// Copyright Epic Games, Inc. All Rights Reserved. #include "../Common.ush" #include "LandscapeCommon.ush" // ---------------------------------------------------------------------------------- #if defined (__INTELLISENSE__) // Uncomment the appropriate define for enabling syntax highlighting with HLSL Tools for Visual Studio : //#define MERGE_EDIT_LAYER 1 //#define PERFORM_LEGACY_WEIGHT_BLENDING 1 //#define PACK_WEIGHTMAP 1 //#define GENERATE_MIPS 1 #endif // defined (__INTELLISENSE__) // ---------------------------------------------------------------------------------- /** EWeightmapBlendMode enum */ #define EWEIGHTMAPBLENDMODE_ADDITIVE 0 #define EWEIGHTMAPBLENDMODE_SUBTRACTIVE 1 #define EWEIGHTMAPBLENDMODE_PASSTHROUGH 2 #define EWEIGHTMAPBLENDMODE_ALPHABLEND 3 /** EWeightmapTargetLayerFlags enum */ #define EWEIGHTMAPTARGETLAYERFLAGS_ISVISIBILITYLAYER (1 << 0) #define EWEIGHTMAPTARGETLAYERFLAGS_ISWEIGHTBLENDED (1 << 1) #if MERGE_EDIT_LAYER // MergeEditLayerPS inputs/outputs : uint InTargetLayerIndex; // Index of the target layer being processed uint InEditLayerTargetLayerBlendMode; // See EWeightmapBlendMode. Target layer's blend mode, which is per-edit layer and per-target layer and can therefore differ from one edit layer to another float InEditLayerAlpha; // Global alpha value of the edit layer currently being merged Texture2DArray InCurrentEditLayerWeightmaps; // The target layers of the current edit layer to merge (1 slice per weightmap in the target layer group) Texture2DArray InPreviousEditLayersWeightmaps; // The result from the merge of all prior edit layers (1 slice per weightmap in the target layer group) // Array that contains per-edit layer / per-target layer information (e.g. the target layer's blend mode, which is per-edit layer and can therefore differ from one edit layer to another) #endif // MERGE_EDIT_LAYER #if PERFORM_LEGACY_WEIGHT_BLENDING // PerformLegacyWeightBlendingPS inputs/outputs : // Per-target layer information : struct FWeightmapTargetLayerInfo { uint Flags; // See EWeightmapTargetLayerFlags }; uint InTargetLayerIndex; // Index of the target layer being processed uint InNumTargetLayers; // Number of target layers (i.e. == InTargetLayerInfos.Num()) // Array that contains per-target layer information (e.g. target layer's flags) StructuredBuffer InTargetLayerInfos; Texture2DArray InCurrentEditLayerWeightmaps; // The texture to horizontally blend (1 slice per weightmap in the target layer group) #endif // PERFORM_LEGACY_WEIGHT_BLENDING #if PACK_WEIGHTMAP // PackWeightmapPS inputs/outputs : int4 InSourceSliceIndices; // For each channel of the output texture (rgba), this indicates the slice index in InSourceWeightmaps where to read from uint4 InSourcePixelOffsets[4]; // For each channel, offset to add to the pixel's coordinates to load the proper sample in InSourceWeightmaps (.xy, .zw is unused, only there for alignment purposes) uint2 InSubsectionPixelOffset; // Offset of the subsection currently being rendered uint InIsAdditive; // = 1 if some channels of this texture have been packed in a previous draw, 0 otherwise Texture2DArray InSourceWeightmaps; // Source, single-channel (we don't care about the alpha flags at this point), texture to pack Texture2D InWeightmapBeingPacked; // The weightmap being packed, in case the packing operation is additive, i.e. it occurs across multiple draws (contains the channels that have previously been packed) #endif // PACK_WEIGHTMAP #if GENERATE_MIPS // GenerateMipsPS inputs/outputs : uint2 InCurrentMipSubsectionSize; // Size of the the subsection at the currently generated mip level Texture2D InSourceWeightmap; // Source weightmap (containing the current mip level - 1) #endif // GENERATE_MIPS // ---------------------------------------------------------------------------------- // Util functions : #if PERFORM_LEGACY_WEIGHT_BLENDING bool IsWeightBlendedTargetLayer(FWeightmapTargetLayerInfo InTargetLayerInfo) { // For the visibility layer, deactivate weight blending altogether : return (((InTargetLayerInfo.Flags & EWEIGHTMAPTARGETLAYERFLAGS_ISVISIBILITYLAYER) == 0) && (InTargetLayerInfo.Flags & EWEIGHTMAPTARGETLAYERFLAGS_ISWEIGHTBLENDED)); } #endif // PERFORM_LEGACY_WEIGHT_BLENDING // ---------------------------------------------------------------------------------- // Pixel shaders : #if MERGE_EDIT_LAYER void MergeEditLayerPS(in float4 SVPos : SV_POSITION, out float4 OutPackedWeight : SV_Target0) { uint2 TextureCoordinates = floor(SVPos.xy); float4 CurrentLayerWeightSample = 0.0f; if (InEditLayerTargetLayerBlendMode != EWEIGHTMAPBLENDMODE_PASSTHROUGH) { CurrentLayerWeightSample = InCurrentEditLayerWeightmaps.Load(int4(TextureCoordinates, InTargetLayerIndex, 0)); // xy = relative coordinates, z = index in texture array, w = mip level } float CurrentLayerWeight = UnpackWeight(CurrentLayerWeightSample.xy); float CurrentLayerWeightAlpha = 1.0f; uint CurrentLayerWeightFlags = EWEIGHTMAPALPHAFLAGS_NONE; UnpackWeightAlpha(CurrentLayerWeightSample.zw, CurrentLayerWeightAlpha, CurrentLayerWeightFlags); float2 PreviousLayersWeightSample = InPreviousEditLayersWeightmaps.Load(int4(TextureCoordinates, InTargetLayerIndex, 0)).xy; // xy = relative coordinates, z = index in texture array, w = mip level float PreviousLayersWeight = UnpackWeight(PreviousLayersWeightSample); float FinalWeight = PreviousLayersWeight; if (InEditLayerTargetLayerBlendMode == EWEIGHTMAPBLENDMODE_ADDITIVE) { FinalWeight += CurrentLayerWeight * InEditLayerAlpha; } else if (InEditLayerTargetLayerBlendMode == EWEIGHTMAPBLENDMODE_SUBTRACTIVE) { FinalWeight -= CurrentLayerWeight * InEditLayerAlpha; } else if (InEditLayerTargetLayerBlendMode == EWEIGHTMAPBLENDMODE_ALPHABLEND) { float FinalAlpha = InEditLayerAlpha * CurrentLayerWeightAlpha; if (CurrentLayerWeightFlags == EWEIGHTMAPALPHAFLAGS_ALPHABLEND) { FinalWeight = lerp(PreviousLayersWeight, CurrentLayerWeight, FinalAlpha); } else if (CurrentLayerWeightFlags & EWEIGHTMAPALPHAFLAGS_MIN) { FinalWeight = lerp(PreviousLayersWeight, min(PreviousLayersWeight, CurrentLayerWeight), FinalAlpha); } else if (CurrentLayerWeightFlags & EWEIGHTMAPALPHAFLAGS_MAX) { FinalWeight = lerp(PreviousLayersWeight, max(PreviousLayersWeight, CurrentLayerWeight), FinalAlpha); } // Additive case (== no flag) : // TODO [jonathan.bard] : remove InEditLayerTargetLayerBlendMode == EWEIGHTMAPBLENDMODE_SUBTRACTIVE and add the EWEIGHTMAPBLENDMODE_SUBTRACTIVE flag else if (CurrentLayerWeightFlags == EWEIGHTMAPALPHAFLAGS_ADDITIVE) { FinalWeight += CurrentLayerWeight * FinalAlpha; } } OutPackedWeight = float4(PackWeight(FinalWeight), 0.0f, 0.0f); } #endif // MERGE_EDIT_LAYER #if PERFORM_LEGACY_WEIGHT_BLENDING void PerformLegacyWeightBlendingPS(in float4 SVPos : SV_POSITION, out float4 OutColor : SV_Target0) { uint2 TextureCoordinates = floor(SVPos.xy); float FinalWeight = 0.0f; FWeightmapTargetLayerInfo ActiveTargetLayerInfo = InTargetLayerInfos[InTargetLayerIndex]; if (!IsWeightBlendedTargetLayer(ActiveTargetLayerInfo)) { FinalWeight = UnpackWeight(InCurrentEditLayerWeightmaps.Load(int4(TextureCoordinates, InTargetLayerIndex, 0)).xy); // xy = relative coordinates, z = index in texture array, w = mip level } else { float ActiveTargetLayerWeight = 0.0f; float BlendedWeightsSum = 0.0f; LOOP for (uint i = 0; i < InNumTargetLayers; ++i) { bool bIsOutputTargetLayer = (i == InTargetLayerIndex); FWeightmapTargetLayerInfo TargetLayerInfo = InTargetLayerInfos[i]; // Only weight blended (and non-visibility) target layers participate to weight blending : if (IsWeightBlendedTargetLayer(TargetLayerInfo)) { float Weight = UnpackWeight(InCurrentEditLayerWeightmaps.Load(int4(TextureCoordinates, i, 0)).xy); // xy = relative coordinates, z = index in texture array, w = mip level if (bIsOutputTargetLayer) { ActiveTargetLayerWeight = Weight; } BlendedWeightsSum += Weight; } } FinalWeight = (BlendedWeightsSum > 0.0f) ? saturate(ActiveTargetLayerWeight / BlendedWeightsSum) : ActiveTargetLayerWeight; } OutColor = float4(PackWeight(FinalWeight), 0.0f, 0.0f); } #endif // PERFORM_LEGACY_WEIGHT_BLENDING // ---------------------------------------------------------------------------------- #if PACK_WEIGHTMAP void PackWeightmapPS(in float4 SVPos : SV_POSITION, out float4 OutColor : SV_Target0) { uint2 LocalCoordinates = floor(SVPos.xy); uint2 SubsectionRelativeTextureCoordinates = LocalCoordinates - InSubsectionPixelOffset; OutColor = 0.0f; if (InIsAdditive != 0) { OutColor = InWeightmapBeingPacked.Load(int3(LocalCoordinates, 0)); // xy = relative coordinates, z = mip level } UNROLL for (uint i = 0; i < 4; ++i) { if (InSourceSliceIndices[i] >= 0) { uint2 TextureCoordinates = SubsectionRelativeTextureCoordinates + InSourcePixelOffsets[i].xy; OutColor[i] = UnpackWeight(InSourceWeightmaps.Load(int4(TextureCoordinates, InSourceSliceIndices[i], 0)).xy); // xy = relative coordinates, z = index in texture array, w = mip level } } } #endif // PACK_WEIGHTMAP // ---------------------------------------------------------------------------------- #if GENERATE_MIPS void GenerateMipsPS(in float4 SVPos : SV_POSITION, out float4 OutColor : SV_Target0) { uint2 TextureCoordinates = floor(SVPos.xy); float4 SourceSamples[4] = { InSourceWeightmap.Load(int3(2 * TextureCoordinates + int2(+0, +0), 0)), InSourceWeightmap.Load(int3(2 * TextureCoordinates + int2(+1, +0), 0)), InSourceWeightmap.Load(int3(2 * TextureCoordinates + int2(+0, +1), 0)), InSourceWeightmap.Load(int3(2 * TextureCoordinates + int2(+1, +1), 0)), }; // Because the borders of each landscape subsection are shared between neighbors, we must ensure that the parent mip's inner row/column of pixels don't contribute, // so that pixels on the subsection borders for neighboring subsections for mips have an equal value : // 9 possible cases (only the samples marked with a * must be kept): // bIsMinBorder.x = true // | bIsMaxBorder.x = true // | | // v v // +-------+ +-------+ +-------+ // | * : | | * : * | | : * | // | - + - |...| - + - |...| - + - | <-- bIsMinBorder.y = true // | : | | : | | : | // +-------+ +-------+ +-------+ // ... ... ... // +-------+ +-------+ +-------+ // | * : | | * : * | | : * | // | - + - |...| - + - |...| - + - | // | * : | | * : * | | : * | // +-------+ +-------+ +-------+ // ... ... ... // +-------+ +-------+ +-------+ // | : | | : | | : | // | - + - |...| - + - |...| - + - | <-- bIsMaxBorder.y = true // | * : | | * : * | | : * | // +-------+ +-------+ +-------+ bool bIsLastMip = all(InCurrentMipSubsectionSize == 1); uint2 SubsectionRelativeTextureCoordinates = TextureCoordinates % InCurrentMipSubsectionSize; bool2 bIsMinBorder = (SubsectionRelativeTextureCoordinates == 0); bool2 bIsMaxBorder = (SubsectionRelativeTextureCoordinates == (InCurrentMipSubsectionSize - 1)); float SampleWeights[4] = { // On the last mip, it's ok to keep all 4 samples : all neighbors components share them : ((bIsMaxBorder.x || bIsMaxBorder.y) && !bIsLastMip) ? 0.0f : 1.0f, ((bIsMinBorder.x || bIsMaxBorder.y) && !bIsLastMip) ? 0.0f : 1.0f, ((bIsMaxBorder.x || bIsMinBorder.y) && !bIsLastMip) ? 0.0f : 1.0f, ((bIsMinBorder.x || bIsMinBorder.y) && !bIsLastMip) ? 0.0f : 1.0f, }; float TotalSampleWeight = 0.0f; OutColor = 0.0f; UNROLL for (int i = 0; i < 4; ++i) { OutColor += SourceSamples[i] * SampleWeights[i]; TotalSampleWeight += SampleWeights[i]; } OutColor /= TotalSampleWeight; } #endif // GENERATE_MIPS