Files
UnrealEngine/Engine/Source/Editor/UnrealEd/Private/VolumeTexturePreview.cpp
2025-05-18 13:04:45 +08:00

212 lines
9.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
/*==============================================================================
VolumeTexturePreview.h: Implementation for previewing Volume textures.
==============================================================================*/
#include "VolumeTexturePreview.h"
#include "Engine/Texture2D.h"
#include "Shader.h"
#include "GlobalShader.h"
#include "RHIResources.h"
#include "RHIStaticStates.h"
#include "SimpleElementShaders.h"
#include "ShaderParameterUtils.h"
#include "PipelineStateCache.h"
#include "Editor.h"
#include "TextureResource.h"
#include "GlobalRenderResources.h"
#include "DataDrivenShaderPlatformInfo.h"
UNREALED_API void GetBestFitForNumberOfTiles(int32 InSize, int32& OutNumTilesX, int32& OutNumTilesY)
{
const float Ratios[] = { 1.f, 1.2f, 1.25f, 1.33f, 1.5f, 1.77f, 2.f, 3.f };
OutNumTilesX = InSize;
OutNumTilesY = 1;
int32 OutError = InSize;
for (float Ratio : Ratios)
{
int32 NumTilesY = (int32)FMath::RoundToInt(FMath::Sqrt((float)InSize / Ratio));
int32 NumTilesX = (int32)FMath::RoundToInt((float)NumTilesY * Ratio);
int32 Error = NumTilesX * NumTilesY - InSize;
if (Error >= 0 && Error < OutError)
{
OutError = Error;
OutNumTilesX = NumTilesX;
OutNumTilesY = NumTilesY;
}
}
}
/*------------------------------------------------------------------------------
Batched element shaders for previewing 2d textures.
------------------------------------------------------------------------------*/
/**
* Simple pixel shader for previewing volume textures at a specified mip level
*/
class FSimpleElementVolumeTexturePreviewPS : public FGlobalShader
{
DECLARE_INLINE_TYPE_LAYOUT(FSimpleElementVolumeTexturePreviewPS, NonVirtual);
public:
FSimpleElementVolumeTexturePreviewPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer) :
FGlobalShader(Initializer)
{
InTexture.Bind(Initializer.ParameterMap,TEXT("InTexture"), SPF_Mandatory);
InTextureSampler.Bind(Initializer.ParameterMap,TEXT("InTextureSampler"));
BadTexture.Bind(Initializer.ParameterMap,TEXT("BadTexture"));
BadTextureSampler.Bind(Initializer.ParameterMap,TEXT("BadTextureSampler"));
TextureComponentReplicate.Bind(Initializer.ParameterMap,TEXT("TextureComponentReplicate"));
TextureComponentReplicateAlpha.Bind(Initializer.ParameterMap,TEXT("TextureComponentReplicateAlpha"));
ColorWeights.Bind(Initializer.ParameterMap,TEXT("ColorWeights"));
PackedParameters.Bind(Initializer.ParameterMap,TEXT("PackedParams"));
NumTilesPerSideParameter.Bind(Initializer.ParameterMap,TEXT("NumTilesPerSide"));
TraceVolumeScalingParameter.Bind(Initializer.ParameterMap,TEXT("TraceVolumeScaling"));
TextureDimensionParameter.Bind(Initializer.ParameterMap,TEXT("TextureDimension"));
TraceViewMatrixParameter.Bind(Initializer.ParameterMap,TEXT("TraceViewMatrix"));
}
FSimpleElementVolumeTexturePreviewPS() {}
/** Should the shader be cached? Always. */
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
{
return IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::SM5) && !IsConsolePlatform(Parameters.Platform);
}
void SetParameters(FRHIBatchedShaderParameters& BatchedParameters, const FTexture* TextureValue, const FMatrix44f& ColorWeightsValue, float GammaValue, float MipLevel, float Opacity, const FRotator& TraceOrientation, bool bUsePointSampling)
{
FRHISamplerState* SamplerState = bUsePointSampling ? TStaticSamplerState<SF_Point>::GetRHI() : TextureValue->SamplerStateRHI.GetReference();
SetTextureParameter(BatchedParameters, InTexture, InTextureSampler, SamplerState, TextureValue->TextureRHI);
if (GEditor && GEditor->Bad)
{
SetTextureParameter(BatchedParameters, BadTexture, BadTextureSampler, GEditor->Bad->GetResource());
}
else
{
SetTextureParameter(BatchedParameters, BadTexture, GWhiteTexture->TextureRHI);
}
SetShaderValue(BatchedParameters,ColorWeights,ColorWeightsValue);
const int32 SizeZ = TextureValue->GetSizeZ();
const int32 MipSizeZ = MipLevel >= 0 ? FMath::Max<int32>(SizeZ >> FMath::FloorToInt(MipLevel), 1) : SizeZ;
FVector4f PackedParametersValue(GammaValue, MipLevel, (float)MipSizeZ, Opacity);
SetShaderValue(BatchedParameters, PackedParameters, PackedParametersValue);
int32 NumTilesX = 0;
int32 NumTilesY = 0;
GetBestFitForNumberOfTiles(MipSizeZ, NumTilesX, NumTilesY);
SetShaderValue(BatchedParameters, NumTilesPerSideParameter, FVector4f((float)NumTilesX, (float)NumTilesY, 0 ,0));
SetShaderValue(BatchedParameters,TextureComponentReplicate,TextureValue->bGreyScaleFormat ? FLinearColor(1,0,0,0) : FLinearColor(0,0,0,0));
SetShaderValue(BatchedParameters,TextureComponentReplicateAlpha,TextureValue->bGreyScaleFormat ? FLinearColor(1,0,0,0) : FLinearColor(0,0,0,1));
const FVector3f TextureDimension((float)TextureValue->GetSizeX(), (float)TextureValue->GetSizeY(), (float)SizeZ);
const float OneOverMinDimension = 1.f / FMath::Max(TextureDimension.GetMin(), 1.f);
SetShaderValue(BatchedParameters, TraceVolumeScalingParameter, FVector4f(
TextureDimension.X * OneOverMinDimension,
TextureDimension.Y * OneOverMinDimension,
TextureDimension.Z * OneOverMinDimension,
TextureDimension.GetMax() * OneOverMinDimension * .5f) // Extent
);
SetShaderValue(BatchedParameters, TextureDimensionParameter, FVector3f(TextureDimension.X, TextureDimension.Y, TextureDimension.Z));
SetShaderValue(BatchedParameters, TraceViewMatrixParameter, FMatrix44f(FRotationMatrix::Make(TraceOrientation)));
}
private:
LAYOUT_FIELD(FShaderResourceParameter, InTexture);
LAYOUT_FIELD(FShaderResourceParameter, InTextureSampler);
LAYOUT_FIELD(FShaderResourceParameter, BadTexture);
LAYOUT_FIELD(FShaderResourceParameter, BadTextureSampler);
LAYOUT_FIELD(FShaderParameter, TextureComponentReplicate);
LAYOUT_FIELD(FShaderParameter, TextureComponentReplicateAlpha);
LAYOUT_FIELD(FShaderParameter, ColorWeights);
LAYOUT_FIELD(FShaderParameter, PackedParameters);
LAYOUT_FIELD(FShaderParameter, NumTilesPerSideParameter);
LAYOUT_FIELD(FShaderParameter, TraceVolumeScalingParameter);
LAYOUT_FIELD(FShaderParameter, TextureDimensionParameter);
LAYOUT_FIELD(FShaderParameter, TraceViewMatrixParameter);
};
class FVolumeTextureTilePreviewPS : public FSimpleElementVolumeTexturePreviewPS
{
DECLARE_SHADER_TYPE(FVolumeTextureTilePreviewPS,Global);
public:
FVolumeTextureTilePreviewPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer) : FSimpleElementVolumeTexturePreviewPS(Initializer) {}
FVolumeTextureTilePreviewPS() {}
};
class FVolumeTextureTracePreviewPS : public FSimpleElementVolumeTexturePreviewPS
{
DECLARE_SHADER_TYPE(FVolumeTextureTracePreviewPS,Global);
public:
FVolumeTextureTracePreviewPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer) : FSimpleElementVolumeTexturePreviewPS(Initializer) {}
FVolumeTextureTracePreviewPS() {}
};
IMPLEMENT_SHADER_TYPE(,FVolumeTextureTilePreviewPS,TEXT("/Engine/Private/SimpleElementVolumeTexturePreviewPixelShader.usf"),TEXT("TileMain"),SF_Pixel);
IMPLEMENT_SHADER_TYPE(,FVolumeTextureTracePreviewPS,TEXT("/Engine/Private/SimpleElementVolumeTexturePreviewPixelShader.usf"),TEXT("TraceMain"),SF_Pixel);
/** Binds vertex and pixel shaders for this element */
void FBatchedElementVolumeTexturePreviewParameters::BindShaders(
FRHICommandList& RHICmdList,
FGraphicsPipelineStateInitializer& GraphicsPSOInit,
ERHIFeatureLevel::Type InFeatureLevel,
const FMatrix& InTransform,
const float InGamma,
const FMatrix& InColorWeights,
const FTexture* Texture)
{
TShaderMapRef<FSimpleElementVS> VertexShader(GetGlobalShaderMap(InFeatureLevel));
TShaderRef<FSimpleElementVolumeTexturePreviewPS> PixelShader ;
if (bViewModeAsDepthSlices)
{
TShaderMapRef<FVolumeTextureTilePreviewPS> TileShader(GetGlobalShaderMap(InFeatureLevel));
PixelShader = TileShader;
}
else
{
TShaderMapRef<FVolumeTextureTracePreviewPS> TileShader(GetGlobalShaderMap(InFeatureLevel));
PixelShader = TileShader;
}
GraphicsPSOInit.BoundShaderState.VertexDeclarationRHI = GSimpleElementVertexDeclaration.VertexDeclarationRHI;
GraphicsPSOInit.BoundShaderState.VertexShaderRHI = VertexShader.GetVertexShader();
GraphicsPSOInit.BoundShaderState.PixelShaderRHI = PixelShader.GetPixelShader();
GraphicsPSOInit.PrimitiveType = PT_TriangleList;
if (!bViewModeAsDepthSlices)
{
GraphicsPSOInit.BlendState = TStaticBlendState<CW_RGB, BO_Add, BF_One, BF_InverseSourceAlpha, BO_Add, BF_Zero, BF_One>::GetRHI();
}
FMatrix44f ColorWeights = FMatrix44f(InColorWeights);
if (!bViewModeAsDepthSlices && ColorWeights.M[3][3] == 0)
{
const float XWeight = ColorWeights.M[0][0] + ColorWeights.M[1][0] + ColorWeights.M[2][0];
const float YWeight = ColorWeights.M[0][1] + ColorWeights.M[1][1] + ColorWeights.M[2][1];
const float ZWeight = ColorWeights.M[0][2] + ColorWeights.M[1][2] + ColorWeights.M[2][2];
const float OneOverWeightSum = 1.f / FMath::Max(SMALL_NUMBER, XWeight + YWeight + ZWeight);
ColorWeights.M[3][0] = XWeight * OneOverWeightSum;
ColorWeights.M[3][1] = YWeight * OneOverWeightSum;
ColorWeights.M[3][2] = ZWeight * OneOverWeightSum;
}
RHICmdList.ApplyCachedRenderTargets(GraphicsPSOInit);
SetGraphicsPipelineState(RHICmdList, GraphicsPSOInit, 0);
SetShaderParametersLegacyVS(RHICmdList, VertexShader, InTransform);
SetShaderParametersLegacyPS(RHICmdList, PixelShader, Texture, ColorWeights, InGamma, MipLevel, Opacity, TraceOrientation, bUsePointSampling);
}