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