Files
UnrealEngine/Engine/Source/Developer/MaterialBaking/Public/IMaterialBakingModule.h
2025-05-18 13:04:45 +08:00

54 lines
2.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Modules/ModuleInterface.h"
#include "MaterialPropertyEx.h"
#include "PixelFormat.h"
#include "SceneTypes.h"
class UTextureRenderTarget2D;
class UMaterialOptions;
class UMaterialInterface;
class FExportMaterialProxy;
class FTextureRenderTargetResource;
struct FMaterialData;
struct FMaterialDataEx;
struct FMeshData;
struct FBakeOutput;
struct FBakeOutputEx;
class MATERIALBAKING_API IMaterialBakingModule : public IModuleInterface
{
public:
/** Bakes out material properties according to MaterialSettings using MeshSettings and stores the output in Output */
virtual void BakeMaterials(const TArray<FMaterialData*>& MaterialSettings, const TArray<FMeshData*>& MeshSettings, TArray<FBakeOutput>& Output) = 0;
/** Bakes out material properties according to extended MaterialSettings using MeshSettings and stores the output in Output */
virtual void BakeMaterials(const TArray<FMaterialDataEx*>& MaterialSettings, const TArray<FMeshData*>& MeshSettings, TArray<FBakeOutputEx>& Output) = 0;
/** Bakes out material properties according to MaterialSettings using MeshSettings and stores the output in Output */
virtual void BakeMaterials(const TArray<FMaterialData*>& MaterialSettings, const TArray<FMeshData*>& MeshSettings, FBakeOutput& Output) = 0;
/** Bakes out material properties according to extended MaterialSettings using MeshSettings and stores the output in Output */
virtual void BakeMaterials(const TArray<FMaterialDataEx*>& MaterialSettings, const TArray<FMeshData*>& MeshSettings, FBakeOutputEx& Output) = 0;
/** Promps a slate window to allow the user to populate specific material baking settings used while baking out materials */
virtual bool SetupMaterialBakeSettings(TArray<TWeakObjectPtr<UObject>>& OptionObjects, int32 NumLODs) = 0;
/** Outputs true HDR version of emissive color */
virtual void SetEmissiveHDR(bool bHDR) = 0;
/** Bakes all material properties to linear textures, except for colors */
virtual void SetLinearBake(bool bCorrectLinear) = 0;
/** Returns whether a specific material property is baked to a linear texture or not */
virtual bool IsLinearBake(FMaterialPropertyEx Property) = 0;
/** Obtain a CRC than can help trigger a rebake if code/global settings impacting the bake result change */
virtual uint32 GetCRC() const = 0;
};