97 lines
4.2 KiB
C++
97 lines
4.2 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "IMeshPaintGeometryAdapter.h"
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#include "Engine/World.h"
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#include "Components/MeshComponent.h"
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#include "MeshPaintTypes.h"
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#include "Materials/MaterialExpressionTextureBase.h"
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#include "Materials/MaterialExpressionTextureSample.h"
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#include "Materials/Material.h"
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#include "Materials/MaterialExpressionTextureCoordinate.h"
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#include "Materials/MaterialExpressionTextureSampleParameter.h"
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#include "MaterialShared.h"
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#include "TexturePaintHelpers.h"
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//////////////////////////////////////////////////////////////////////////
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// IMeshPaintGeometryAdapter
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void IMeshPaintGeometryAdapter::DefaultApplyOrRemoveTextureOverride(UMeshComponent* InMeshComponent, UTexture* SourceTexture, UTexture* OverrideTexture)
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{
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const ERHIFeatureLevel::Type FeatureLevel = InMeshComponent->GetWorld()->GetFeatureLevel();
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// Check all the materials on the mesh to see if the user texture is there
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int32 MaterialIndex = 0;
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UMaterialInterface* MaterialToCheck = InMeshComponent->GetMaterial(MaterialIndex);
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while (MaterialToCheck != nullptr)
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{
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const bool bIsTextureUsed = DoesMaterialUseTexture(MaterialToCheck, SourceTexture);
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if (bIsTextureUsed)
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{
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MaterialToCheck->OverrideTexture(SourceTexture, OverrideTexture, FeatureLevel);
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}
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++MaterialIndex;
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MaterialToCheck = InMeshComponent->GetMaterial(MaterialIndex);
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}
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}
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void IMeshPaintGeometryAdapter::DefaultQueryPaintableTextures(int32 MaterialIndex, const UMeshComponent* MeshComponent, int32& OutDefaultIndex, TArray<struct FPaintableTexture>& InOutTextureList)
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{
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OutDefaultIndex = INDEX_NONE;
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// We already know the material we are painting on, take it off the static mesh component
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UMaterialInterface* Material = MeshComponent->GetMaterial(MaterialIndex);
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if (Material != NULL)
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{
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FPaintableTexture PaintableTexture;
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// Find all the unique textures used in the top material level of the selected actor materials
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// Only grab the textures from the top level of samples
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for (UMaterialExpression* Expression : Material->GetMaterial()->GetExpressions())
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{
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UMaterialExpressionTextureBase* TextureBase = Cast<UMaterialExpressionTextureBase>(Expression);
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if (TextureBase != NULL &&
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TextureBase->Texture != NULL &&
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!TextureBase->Texture->IsNormalMap() &&
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!TextureBase->Texture->VirtualTextureStreaming &&
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!TextureBase->Texture->HasHDRSource() && // Currently HDR textures are not supported to paint on.
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(TextureBase->Texture->Source.GetBytesPerPixel() <= TexturePaintHelpers::GetMaxSupportedBytesPerPixelForPainting())) // Textures' sources must fit in FColor struct to be supported.
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{
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// Default UV channel to index 0.
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PaintableTexture = FPaintableTexture(TextureBase->Texture, 0);
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// Texture Samples can have UV's specified, check the first node for whether it has a custom UV channel set.
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// We only check the first as the Mesh paint mode does not support painting with UV's modified in the shader.
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UMaterialExpressionTextureSample* TextureSample = Cast<UMaterialExpressionTextureSample>(Expression);
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if (TextureSample != NULL)
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{
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UMaterialExpressionTextureCoordinate* TextureCoords = Cast<UMaterialExpressionTextureCoordinate>(TextureSample->Coordinates.Expression);
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if (TextureCoords != NULL)
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{
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// Store the uv channel, this is set when the texture is selected.
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PaintableTexture.UVChannelIndex = TextureCoords->CoordinateIndex;
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}
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// Handle texture parameter expressions
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UMaterialExpressionTextureSampleParameter* TextureSampleParameter = Cast<UMaterialExpressionTextureSampleParameter>(TextureSample);
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if (TextureSampleParameter != NULL)
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{
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// Grab the overridden texture if it exists.
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Material->GetTextureParameterValue(TextureSampleParameter->ParameterName, PaintableTexture.Texture);
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}
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}
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// note that the same texture will be added again if its UV channel differs.
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int32 TextureIndex = InOutTextureList.AddUnique(PaintableTexture);
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// cache the first default index, if there is no previous info this will be used as the selected texture
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if ((OutDefaultIndex == INDEX_NONE) && TextureBase->IsDefaultMeshpaintTexture)
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{
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OutDefaultIndex = TextureIndex;
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}
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}
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}
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}
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} |