94 lines
3.4 KiB
C++
94 lines
3.4 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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/*==============================================================================
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NormalMapPreview.h: Implementation for previewing normal maps.
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==============================================================================*/
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#include "NormalMapPreview.h"
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#include "Shader.h"
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#include "GlobalShader.h"
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#include "SimpleElementShaders.h"
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#include "ShaderParameterUtils.h"
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#include "PipelineStateCache.h"
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#include "RHIStaticStates.h"
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#include "DataDrivenShaderPlatformInfo.h"
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/*------------------------------------------------------------------------------
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Batched element shaders for previewing normal maps.
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* Deprecated, do not use. Use FBatchedElementTexture2DPreviewParameters instead with normal map flag.
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-----------------------------------------------------------------------------*/
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/**
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* Simple pixel shader that reconstructs a normal for the purposes of visualization.
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*/
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class FSimpleElementNormalMapPS : public FGlobalShader
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{
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DECLARE_SHADER_TYPE(FSimpleElementNormalMapPS,Global);
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public:
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/** Should the shader be cached? Always. */
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static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
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{
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return IsPCPlatform(Parameters.Platform);
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}
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/** Default constructor. */
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FSimpleElementNormalMapPS() {}
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/**
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* Initialization constructor.
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* @param Initializer - Shader initialization container.
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*/
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FSimpleElementNormalMapPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
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: FGlobalShader(Initializer)
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{
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Texture.Bind(Initializer.ParameterMap,TEXT("NormalMapTexture"));
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TextureSampler.Bind(Initializer.ParameterMap,TEXT("NormalMapTextureSampler"));
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}
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/**
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* Set shader parameters.
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* @param NormalMapTexture - The normal map texture to sample.
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*/
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void SetParameters(FRHIBatchedShaderParameters& BatchedParameters, const FTexture* NormalMapTexture)
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{
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SetTextureParameter(BatchedParameters, Texture, TextureSampler, NormalMapTexture);
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}
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private:
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/** The texture to sample. */
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LAYOUT_FIELD(FShaderResourceParameter, Texture);
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LAYOUT_FIELD(FShaderResourceParameter, TextureSampler);
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};
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IMPLEMENT_SHADER_TYPE(,FSimpleElementNormalMapPS,TEXT("/Engine/Private/SimpleElementNormalMapPixelShader.usf"),TEXT("Main"),SF_Pixel);
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/** Binds vertex and pixel shaders for this element */
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void FNormalMapBatchedElementParameters::BindShaders(
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FRHICommandList& RHICmdList,
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FGraphicsPipelineStateInitializer& GraphicsPSOInit,
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ERHIFeatureLevel::Type InFeatureLevel,
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const FMatrix& InTransform,
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const float InGamma,
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const FMatrix& ColorWeights,
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const FTexture* Texture)
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{
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TShaderMapRef<FSimpleElementVS> VertexShader(GetGlobalShaderMap(InFeatureLevel));
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TShaderMapRef<FSimpleElementNormalMapPS> PixelShader(GetGlobalShaderMap(InFeatureLevel));
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// bad : this does not pass Gamma
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GraphicsPSOInit.BoundShaderState.VertexDeclarationRHI = GSimpleElementVertexDeclaration.VertexDeclarationRHI;
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GraphicsPSOInit.BoundShaderState.VertexShaderRHI = VertexShader.GetVertexShader();
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GraphicsPSOInit.BoundShaderState.PixelShaderRHI = PixelShader.GetPixelShader();
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GraphicsPSOInit.PrimitiveType = PT_TriangleList;
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GraphicsPSOInit.BlendState = TStaticBlendState<>::GetRHI();
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RHICmdList.ApplyCachedRenderTargets(GraphicsPSOInit);
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SetGraphicsPipelineState(RHICmdList, GraphicsPSOInit, 0);
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SetShaderParametersLegacyVS(RHICmdList, VertexShader, InTransform);
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SetShaderParametersLegacyPS(RHICmdList, PixelShader, Texture);
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}
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