// Copyright Epic Games, Inc. All Rights Reserved. #include "SlateMaterialShader.h" #include "MaterialDomain.h" #include "Materials/Material.h" #include "RHIStaticStates.h" #include "SceneView.h" #include "ShaderParameterUtils.h" #include "MeshDrawShaderBindings.h" #include "SceneInterface.h" IMPLEMENT_TYPE_LAYOUT(FSlateMaterialShaderVS); IMPLEMENT_TYPE_LAYOUT(FSlateMaterialShaderPS); FSlateMaterialShaderVS::FSlateMaterialShaderVS(const FMaterialShaderType::CompiledShaderInitializerType& Initializer) : FMaterialShader(Initializer) {} void FSlateMaterialShaderVS::ModifyCompilationEnvironment(const FMaterialShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment) { // Set defines based on what this shader will be used for OutEnvironment.SetDefine( TEXT("USE_MATERIALS"), 1 ); OutEnvironment.SetDefine( TEXT("NUM_CUSTOMIZED_UVS"), Parameters.MaterialParameters.NumCustomizedUVs ); OutEnvironment.SetDefine(TEXT("HAS_SCREEN_POSITION"), (bool)Parameters.MaterialParameters.bHasVertexPositionOffsetConnected); FMaterialShader::ModifyCompilationEnvironment( Parameters, OutEnvironment ); } bool FSlateMaterialShaderVS::ShouldCompilePermutation(const FMaterialShaderPermutationParameters& Parameters) { return Parameters.MaterialParameters.MaterialDomain == MD_UI; } void FSlateMaterialShaderVS::SetMaterialShaderParameters( FMeshDrawSingleShaderBindings& ShaderBindings, const FSceneInterface* Scene, const TUniformBufferRef& ViewUniformBuffer, const FMaterialRenderProxy* MaterialRenderProxy, const FMaterial* Material) { const auto& ViewUniformBufferParameter = GetUniformBufferParameter(); ShaderBindings.Add(ViewUniformBufferParameter, ViewUniformBuffer); const ERHIFeatureLevel::Type FeatureLevel = Scene ? Scene->GetFeatureLevel() : GMaxRHIFeatureLevel; FMaterialShader::GetShaderBindings(Scene, FeatureLevel, *MaterialRenderProxy, *Material, ShaderBindings); } bool FSlateMaterialShaderPS::ShouldCompilePermutation(const FMaterialShaderPermutationParameters& Parameters) { return Parameters.MaterialParameters.MaterialDomain == MD_UI; } void FSlateMaterialShaderPS::ModifyCompilationEnvironment(const FMaterialShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment) { // Set defines based on what this shader will be used for OutEnvironment.SetDefine( TEXT("USE_MATERIALS"), 1 ); OutEnvironment.SetDefine( TEXT("NUM_CUSTOMIZED_UVS"), Parameters.MaterialParameters.NumCustomizedUVs); FMaterialShader::ModifyCompilationEnvironment( Parameters, OutEnvironment ); } FSlateMaterialShaderPS::FSlateMaterialShaderPS(const FMaterialShaderType::CompiledShaderInitializerType& Initializer) : FMaterialShader(Initializer) { ShaderParams.Bind(Initializer.ParameterMap, TEXT("ShaderParams")); ShaderParams2.Bind(Initializer.ParameterMap, TEXT("ShaderParams2")); GammaAndAlphaValues.Bind(Initializer.ParameterMap, TEXT("GammaAndAlphaValues")); DrawFlags.Bind(Initializer.ParameterMap, TEXT("DrawFlags")); AdditionalTextureParameter.Bind(Initializer.ParameterMap, TEXT("ElementTexture")); TextureParameterSampler.Bind(Initializer.ParameterMap, TEXT("ElementTextureSampler")); } void FSlateMaterialShaderPS::SetMaterialShaderParameters( FMeshDrawSingleShaderBindings& ShaderBindings, const FSceneInterface* Scene, const TUniformBufferRef& ViewUniformBuffer, const FMaterialRenderProxy* MaterialRenderProxy, const FMaterial* Material, const FShaderParams& InShaderParams) { ShaderBindings.Add(ShaderParams, (FVector4f)InShaderParams.PixelParams); ShaderBindings.Add(ShaderParams2, (FVector4f)InShaderParams.PixelParams2); const auto& ViewUniformBufferParameter = GetUniformBufferParameter(); ShaderBindings.Add(ViewUniformBufferParameter, ViewUniformBuffer); const ERHIFeatureLevel::Type FeatureLevel = Scene ? Scene->GetFeatureLevel() : GMaxRHIFeatureLevel; FMaterialShader::GetShaderBindings(Scene, FeatureLevel, *MaterialRenderProxy, *Material, ShaderBindings); } void FSlateMaterialShaderPS::SetAdditionalTexture(FMeshDrawSingleShaderBindings& ShaderBindings, FRHITexture* InTexture, const FSamplerStateRHIRef SamplerState) { ShaderBindings.AddTexture(AdditionalTextureParameter, TextureParameterSampler, SamplerState, InTexture); } void FSlateMaterialShaderPS::SetDisplayGammaAndContrast(FMeshDrawSingleShaderBindings& ShaderBindings, float InDisplayGamma, float InContrast) { FVector4f InGammaValues(2.2f / InDisplayGamma, 1.0f / InDisplayGamma, 0.0f, InContrast); ShaderBindings.Add(GammaAndAlphaValues, InGammaValues); } void FSlateMaterialShaderPS::SetDrawFlags(FMeshDrawSingleShaderBindings& ShaderBindings, bool bDrawDisabledEffect) { FVector4f InDrawFlags((bDrawDisabledEffect ? 1.f : 0.f), 0.f, 0.f, 0.f); ShaderBindings.Add(DrawFlags, InDrawFlags); } #define IMPLEMENT_SLATE_VERTEXMATERIALSHADER_TYPE(bUseInstancing) \ typedef TSlateMaterialShaderVS TSlateMaterialShaderVS##bUseInstancing; \ IMPLEMENT_MATERIAL_SHADER_TYPE(template<>, TSlateMaterialShaderVS##bUseInstancing, TEXT("/Engine/Private/SlateVertexShader.usf"), TEXT("Main"), SF_Vertex); /** Instancing vertex shader */ IMPLEMENT_SLATE_VERTEXMATERIALSHADER_TYPE(true); /** Non instancing vertex shader */ IMPLEMENT_SLATE_VERTEXMATERIALSHADER_TYPE(false); #define IMPLEMENT_SLATE_MATERIALSHADER_TYPE(ShaderType) \ typedef TSlateMaterialShaderPS TSlateMaterialShaderPS##ShaderType; \ IMPLEMENT_MATERIAL_SHADER_TYPE(template<>, TSlateMaterialShaderPS##ShaderType, TEXT("/Engine/Private/SlateElementPixelShader.usf"), TEXT("Main"), SF_Pixel); IMPLEMENT_SLATE_MATERIALSHADER_TYPE(Custom) IMPLEMENT_SLATE_MATERIALSHADER_TYPE(Default); IMPLEMENT_SLATE_MATERIALSHADER_TYPE(Border); IMPLEMENT_SLATE_MATERIALSHADER_TYPE(GrayscaleFont); IMPLEMENT_SLATE_MATERIALSHADER_TYPE(ColorFont); IMPLEMENT_SLATE_MATERIALSHADER_TYPE(RoundedBox); IMPLEMENT_SLATE_MATERIALSHADER_TYPE(SdfFont); IMPLEMENT_SLATE_MATERIALSHADER_TYPE(MsdfFont);