79 lines
2.4 KiB
C++
79 lines
2.4 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "Textures/SlateShaderResource.h"
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#include "Materials/MaterialInterface.h"
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class FMaterialRenderProxy;
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/**
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* A resource for rendering a UMaterial in Slate
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*/
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class FSlateMaterialResource : public FSlateShaderResource
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{
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public:
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FSlateMaterialResource(const UMaterialInterface& InMaterialResource, const FVector2f InImageSize, FSlateShaderResource* InTextureMask = nullptr );
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~FSlateMaterialResource();
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//~ Begin FSlateShaderResource Interface.
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virtual uint32 GetWidth() const override { return Width; }
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virtual uint32 GetHeight() const override { return Height; }
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virtual ESlateShaderResource::Type GetType() const override { return ESlateShaderResource::Material; }
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virtual ESlatePostRT GetUsedSlatePostBuffers() const override;
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virtual bool RequiresVirtualTextureFeedback() const override;
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virtual bool IsResourceValid() const override;
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//~ End FSlateShaderResource Interface.
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void UpdateMaterial(const UMaterialInterface& InMaterialResource, const FVector2f InImageSize, FSlateShaderResource* InTextureMask );
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void ResetMaterial();
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/** @return The material render proxy */
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FMaterialRenderProxy* GetRenderProxy() const { return MaterialProxy; }
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/** @return the material object */
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const UMaterialInterface* GetMaterialObject() const
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{
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return MaterialObject;
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}
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/** Slate proxy used for batching the material */
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FSlateShaderResourceProxy* GetResourceProxy() const { return SlateProxy; }
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FSlateShaderResource* GetTextureMaskResource() const { return TextureMaskResource; }
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#if SLATE_CHECK_UOBJECT_RENDER_RESOURCES
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virtual void CheckForStaleResources() const override;
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#endif
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private:
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const class UMaterialInterface* MaterialObject;
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class FMaterialRenderProxy* MaterialProxy;
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#if SLATE_CHECK_UOBJECT_RENDER_RESOURCES
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// Used to guard against crashes when the material object is deleted. This is expensive so we do not do it in shipping
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TWeakObjectPtr<const UMaterialInterface> MaterialObjectWeakPtr;
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FName DebugName;
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#endif
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/** Slate proxy used for batching the material */
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FSlateShaderResourceProxy* SlateProxy;
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FSlateShaderResource* TextureMaskResource;
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uint32 Width;
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uint32 Height;
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/** Cached slate SlatePostRT assets / buffers in use */
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ESlatePostRT CachedSlatePostBuffers;
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/** Cached result of whether we use virtual textures */
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bool CachedUsesVirtualTextures;
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private:
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#if SLATE_CHECK_UOBJECT_RENDER_RESOURCES
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void UpdateMaterialName();
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#endif
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};
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