本文整理汇总了C++中UMaterial::GetAllTextureParameterNames方法的典型用法代码示例。如果您正苦于以下问题:C++ UMaterial::GetAllTextureParameterNames方法的具体用法?C++ UMaterial::GetAllTextureParameterNames怎么用?C++ UMaterial::GetAllTextureParameterNames使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类UMaterial
的用法示例。
在下文中一共展示了UMaterial::GetAllTextureParameterNames方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: RegenerateArrays
void UMaterialEditorInstanceConstant::RegenerateArrays()
{
VisibleExpressions.Empty();
ParameterGroups.Empty();
if(Parent)
{
// Only operate on base materials
UMaterial* ParentMaterial = Parent->GetMaterial();
SourceInstance->UpdateParameterNames(); // Update any parameter names that may have changed.
// Loop through all types of parameters for this material and add them to the parameter arrays.
TArray<FName> ParameterNames;
TArray<FGuid> Guids;
ParentMaterial->GetAllVectorParameterNames(ParameterNames, Guids);
// Vector Parameters.
for(int32 ParameterIdx=0; ParameterIdx<ParameterNames.Num(); ParameterIdx++)
{
UDEditorVectorParameterValue & ParameterValue = *(NewObject<UDEditorVectorParameterValue>());
FName ParameterName = ParameterNames[ParameterIdx];
FLinearColor Value;
ParameterValue.bOverride = false;
ParameterValue.ParameterName = ParameterName;
ParameterValue.ExpressionId = Guids[ParameterIdx];
if(SourceInstance->GetVectorParameterValue(ParameterName, Value))
{
ParameterValue.ParameterValue = Value;
}
// @todo: This is kind of slow, maybe store these in a map for lookup?
// See if this keyname exists in the source instance.
for(int32 VectorParameterIdx=0; VectorParameterIdx<SourceInstance->VectorParameterValues.Num(); VectorParameterIdx++)
{
FVectorParameterValue& SourceParam = SourceInstance->VectorParameterValues[VectorParameterIdx];
if(ParameterName==SourceParam.ParameterName)
{
ParameterValue.bOverride = true;
ParameterValue.ParameterValue = SourceParam.ParameterValue;
}
}
AssignParameterToGroup(ParentMaterial, Cast<UDEditorParameterValue>(&ParameterValue));
}
// Scalar Parameters.
ParentMaterial->GetAllScalarParameterNames(ParameterNames, Guids);
for (int32 ParameterIdx=0; ParameterIdx<ParameterNames.Num(); ParameterIdx++)
{
UDEditorScalarParameterValue& ParameterValue = *(NewObject<UDEditorScalarParameterValue>());
FName ParameterName = ParameterNames[ParameterIdx];
float Value;
ParameterValue.bOverride = false;
ParameterValue.ParameterName = ParameterName;
ParameterValue.ExpressionId = Guids[ParameterIdx];
if (SourceInstance->GetScalarParameterValue(ParameterName, Value))
{
ParentMaterial->GetScalarParameterSliderMinMax(ParameterName, ParameterValue.SliderMin, ParameterValue.SliderMax);
ParameterValue.ParameterValue = Value;
}
// @todo: This is kind of slow, maybe store these in a map for lookup?
// See if this keyname exists in the source instance.
for(int32 ScalarParameterIdx=0; ScalarParameterIdx<SourceInstance->ScalarParameterValues.Num(); ScalarParameterIdx++)
{
FScalarParameterValue& SourceParam = SourceInstance->ScalarParameterValues[ScalarParameterIdx];
if(ParameterName==SourceParam.ParameterName)
{
ParameterValue.bOverride = true;
ParameterValue.ParameterValue = SourceParam.ParameterValue;
}
}
AssignParameterToGroup(ParentMaterial, Cast<UDEditorParameterValue>(&ParameterValue));
}
// Texture Parameters.
ParentMaterial->GetAllTextureParameterNames(ParameterNames, Guids);
for(int32 ParameterIdx=0; ParameterIdx<ParameterNames.Num(); ParameterIdx++)
{
UDEditorTextureParameterValue& ParameterValue = *(NewObject<UDEditorTextureParameterValue>());
FName ParameterName = ParameterNames[ParameterIdx];
UTexture* Value;
ParameterValue.bOverride = false;
ParameterValue.ParameterName = ParameterName;
ParameterValue.ExpressionId = Guids[ParameterIdx];
if(SourceInstance->GetTextureParameterValue(ParameterName, Value))
{
ParameterValue.ParameterValue = Value;
}
// @todo: This is kind of slow, maybe store these in a map for lookup?
// See if this keyname exists in the source instance.
for(int32 TextureParameterIdx=0; TextureParameterIdx<SourceInstance->TextureParameterValues.Num(); TextureParameterIdx++)
{
FTextureParameterValue& SourceParam = SourceInstance->TextureParameterValues[TextureParameterIdx];
//.........这里部分代码省略.........
示例2: CreateMaterial
//! @brief Create an Unreal Material for the given graph-instance
UMaterial* CreateMaterial(graph_inst_t* GraphInstance,
const FString & MaterialName,
UObject* Outer)
{
// create an unreal material asset
UMaterialFactoryNew* MaterialFactory = NewObject<UMaterialFactoryNew>();
UMaterial* UnrealMaterial =
(UMaterial*)MaterialFactory->FactoryCreateNew(
UMaterial::StaticClass(),
Substance::Helpers::CreateObjectPackage(Outer, MaterialName),
*MaterialName,
RF_Standalone|RF_Public, NULL, GWarn );
// textures and properties
for (auto ItOut = GraphInstance->Outputs.itfront(); ItOut; ++ItOut)
{
output_inst_t* OutputInst = &(*ItOut);
output_desc_t* OutputDesc = OutputInst->GetOutputDesc();
CreateMaterialExpression(
OutputInst,
UnrealMaterial);
}
// special case: emissive only materials
TArray<FName> ParamNames;
TArray<FGuid> ParamIds;
UnrealMaterial->GetAllTextureParameterNames(ParamNames, ParamIds);
if (ParamNames.Num() == 1)
{
if (ParamNames[0].ToString() == TEXT("emissive"))
{
UnrealMaterial->SetShadingModel(MSM_Unlit);
}
}
// special case: no roughness but glossiness
if (!UnrealMaterial->Roughness.IsConnected())
{
for (auto ItOut = GraphInstance->Outputs.itfront(); ItOut; ++ItOut)
{
output_inst_t* OutputInst = &(*ItOut);
output_desc_t* OutputDesc = OutputInst->GetOutputDesc();
UTexture* Texture = *OutputInst->Texture;
if (OutputDesc->Channel == CHAN_Glossiness && Texture)
{
// and link it to the material
UMaterialExpressionOneMinus* OneMinus = NewObject<UMaterialExpressionOneMinus>(UnrealMaterial);
UMaterialExpressionTextureSampleParameter2D* UnrealTextureExpression =
CreateSampler(UnrealMaterial, Texture, OutputDesc);
UnrealTextureExpression->MaterialExpressionEditorX -= 200;
OneMinus->MaterialExpressionEditorX = -200;
OneMinus->MaterialExpressionEditorY = UnrealTextureExpression->MaterialExpressionEditorY;
UnrealTextureExpression->ConnectExpression(OneMinus->GetInput(0), 0);
UnrealMaterial->Roughness.Expression = OneMinus;
UnrealMaterial->Expressions.Add(UnrealTextureExpression);
UnrealMaterial->Expressions.Add(OneMinus);
}
}
}
// let the material update itself if necessary
UnrealMaterial->PreEditChange(NULL);
UnrealMaterial->PostEditChange();
return UnrealMaterial;
}