// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
#pragma once
#include "../BinaryAsset.h"
#include "Engine/Tools/MaterialGenerator/Types.h"
///
/// Material function graph asset that contains reusable part of the material graph.
///
API_CLASS(NoSpawn) class FLAXENGINE_API MaterialFunction : public BinaryAsset
{
DECLARE_BINARY_ASSET_HEADER(MaterialFunction, 1);
public:
#if COMPILE_WITH_MATERIAL_GRAPH
///
/// The loaded material function graph.
///
MaterialGraph Graph;
///
/// The input nodes (indices).
///
Array> Inputs;
///
/// The output nodes (indices).
///
Array> Outputs;
///
/// Tries to load surface graph from the asset.
///
/// The output surface data, or empty if failed to load.
API_FUNCTION() BytesContainer LoadSurface();
///
/// Tries to load surface graph from the asset.
///
/// The graph to load.
/// True if failed, otherwise false.
bool LoadSurface(MaterialGraph& graph);
// Gets the function signature for Visject Surface editor.
API_FUNCTION() void GetSignature(API_PARAM(Out) Array>& types, API_PARAM(Out) Array>& names);
#endif
#if USE_EDITOR
///
/// Updates the material graph surface (save new one, discards cached data, reloads asset).
///
/// The surface graph data.
/// True if cannot save it, otherwise false.
API_FUNCTION() bool SaveSurface(BytesContainer& data);
#endif
protected:
// [BinaryAsset]
LoadResult load() override;
void unload(bool isReloading) override;
AssetChunksFlag getChunksToPreload() const override;
};