本文整理汇总了C++中UMaterial::GetAllVectorParameterNames方法的典型用法代码示例。如果您正苦于以下问题:C++ UMaterial::GetAllVectorParameterNames方法的具体用法?C++ UMaterial::GetAllVectorParameterNames怎么用?C++ UMaterial::GetAllVectorParameterNames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::GetAllVectorParameterNames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: AddParameterMenuBuilder
TSharedRef<SWidget> FMaterialTrackEditor::OnGetAddParameterMenuContent( FGuid ObjectBinding, UMovieSceneMaterialTrack* MaterialTrack )
{
FMenuBuilder AddParameterMenuBuilder( true, nullptr );
UMaterial* Material = GetMaterialForTrack( ObjectBinding, MaterialTrack );
if ( Material != nullptr )
{
TArray<FParameterNameAndAction> ParameterNamesAndActions;
// Collect scalar parameters.
TArray<FName> ScalarParameterNames;
TArray<FGuid> ScalarParmeterGuids;
Material->GetAllScalarParameterNames( ScalarParameterNames, ScalarParmeterGuids );
for ( const FName& ScalarParameterName : ScalarParameterNames )
{
FUIAction AddParameterMenuAction( FExecuteAction::CreateSP( this, &FMaterialTrackEditor::AddScalarParameter, ObjectBinding, MaterialTrack, ScalarParameterName ) );
FParameterNameAndAction NameAndAction( ScalarParameterName, AddParameterMenuAction );
ParameterNamesAndActions.Add(NameAndAction);
}
// Collect vector parameters.
TArray<FName> VectorParameterNames;
TArray<FGuid> VectorParmeterGuids;
Material->GetAllVectorParameterNames( VectorParameterNames, VectorParmeterGuids );
for ( const FName& VectorParameterName : VectorParameterNames )
{
FUIAction AddParameterMenuAction( FExecuteAction::CreateSP( this, &FMaterialTrackEditor::AddVectorParameter, ObjectBinding, MaterialTrack, VectorParameterName ) );
FParameterNameAndAction NameAndAction( VectorParameterName, AddParameterMenuAction );
ParameterNamesAndActions.Add( NameAndAction );
}
// Sort and generate menu.
ParameterNamesAndActions.Sort();
for ( FParameterNameAndAction NameAndAction : ParameterNamesAndActions )
{
AddParameterMenuBuilder.AddMenuEntry( FText::FromName( NameAndAction.ParameterName ), FText(), FSlateIcon(), NameAndAction.Action );
}
}
return AddParameterMenuBuilder.MakeWidget();
}
示例2: 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.........