41 lines
1.4 KiB
C++
41 lines
1.4 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Engine/Texture.h"
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#include "PCGVisualizationTexture2D.generated.h"
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class UPCGBaseTextureData;
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/**
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* UTexture implementation for visualizing UPCGBaseTextureData in the data viewport.
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* This is necessary because some texture data do not have their own UTexture, so one needs
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* to be created in order to override the texture parameter for the debug vis material.
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*/
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UCLASS(MinimalAPI)
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class UPCGVisualizationTexture2D : public UTexture
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{
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GENERATED_BODY()
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public:
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//~ Begin UTexture Interface.
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virtual ETextureClass GetTextureClass() const { return ETextureClass::TwoDDynamic; }
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virtual FTextureResource* CreateResource() override;
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virtual EMaterialValueType GetMaterialType() const override { return MCT_Texture2D; }
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virtual float GetSurfaceWidth() const override;
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virtual float GetSurfaceHeight() const override;
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virtual float GetSurfaceDepth() const override { return 0; }
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virtual uint32 GetSurfaceArraySize() const override { return 0; }
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//~ End UTexture Interface.
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void Init(TWeakObjectPtr<const UPCGBaseTextureData> InTextureData);
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const UPCGBaseTextureData* GetTextureData() const { return TextureData.Get(); }
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/** Creates and initializes a new UPCGVisualizationTexture2D from the texture data. */
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static UPCGVisualizationTexture2D* Create(TWeakObjectPtr<const UPCGBaseTextureData> InTextureData);
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protected:
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TWeakObjectPtr<const UPCGBaseTextureData> TextureData;
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};
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