaseNodeContainer;
//Interchange namespace
namespace UE::Interchange
{
struct FTexture2DNodeStaticData : public FBaseNodeStaticData
{
static const FAttributeKey& GetBaseSourceBlocksKey()
{
static FAttributeKey StringKey(TEXT("SourceBlocks"));
return StringKey;
}
};
}//ns UE::Interchange
UCLASS(BlueprintType, MinimalAPI)
class UInterchangeTexture2DNode : public UInterchangeTextureNode
{
GENERATED_BODY()
public:
/**
* Build and return a UID name for a texture 2D node.
*/
static INTERCHANGENODES_API FString MakeNodeUid(const FStringView NodeName);
/**
* Creates a new UInterchangeTexture2DNode and adds it to NodeContainer as a translated node.
*/
static INTERCHANGENODES_API UInterchangeTexture2DNode* Create(UInterchangeBaseNodeContainer* NodeContainer, const FStringView TextureNodeName);
virtual void PostInitProperties()
{
Super::PostInitProperties();
SourceBlocks.Initialize(Attributes.ToSharedRef(), UE::Interchange::FTexture2DNodeStaticData::GetBaseSourceBlocksKey().ToString());
}
/**
* Return the node type name of the class. This is used when reporting errors.
*/
virtual FString GetTypeName() const override
{
const FString TypeName = TEXT("Texture2DNode");
return TypeName;
}
/**
* Override Serialize() to restore SourceBlocks on load.
*/
virtual void Serialize(FArchive& Ar) override
{
Super::Serialize(Ar);
if (Ar.IsLoading() && bIsInitialized)
{
SourceBlocks.RebuildCache();
}
}
//////////////////////////////////////////////////////////////////////////
// UDIMs begin here
// UDIM base texture use a different model for the source data
/**
* Get the source blocks for the texture.
* If the map is empty, the texture is imported as a normal texture using the payload key.
*/
UFUNCTION(BlueprintCallable, Category = "Interchange | Node | Texture | UDIMs")
TMap<int32, FString> GetSourceBlocks() const
{
return SourceBlocks.ToMap();
}
/**
* Set the source blocks for the texture.
* Using this suggests to the pipeline to consider this texture as a UDIM. The pipeline can choose whether to pass these blocks to the texture factory node.
* @param InSourceBlocks The blocks and their source image that compose the whole texture.
* The textures must be of the same format and use the same pixel format.
* The first block in the map is used to determine the accepted texture format and pixel format.
*/
void SetSourceBlocks(TMap<int32, FString>&& InSourceBlocks)
{
SourceBlocks = InSourceBlocks;
}
/**
* Set the source blocks for the texture.
* Using this suggests to the pipeline to consider this texture as a UDIM. The pipeline can choose whether to pass these blocks to the texture factory node.
* @param InSourceBlocks The blocks and their source image that compose the whole texture.
* The textures must be of the same format and use the same pixel format.
* The first block in the map is used to determine the accepted texture format and pixel format.
*/
void SetSourceBlocks(const TMap<int32, FString>& InSourceBlocks)
{
SourceBlocks = InSourceBlocks;
}
// UDIMs ends here
//////////////////////////////////////////////////////////////////////////
protected:
UE::Interchange::TMapAttributeHelper<int32, FString> SourceBlocks;
// Custom attributes
public:
UFUNCTION(BlueprintCallable, Category = "Interchange | Node | Texture")
bool SetCustomWrapU(const EInterchangeTextureWrapMode& AttributeValue)
{
IMPLEMENT_NODE_ATTRIBUTE_SETTER_NODELEGATE(WrapU, EInterchangeTextureWrapMode);
}
UFUNCTION(BlueprintCallable, Category = "Interchange | Node | Texture")
bool GetCustomWrapU(EInterchangeTextureWrapMode& AttributeValue) const
{
IMPLEMENT_NODE_ATTRIBUTE_GETTER(WrapU, EInterchangeTextureWrapMode);
}
UFUNCTION(BlueprintCallable, Category = "Interchange | Node | Texture")
bool SetCustomWrapV(const EInterchangeTextureWrapMode& AttributeValue)
{
IMPLEMENT_NODE_ATTRIBUTE_SETTER_NODELEGATE(WrapV, EInterchangeTextureWrapMode);
}
UFUNCTION(BlueprintCallable, Category = "Interchange | Node | Texture")
bool GetCustomWrapV(EInterchangeTextureWrapMode& AttributeValue) const
{
IMPLEMENT_NODE_ATTRIBUTE_GETTER(WrapV, EInterchangeTextureWrapMode);
}
private:
IMPLEMENT_NODE_ATTRIBUTE_KEY(WrapU);
IMPLEMENT_NODE_ATTRIBUTE_KEY(WrapV);
};