Files
UnrealEngine/Engine/Source/Editor/VirtualTexturingEditor/Private/VirtualTextureConversionWorker.h
2025-05-18 13:04:45 +08:00

66 lines
2.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "AssetRegistry/AssetRegistryModule.h"
#include "UObject/GCObject.h"
#include "AssetRegistry/AssetIdentifier.h"
class UTexture2D;
class UMaterial;
class UMaterialFunctionInterface;
struct FScopedSlowTask;
class UClass;
struct FAssetData;
class FVirtualTextureConversionWorker : public FGCObject
{
public:
FVirtualTextureConversionWorker(bool bInConvertBackward = false) : bConvertBackward(bInConvertBackward){}
bool bConvertBackward;
// Fill this array intially with some textures you want to see converted to vt
TArray<TObjectPtr<UTexture2D>> UserTextures;
// These will be filled by calling FilterList
TArray<TObjectPtr<UTexture2D>> Textures;
TArray<TObjectPtr<UMaterial >>Materials;
TArray<TObjectPtr<UMaterialFunctionInterface >> Functions;
TArray<TObjectPtr<UTexture2D>> SizeRejectedTextures;// The original selection of the user filtered by textures that match the threshold size
TSet<TObjectPtr<UTexture2D>> MaterialRejectedTextures; // Textures that could not be converted due to their usage in materials (connected to unsupported property)
struct FAuditTrail
{
FAuditTrail(UObject *SetObject, const FString &SetString) : Destination(SetObject), PathDescription(SetString) {}
UObject *Destination; //Next object in the trail
FString PathDescription; //Description on how we go there
};
TMap<TObjectPtr<UObject>, FAuditTrail> AuditTrail;
void SetConversionDirection(bool bInConvertBackward) { bConvertBackward = bInConvertBackward; }
void FilterList(int32 SizeThreshold);
// Based on the filtered lists do the actual VT conversion
void DoConvert();
void AddReferencedObjects( FReferenceCollector& Collector ) override;
virtual FString GetReferencerName() const override
{
return TEXT("FVTConversionWorker");
}
private:
void FindAllTexturesAndMaterials_Iteration(TSet<UMaterial*>& InAffectedMaterials,
TSet<UMaterialFunctionInterface*>& InAffectedFunctions,
TSet<UTexture2D*>& InAffectedTextures,
TSet<TObjectPtr<UTexture2D>>& InInvalidTextures,
FScopedSlowTask& Task);
void FindAllTexturesAndMaterials(TArray<TObjectPtr<UMaterial >> &OutAffectedMaterials, TArray<TObjectPtr<UMaterialFunctionInterface >> &OutAffectedFunctions, TArray<TObjectPtr<UTexture2D >> &OutAffectedTextures);
};