239 lines
7.5 KiB
C++
239 lines
7.5 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "UObject/ObjectMacros.h"
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#include "AutomationViewSettings.h"
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#include "AutomationScreenshotOptions.generated.h"
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UENUM(BlueprintType)
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enum class EComparisonTolerance : uint8
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{
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Zero,
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Low,
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Medium,
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High,
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Custom
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};
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USTRUCT(BlueprintType)
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struct FComparisonToleranceAmount
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{
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GENERATED_BODY()
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public:
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FComparisonToleranceAmount()
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: Red(0)
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, Green(0)
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, Blue(0)
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, Alpha(0)
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, MinBrightness(0)
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, MaxBrightness(255)
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{
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}
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FComparisonToleranceAmount(uint8 R, uint8 G, uint8 B, uint8 A, uint8 InMinBrightness, uint8 InMaxBrightness)
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: Red(R)
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, Green(G)
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, Blue(B)
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, Alpha(A)
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, MinBrightness(InMinBrightness)
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, MaxBrightness(InMaxBrightness)
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{
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}
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public:
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UPROPERTY(EditAnywhere, Category="Tolerance")
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uint8 Red;
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UPROPERTY(EditAnywhere, Category="Tolerance")
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uint8 Green;
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UPROPERTY(EditAnywhere, Category="Tolerance")
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uint8 Blue;
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UPROPERTY(EditAnywhere, Category="Tolerance")
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uint8 Alpha;
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UPROPERTY(EditAnywhere, Category="Tolerance")
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uint8 MinBrightness;
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UPROPERTY(EditAnywhere, Category="Tolerance")
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uint8 MaxBrightness;
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};
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USTRUCT(BlueprintType)
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struct FAutomationScreenshotOptions
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{
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GENERATED_BODY()
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public:
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FAutomationScreenshotOptions()
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: Resolution(ForceInit)
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, Delay(0.2f)
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, FrameDelay(5)
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, bOverride_OverrideTimeTo(false)
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, OverrideTimeTo(0.0f)
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, bDisableNoisyRenderingFeatures(true)
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, bDisableTonemapping(true)
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, ViewSettings(nullptr)
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, VisualizeBuffer(NAME_None)
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, Tolerance(EComparisonTolerance::Zero)
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, ToleranceAmount()
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, MaximumLocalError(0.10f)
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, MaximumGlobalError(0.02f)
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, bIgnoreAntiAliasing(true)
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, bIgnoreColors(false)
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{
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}
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FAutomationScreenshotOptions(EComparisonTolerance InTolerance)
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: Resolution(ForceInit)
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, Delay(0.2f)
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, FrameDelay(5)
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, bOverride_OverrideTimeTo(false)
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, OverrideTimeTo(0.0f)
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, bDisableNoisyRenderingFeatures(true)
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, bDisableTonemapping(true)
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, ViewSettings(nullptr)
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, VisualizeBuffer(NAME_None)
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, Tolerance(InTolerance)
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, ToleranceAmount()
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, MaximumLocalError(0.10f)
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, MaximumGlobalError(0.02f)
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, bIgnoreAntiAliasing(true)
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, bIgnoreColors(false)
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{
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SetToleranceAmounts(InTolerance);
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}
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/**
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* The desired resolution of the screenshot, if none is provided, it will use the default for the
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* platform setup in the automation settings.
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*/
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Screenshot")
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FVector2D Resolution;
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/**
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* The delay before we take the screenshot (measured in seconds). Both this delay and the frame delay must be met before the screenshot is taken.
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*/
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Screenshot")
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float Delay;
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/**
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* The delay before we take the screenshot (measured in number of frames). Both this frame delay and the time delay must be met before the screenshot is taken.
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*/
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Screenshot")
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int32 FrameDelay;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Overrides, meta = (PinHiddenByDefault, InlineEditConditionToggle))
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bool bOverride_OverrideTimeTo;
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/**
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* Overrides World Time, Real Time to the value provided. Sets Delta Time to 0. Only
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* affects the time being sent to the render thread and materials. The time accumulating
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* on the game thread is unaffected.
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*/
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Screenshot", meta=(editcondition = "bOverride_OverrideTimeTo"))
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double OverrideTimeTo;
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/**
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* Disables Anti-Aliasing, Motion Blur, Screen Space Reflections, Eye Adaptation, Tonemapper and Contact
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* Shadows, because those features contribute a lot to the noise in the final rendered image. If you're
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* explicitly looking for changes. Unchecking the option will make accessible the Disable Eye Adaptation
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* checkbox.
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*/
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Screenshot")
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bool bDisableNoisyRenderingFeatures;
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/**
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* Disables Eye Adaptation and sets Tonemapper to fixed gamma curve. Should generally be on unless
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* testing tone mapping or other post-processing results.
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*/
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Screenshot", meta = (EditCondition = "!bDisableNoisyRenderingFeatures", DisplayName = "Disable Eye Adaptation"))
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bool bDisableTonemapping;
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/**
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* Assign custom view settings to control which rendering options we allow on while taking the
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* screenshot.
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*/
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Screenshot")
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TObjectPtr<UAutomationViewSettings> ViewSettings;
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/**
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* Allows you to screenshot a buffer other than the default final lit scene image. Useful if you're
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* trying to build a test for a specific GBuffer, that may be harder to tell if errors are introduced
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* in it.
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*/
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Screenshot")
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FName VisualizeBuffer;
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/**
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* These are quick defaults for tolerance levels, we default to low, because generally there's some
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* constant variability in every pixel's color introduced by TxAA.
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*/
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Comparison")
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EComparisonTolerance Tolerance;
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/**
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* For each channel and brightness levels you can control a region where the colors are found to be
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* essentially the same. Generally this is necessary as modern rendering techniques tend to introduce
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* noise constantly to hide aliasing.
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*/
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Comparison")
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FComparisonToleranceAmount ToleranceAmount;
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/**
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* After you've accounted for color tolerance changes, you now need to control for local acceptable error.
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* Which depending on how pixels were colored on triangle edges may be a few percent of the image being
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* outside the tolerance levels. Unlike the MaximumGlobalError, the MaximumLocalError works by focusing
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* on a smaller subset of the image. These chunks will have be compared to the local error, in an attempt
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* to locate hot spots of change that are important, that would be ignored by the global error.
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*/
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Comparison", meta=( ClampMin = 0, ClampMax = 1, UIMin = 0, UIMax = 1 ))
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float MaximumLocalError;
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/**
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* After you've accounted for color tolerance changes, you now need to control for total acceptable error.
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* Which depending on how pixels were colored on triangle edges may be a few percent of the image being
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* outside the tolerance levels.
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*/
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Comparison", meta=( ClampMin = 0, ClampMax = 1, UIMin = 0, UIMax = 1 ))
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float MaximumGlobalError;
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/**
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* If this is true, we search neighboring pixels looking for the expected pixel as what may have happened, is
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* that the pixel shifted a little.
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*/
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Comparison")
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bool bIgnoreAntiAliasing;
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/**
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* If this is true, all we compare is luminance of the scene.
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*/
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Comparison", AdvancedDisplay)
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bool bIgnoreColors;
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public:
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void SetToleranceAmounts(EComparisonTolerance InTolerance)
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{
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switch ( InTolerance )
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{
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case EComparisonTolerance::Zero:
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ToleranceAmount = FComparisonToleranceAmount(0, 0, 0, 0, 0, 255);
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break;
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case EComparisonTolerance::Low:
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ToleranceAmount = FComparisonToleranceAmount(16, 16, 16, 16, 16, 240);
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break;
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case EComparisonTolerance::Medium:
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ToleranceAmount = FComparisonToleranceAmount(24, 24, 24, 24, 24, 220);
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break;
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case EComparisonTolerance::High:
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ToleranceAmount = FComparisonToleranceAmount(32, 32, 32, 32, 64, 96);
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break;
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}
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}
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};
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