EM_Task/UnrealEd/Private/MaterialGraph.cpp
Boshuang Zhao 5144a49c9b add
2026-02-13 16:18:33 +08:00

495 lines
24 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
/////////////////////////////////////////////////////
// UMaterialGraph
#include "MaterialGraph/MaterialGraph.h"
#include "MaterialGraph/MaterialGraphNode_Comment.h"
#include "MaterialGraph/MaterialGraphNode.h"
#include "MaterialGraph/MaterialGraphNode_Root.h"
#include "Materials/MaterialExpressionComment.h"
#include "Materials/MaterialExpressionFunctionOutput.h"
#include "Materials/MaterialExpressionCustomOutput.h"
#include "Materials/MaterialExpressionReroute.h"
#include "Materials/MaterialExpressionNamedReroute.h"
#include "MaterialGraphNode_Knot.h"
#define LOCTEXT_NAMESPACE "MaterialGraph"
UMaterialGraph::UMaterialGraph(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
void UMaterialGraph::RebuildGraph()
{
check(Material);
Modify();
RemoveAllNodes();
if (!MaterialFunction)
{
// This needs to be done before building the new material inputs to guarantee that the shading model field is up to date
Material->RebuildShadingModelField();
// Initialize the material input list.
MaterialInputs.Add(FMaterialInputInfo(FMaterialAttributeDefinitionMap::GetDisplayNameForMaterial(MP_BaseColor, Material), MP_BaseColor, LOCTEXT("BaseColorToolTip", "Defines the overall color of the Material. Each channel is automatically clamped between 0 and 1")));
MaterialInputs.Add(FMaterialInputInfo(FMaterialAttributeDefinitionMap::GetDisplayNameForMaterial(MP_Metallic, Material), MP_Metallic, LOCTEXT("MetallicToolTip", "Controls how \"metal-like\" your surface looks like")));
MaterialInputs.Add(FMaterialInputInfo(FMaterialAttributeDefinitionMap::GetDisplayNameForMaterial(MP_Specular, Material), MP_Specular, LOCTEXT("SpecularToolTip", "Used to scale the current amount of specularity on non-metallic surfaces and is a value between 0 and 1, default at 0.5")));
MaterialInputs.Add(FMaterialInputInfo(FMaterialAttributeDefinitionMap::GetDisplayNameForMaterial(MP_Roughness, Material), MP_Roughness, LOCTEXT("RoughnessToolTip", "Controls how rough the Material is. Roughness of 0 (smooth) is a mirror reflection and 1 (rough) is completely matte or diffuse")));
MaterialInputs.Add(FMaterialInputInfo(FMaterialAttributeDefinitionMap::GetDisplayNameForMaterial(MP_Anisotropy, Material), MP_Anisotropy, LOCTEXT("AnisotropyToolTip", "Determines the extent the specular highlight is stretched along the tangent. Anisotropy from 0 to 1 results in a specular highlight that stretches from uniform to maximally stretched along the tangent direction.")));
MaterialInputs.Add(FMaterialInputInfo(FMaterialAttributeDefinitionMap::GetDisplayNameForMaterial(MP_EmissiveColor, Material), MP_EmissiveColor, LOCTEXT("EmissiveToolTip", "Controls which parts of your Material will appear to glow")));
MaterialInputs.Add(FMaterialInputInfo(FMaterialAttributeDefinitionMap::GetDisplayNameForMaterial(MP_Opacity, Material), MP_Opacity, LOCTEXT("OpacityToolTip", "Controls the translucency of the Material")));
MaterialInputs.Add(FMaterialInputInfo(FMaterialAttributeDefinitionMap::GetDisplayNameForMaterial(MP_OpacityMask, Material), MP_OpacityMask, LOCTEXT("OpacityMaskToolTip", "When in Masked mode, a Material is either completely visible or completely invisible")));
MaterialInputs.Add(FMaterialInputInfo(FMaterialAttributeDefinitionMap::GetDisplayNameForMaterial(MP_Normal, Material), MP_Normal, LOCTEXT("NormalToolTip", "Takes the input of a normal map")));
MaterialInputs.Add(FMaterialInputInfo(FMaterialAttributeDefinitionMap::GetDisplayNameForMaterial(MP_Tangent, Material), MP_Tangent, LOCTEXT("TangentToolTip", "Takes the input of a tangent map. Useful for specifying anisotropy direction.")));
MaterialInputs.Add(FMaterialInputInfo(FMaterialAttributeDefinitionMap::GetDisplayNameForMaterial(MP_WorldPositionOffset, Material), MP_WorldPositionOffset, LOCTEXT("WorldPositionOffsetToolTip", "Allows for the vertices of a mesh to be manipulated in world space by the Material")));
MaterialInputs.Add(FMaterialInputInfo(FMaterialAttributeDefinitionMap::GetDisplayNameForMaterial(MP_WorldDisplacement, Material), MP_WorldDisplacement, LOCTEXT("WorldDisplacementToolTip", "Allows for the tessellation vertices to be manipulated in world space by the Material")));
MaterialInputs.Add(FMaterialInputInfo(FMaterialAttributeDefinitionMap::GetDisplayNameForMaterial(MP_TessellationMultiplier, Material), MP_TessellationMultiplier, LOCTEXT("TessllationMultiplierToolTip", "Controls the amount tessellation along the surface")));
MaterialInputs.Add(FMaterialInputInfo(FMaterialAttributeDefinitionMap::GetDisplayNameForMaterial(MP_SubsurfaceColor, Material), MP_SubsurfaceColor, LOCTEXT("SubsurfaceToolTip", "Allows you to add a color to your Material to simulate shifts in color when light passes through the surface")));
MaterialInputs.Add(FMaterialInputInfo(FMaterialAttributeDefinitionMap::GetDisplayNameForMaterial(MP_CustomData0, Material), MP_CustomData0, FMaterialAttributeDefinitionMap::GetDisplayNameForMaterial(MP_CustomData0, Material)));
MaterialInputs.Add(FMaterialInputInfo(FMaterialAttributeDefinitionMap::GetDisplayNameForMaterial(MP_CustomData1, Material), MP_CustomData1, FMaterialAttributeDefinitionMap::GetDisplayNameForMaterial(MP_CustomData1, Material)));
MaterialInputs.Add(FMaterialInputInfo(FMaterialAttributeDefinitionMap::GetDisplayNameForMaterial(MP_AmbientOcclusion, Material), MP_AmbientOcclusion, LOCTEXT("AmbientOcclusionToolTip", "Simulate the self-shadowing that happens within crevices of a surface, or of a volume for volumetric clouds only")));
MaterialInputs.Add(FMaterialInputInfo(FMaterialAttributeDefinitionMap::GetDisplayNameForMaterial(MP_Refraction, Material), MP_Refraction, LOCTEXT("RefractionToolTip", "Takes in a texture or value that simulates the index of refraction of the surface")));
for (int32 UVIndex = 0; UVIndex < UE_ARRAY_COUNT(Material->CustomizedUVs); UVIndex++)
{
//@todo - localize
MaterialInputs.Add(FMaterialInputInfo(FText::FromString(FString::Printf(TEXT("Customized UV%u"), UVIndex)), (EMaterialProperty)(MP_CustomizedUVs0 + UVIndex), FText::FromString(FString::Printf(TEXT("CustomizedUV%uToolTip"), UVIndex))));
}
MaterialInputs.Add(FMaterialInputInfo(FMaterialAttributeDefinitionMap::GetDisplayNameForMaterial(MP_PixelDepthOffset, Material), MP_PixelDepthOffset, LOCTEXT("PixelDepthOffsetToolTip", "Pixel Depth Offset")));
MaterialInputs.Add(FMaterialInputInfo(FMaterialAttributeDefinitionMap::GetDisplayNameForMaterial(MP_ShadingModel, Material), MP_ShadingModel, LOCTEXT("ShadingModelToolTip", "Selects which shading model should be used per pixel")));
//^^^ New material properties go above here. ^^^^
MaterialInputs.Add(FMaterialInputInfo(LOCTEXT("MaterialAttributes", "Material Attributes"), MP_MaterialAttributes, LOCTEXT("MaterialAttributesToolTip", "Material Attributes")));
// Add Root Node
FGraphNodeCreator<UMaterialGraphNode_Root> NodeCreator(*this);
RootNode = NodeCreator.CreateNode();
RootNode->Material = Material;
NodeCreator.Finalize();
}
for (int32 Index = 0; Index < Material->Expressions.Num(); Index++)
{
AddExpression(Material->Expressions[Index], false);
}
for (int32 Index = 0; Index < Material->EditorComments.Num(); Index++)
{
AddComment(Material->EditorComments[Index]);
}
LinkGraphNodesFromMaterial();
}
UMaterialGraphNode* UMaterialGraph::AddExpression(UMaterialExpression* Expression, bool bUserInvoked)
{
UMaterialGraphNode* NewNode = NULL;
if (Expression && Expression->IsA(UMaterialExpressionReroute::StaticClass()))
{
Modify();
FGraphNodeCreator<UMaterialGraphNode_Knot> NodeCreator(*this);
NewNode = NodeCreator.CreateNode(false);
NewNode->MaterialExpression = Expression;
NewNode->RealtimeDelegate = RealtimeDelegate;
NewNode->MaterialDirtyDelegate = MaterialDirtyDelegate;
Expression->GraphNode = NewNode;
NodeCreator.Finalize();
}
else if (Expression)
{
Modify();
FGraphNodeCreator<UMaterialGraphNode> NodeCreator(*this);
if (bUserInvoked)
{
NewNode = NodeCreator.CreateUserInvokedNode();
}
else
{
NewNode = NodeCreator.CreateNode(false);
}
NewNode->MaterialExpression = Expression;
NewNode->RealtimeDelegate = RealtimeDelegate;
NewNode->MaterialDirtyDelegate = MaterialDirtyDelegate;
Expression->GraphNode = NewNode;
NodeCreator.Finalize();
}
return NewNode;
}
UMaterialGraphNode_Comment* UMaterialGraph::AddComment(UMaterialExpressionComment* Comment, bool bIsUserInvoked)
{
UMaterialGraphNode_Comment* NewComment = NULL;
if (Comment)
{
Modify();
FGraphNodeCreator<UMaterialGraphNode_Comment> NodeCreator(*this);
if (bIsUserInvoked)
{
NewComment = NodeCreator.CreateUserInvokedNode(true);
}
else
{
NewComment = NodeCreator.CreateNode(false);
}
NewComment->MaterialExpressionComment = Comment;
NewComment->MaterialDirtyDelegate = MaterialDirtyDelegate;
Comment->GraphNode = NewComment;
NodeCreator.Finalize();
}
return NewComment;
}
void UMaterialGraph::LinkGraphNodesFromMaterial()
{
for (int32 Index = 0; Index < Nodes.Num(); ++Index)
{
Nodes[Index]->BreakAllNodeLinks();
}
if (RootNode)
{
// Use Material Inputs to make GraphNode Connections
for (int32 Index = 0; Index < MaterialInputs.Num(); ++Index)
{
UEdGraphPin* InputPin = RootNode->GetInputPin(Index);
auto ExpressionInput = MaterialInputs[Index].GetExpressionInput(Material);
if (ExpressionInput.Expression)
{
UMaterialGraphNode* GraphNode = CastChecked<UMaterialGraphNode>(ExpressionInput.Expression->GraphNode);
InputPin->MakeLinkTo(GraphNode->GetOutputPin(GetValidOutputIndex(&ExpressionInput)));
}
}
}
for (int32 Index = 0; Index < Material->Expressions.Num(); Index++)
{
UMaterialExpression* Expression = Material->Expressions[Index];
if (Expression)
{
const TArray<FExpressionInput*> ExpressionInputs = Expression->GetInputs();
for (int32 InputIndex = 0; InputIndex < ExpressionInputs.Num(); ++InputIndex)
{
UEdGraphPin* InputPin = CastChecked<UMaterialGraphNode>(Expression->GraphNode)->GetInputPin(InputIndex);
// InputPin can be null during a PostEditChange when there is a circular dependency between nodes, and nodes have pins that are dynamically created
if (InputPin != nullptr && ExpressionInputs[InputIndex]->Expression
// Unclear why this is null sometimes, but this is safer than crashing
&& ExpressionInputs[InputIndex]->Expression->GraphNode)
{
UMaterialGraphNode* GraphNode = CastChecked<UMaterialGraphNode>(ExpressionInputs[InputIndex]->Expression->GraphNode);
InputPin->MakeLinkTo(GraphNode->GetOutputPin(GetValidOutputIndex(ExpressionInputs[InputIndex])));
}
}
}
}
NotifyGraphChanged();
}
void UMaterialGraph::LinkMaterialExpressionsFromGraph() const
{
// Use GraphNodes to make Material Expression Connections
TArray<UEdGraphPin*> InputPins;
TArray<UEdGraphPin*> OutputPins;
for (int32 NodeIndex = 0; NodeIndex < Nodes.Num(); ++NodeIndex)
{
if (RootNode && RootNode == Nodes[NodeIndex])
{
// Setup Material's inputs from root node
Material->Modify();
InputPins = RootNode->Pins;
Material->EditorX = RootNode->NodePosX;
Material->EditorY = RootNode->NodePosY;
check(InputPins.Num() == MaterialInputs.Num());
for (int32 PinIndex = 0; PinIndex < InputPins.Num() && PinIndex < MaterialInputs.Num(); ++PinIndex)
{
FExpressionInput& MaterialInput = MaterialInputs[PinIndex].GetExpressionInput(Material);
if (InputPins[PinIndex]->LinkedTo.Num() > 0)
{
UMaterialGraphNode* ConnectedNode = CastChecked<UMaterialGraphNode>(InputPins[PinIndex]->LinkedTo[0]->GetOwningNode());
ConnectedNode->GetOutputPins(OutputPins);
// Work out the index of the connected pin
for (int32 OutPinIndex = 0; OutPinIndex < OutputPins.Num(); ++OutPinIndex)
{
if (OutputPins[OutPinIndex] == InputPins[PinIndex]->LinkedTo[0])
{
if (MaterialInput.OutputIndex != OutPinIndex || MaterialInput.Expression != ConnectedNode->MaterialExpression)
{
ConnectedNode->MaterialExpression->Modify();
MaterialInput.Connect(OutPinIndex, ConnectedNode->MaterialExpression);
}
break;
}
}
}
else if (MaterialInput.Expression)
{
MaterialInput.Expression = NULL;
}
}
}
else
{
if (UMaterialGraphNode* GraphNode = Cast<UMaterialGraphNode>(Nodes[NodeIndex]))
{
// Need to be sure that we are changing the expression before calling modify -
// triggers a rebuild of its preview when it is called
UMaterialExpression* Expression = GraphNode->MaterialExpression;
bool bModifiedExpression = false;
if (Expression)
{
if (Expression->MaterialExpressionEditorX != GraphNode->NodePosX || Expression->MaterialExpressionEditorY != GraphNode->NodePosY || Expression->Desc != GraphNode->NodeComment)
{
bModifiedExpression = true;
Expression->Modify();
// Update positions and comments
Expression->MaterialExpressionEditorX = GraphNode->NodePosX;
Expression->MaterialExpressionEditorY = GraphNode->NodePosY;
Expression->Desc = GraphNode->NodeComment;
}
GraphNode->GetInputPins(InputPins);
const TArray<FExpressionInput*> ExpressionInputs = Expression->GetInputs();
checkf(InputPins.Num() == ExpressionInputs.Num(), TEXT("Mismatched inputs for '%s'"), *Expression->GetFullName());
for (int32 PinIndex = 0; PinIndex < InputPins.Num() && PinIndex < ExpressionInputs.Num(); ++PinIndex)
{
FExpressionInput* ExpressionInput = ExpressionInputs[PinIndex];
if (InputPins[PinIndex]->LinkedTo.Num() > 0)
{
UMaterialGraphNode* ConnectedNode = CastChecked<UMaterialGraphNode>(InputPins[PinIndex]->LinkedTo[0]->GetOwningNode());
ConnectedNode->GetOutputPins(OutputPins);
// Work out the index of the connected pin
for (int32 OutPinIndex = 0; OutPinIndex < OutputPins.Num(); ++OutPinIndex)
{
if (OutputPins[OutPinIndex] == InputPins[PinIndex]->LinkedTo[0])
{
if (ExpressionInput && (ExpressionInput->OutputIndex != OutPinIndex || ExpressionInput->Expression != ConnectedNode->MaterialExpression))
{
if (!bModifiedExpression)
{
bModifiedExpression = true;
Expression->Modify();
}
ConnectedNode->MaterialExpression->Modify();
ExpressionInput->Connect(OutPinIndex, ConnectedNode->MaterialExpression);
}
break;
}
}
}
else if (ExpressionInput && ExpressionInput->Expression)
{
if (!bModifiedExpression)
{
bModifiedExpression = true;
Expression->Modify();
}
ExpressionInput->Expression = NULL;
}
}
}
}
else if (UMaterialGraphNode_Comment* CommentNode = Cast<UMaterialGraphNode_Comment>(Nodes[NodeIndex]))
{
UMaterialExpressionComment* Comment = CommentNode->MaterialExpressionComment;
if (Comment)
{
if (Comment->MaterialExpressionEditorX != CommentNode->NodePosX || Comment->MaterialExpressionEditorY != CommentNode->NodePosY || Comment->Text != CommentNode->NodeComment || Comment->SizeX != CommentNode->NodeWidth || Comment->SizeY != CommentNode->NodeHeight || Comment->CommentColor != CommentNode->CommentColor)
{
Comment->Modify();
// Update positions and comments
Comment->MaterialExpressionEditorX = CommentNode->NodePosX;
Comment->MaterialExpressionEditorY = CommentNode->NodePosY;
Comment->Text = CommentNode->NodeComment;
Comment->SizeX = CommentNode->NodeWidth;
Comment->SizeY = CommentNode->NodeHeight;
Comment->CommentColor = CommentNode->CommentColor;
}
}
}
}
}
}
bool UMaterialGraph::IsInputActive(UEdGraphPin* GraphPin) const
{
if (Material && RootNode)
{
for (int32 Index = 0; Index < RootNode->Pins.Num(); ++Index)
{
if (RootNode->Pins[Index] == GraphPin)
{
return Material->IsPropertyActiveInEditor(MaterialInputs[Index].GetProperty());
}
}
}
return true;
}
void UMaterialGraph::GetUnusedExpressions(TArray<UEdGraphNode*>& UnusedNodes) const
{
UnusedNodes.Empty();
TArray<UEdGraphNode*> NodesToCheck;
if (RootNode)
{
TArray<UEdGraphPin*> InputPins;
RootNode->GetInputPins(InputPins);
for (int32 Index = 0; Index < InputPins.Num(); ++Index)
{
check(Index < MaterialInputs.Num());
if (MaterialInputs[Index].IsVisiblePin(Material) && InputPins[Index]->LinkedTo.Num() > 0 && InputPins[Index]->LinkedTo[0])
{
NodesToCheck.Push(InputPins[Index]->LinkedTo[0]->GetOwningNode());
}
}
for (int32 Index = 0; Index < Nodes.Num(); Index++)
{
UMaterialGraphNode* GraphNode = Cast<UMaterialGraphNode>(Nodes[Index]);
if (GraphNode)
{
UMaterialExpressionCustomOutput* CustomOutput = Cast<UMaterialExpressionCustomOutput>(GraphNode->MaterialExpression);
if (CustomOutput)
{
NodesToCheck.Push(GraphNode);
}
}
}
}
else if (MaterialFunction)
{
for (int32 Index = 0; Index < Nodes.Num(); Index++)
{
UMaterialGraphNode* GraphNode = Cast<UMaterialGraphNode>(Nodes[Index]);
if (GraphNode)
{
UMaterialExpressionFunctionOutput* FunctionOutput = Cast<UMaterialExpressionFunctionOutput>(GraphNode->MaterialExpression);
if (FunctionOutput)
{
NodesToCheck.Push(GraphNode);
}
}
}
}
// Depth-first traverse the material expression graph.
TArray<UEdGraphNode*> UsedNodes;
TMap<UEdGraphNode*, int32> ReachableNodes;
while (NodesToCheck.Num() > 0)
{
UMaterialGraphNode* GraphNode = Cast<UMaterialGraphNode>(NodesToCheck.Pop());
if (GraphNode)
{
int32* AlreadyVisited = ReachableNodes.Find(GraphNode);
if (!AlreadyVisited)
{
// Mark the expression as reachable.
ReachableNodes.Add(GraphNode, 0);
UsedNodes.Add(GraphNode);
// Iterate over the expression's inputs and add them to the pending stack.
TArray<UEdGraphPin*> InputPins;
GraphNode->GetInputPins(InputPins);
for (int32 Index = 0; Index < InputPins.Num(); ++Index)
{
if (InputPins[Index]->LinkedTo.Num() > 0 && InputPins[Index]->LinkedTo[0])
{
NodesToCheck.Push(InputPins[Index]->LinkedTo[0]->GetOwningNode());
}
}
// Since named reroute nodes don't have any input pins, we manually push the declaration node here
if (const UMaterialExpressionNamedRerouteUsage* NamedRerouteUsage = Cast<UMaterialExpressionNamedRerouteUsage>(GraphNode->MaterialExpression))
{
if (NamedRerouteUsage->Declaration && NamedRerouteUsage->Declaration->GraphNode)
{
NodesToCheck.Push(NamedRerouteUsage->Declaration->GraphNode);
}
}
}
}
}
for (int32 Index = 0; Index < Nodes.Num(); ++Index)
{
UMaterialGraphNode* GraphNode = Cast<UMaterialGraphNode>(Nodes[Index]);
if (GraphNode && !UsedNodes.Contains(GraphNode))
{
UnusedNodes.Add(GraphNode);
}
}
}
void UMaterialGraph::RemoveAllNodes()
{
MaterialInputs.Empty();
RootNode = NULL;
TArray<UEdGraphNode*> NodesToRemove = Nodes;
for (int32 NodeIndex = 0; NodeIndex < NodesToRemove.Num(); ++NodeIndex)
{
NodesToRemove[NodeIndex]->Modify();
RemoveNode(NodesToRemove[NodeIndex]);
}
}
int32 UMaterialGraph::GetValidOutputIndex(FExpressionInput* Input) const
{
int32 OutputIndex = 0;
if (Input->Expression)
{
TArray<FExpressionOutput>& Outputs = Input->Expression->GetOutputs();
if (Outputs.Num() > 0)
{
const bool bOutputIndexIsValid = Outputs.IsValidIndex(Input->OutputIndex)
// Attempt to handle legacy connections before OutputIndex was used that had a mask
&& (Input->OutputIndex != 0 || Input->Mask == 0);
for (; OutputIndex < Outputs.Num(); ++OutputIndex)
{
const FExpressionOutput& Output = Outputs[OutputIndex];
if ((bOutputIndexIsValid && OutputIndex == Input->OutputIndex) || (!bOutputIndexIsValid && Output.Mask == Input->Mask && Output.MaskR == Input->MaskR && Output.MaskG == Input->MaskG && Output.MaskB == Input->MaskB && Output.MaskA == Input->MaskA))
{
break;
}
}
if (OutputIndex >= Outputs.Num())
{
// Work around for non-reproducible crash where OutputIndex would be out of bounds
OutputIndex = Outputs.Num() - 1;
}
}
}
return OutputIndex;
}
#undef LOCTEXT_NAMESPACE