// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved. #include "MaterialFunction.h" #if COMPILE_WITH_MATERIAL_GRAPH #include "Engine/Core/Log.h" #include "Engine/Core/Types/DataContainer.h" #include "Engine/Serialization/MemoryReadStream.h" #endif #include "Engine/Content/Factories/BinaryAssetFactory.h" REGISTER_BINARY_ASSET(MaterialFunction, "FlaxEngine.MaterialFunction", false); MaterialFunction::MaterialFunction(const SpawnParams& params, const AssetInfo* info) : BinaryAsset(params, info) { } Asset::LoadResult MaterialFunction::load() { #if COMPILE_WITH_MATERIAL_GRAPH // Load graph const auto surfaceChunk = GetChunk(0); if (!surfaceChunk || !surfaceChunk->IsLoaded()) return LoadResult::MissingDataChunk; MemoryReadStream stream(surfaceChunk->Get(), surfaceChunk->Size()); if (Graph.Load(&stream, false)) return LoadResult::Failed; // Cache input and output nodes bool tooManyInputsOutputs = false; for (int32 i = 0; i < Graph.Nodes.Count(); i++) { auto& node = Graph.Nodes[i]; if (node.Type == GRAPH_NODE_MAKE_TYPE(16, 1)) { if (Inputs.Count() < 16) Inputs.Add(i); else tooManyInputsOutputs = true; } else if (node.Type == GRAPH_NODE_MAKE_TYPE(16, 2)) { if (Outputs.Count() < 16) Outputs.Add(i); else tooManyInputsOutputs = true; } } if (tooManyInputsOutputs) { LOG(Error, "Too many function inputs/outputs in '{0}'. The limit is max 16 inputs and max 16 outputs.", ToString()); } #endif return LoadResult::Ok; } void MaterialFunction::unload(bool isReloading) { #if COMPILE_WITH_MATERIAL_GRAPH Graph.Clear(); Inputs.Clear(); Outputs.Clear(); #endif } AssetChunksFlag MaterialFunction::getChunksToPreload() const { return GET_CHUNK_FLAG(0); } #if COMPILE_WITH_MATERIAL_GRAPH BytesContainer MaterialFunction::LoadSurface() { BytesContainer result; ScopeLock lock(Locker); if (HasChunk(0)) { if (!LoadChunks(GET_CHUNK_FLAG(0))) { const auto surfaceChunk = GetChunk(0); result.Copy(surfaceChunk->Data); } } return result; } bool MaterialFunction::LoadSurface(MaterialGraph& graph) { ScopeLock lock(Locker); if (HasChunk(0)) { if (!LoadChunks(GET_CHUNK_FLAG(0))) { const auto surfaceChunk = GetChunk(0); MemoryReadStream stream(surfaceChunk->Get(), surfaceChunk->Size()); return graph.Load(&stream, false); } } return true; } void MaterialFunction::GetSignature(Array>& types, Array>& names) { types.Resize(32); names.Resize(32); for (int32 i = 0; i < Inputs.Count(); i++) { auto& node = Graph.Nodes[Inputs[i]]; types[i] = GetGraphFunctionTypeName_Deprecated(node.Values[0]); names[i] = (StringView)node.Values[1]; } for (int32 i = 0; i < Outputs.Count(); i++) { auto& node = Graph.Nodes[Outputs[i]]; types[i + 16] = GetGraphFunctionTypeName_Deprecated(node.Values[0]); names[i + 16] = (StringView)node.Values[1]; } } #endif #if USE_EDITOR bool MaterialFunction::SaveSurface(BytesContainer& data) { // Wait for asset to be loaded or don't if last load failed if (LastLoadFailed()) { LOG(Warning, "Saving asset that failed to load."); } else if (WaitForLoaded()) { LOG(Error, "Asset loading failed. Cannot save it."); return true; } ScopeLock lock(Locker); // Set Visject Surface data auto surfaceChunk = GetOrCreateChunk(0); ASSERT(surfaceChunk != nullptr); surfaceChunk->Data.Copy(data); // Save asset AssetInitData initData; initData.SerializedVersion = 1; if (SaveAsset(initData)) { LOG(Error, "Cannot save \'{0}\'", ToString()); return true; } return false; } #endif