当前位置: 首页>>代码示例>>C++>>正文


C++ UMaterial::GetAllTextureParameterNames方法代码示例

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.........
开发者ID:amyvmiwei,项目名称:UnrealEngine4,代码行数:101,代码来源:PreviewMaterial.cpp

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;
}
开发者ID:RandomDeveloperM,项目名称:UE4_Hairworks,代码行数:75,代码来源:SubstanceEditorHelpers.cpp


注:本文中的UMaterial::GetAllTextureParameterNames方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。