// Copyright Epic Games, Inc. All Rights Reserved. #include "ThumbnailRendering/TextureThumbnailRenderer.h" #include "CanvasItem.h" #include "Engine/Engine.h" #include "Engine/Texture.h" #include "Engine/Texture2D.h" #include "Engine/TextureLightProfile.h" #include "ThumbnailRendering/ThumbnailManager.h" #include "EngineGlobals.h" #include "Engine/TextureCube.h" #include "Engine/Texture2DArray.h" #include "Texture2DPreview.h" #include "Engine/TextureRenderTargetCube.h" #include "CubemapUnwrapUtils.h" #include "NormalMapPreview.h" #include "CanvasTypes.h" UTextureThumbnailRenderer::UTextureThumbnailRenderer(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) { } void UTextureThumbnailRenderer::GetThumbnailSize(UObject* Object, float Zoom, uint32& OutWidth, uint32& OutHeight) const { UTexture* Texture = Cast(Object); UTextureLightProfile* TextureLightProfile = Cast(Object); if (TextureLightProfile) { // otherwise a 1D texture would result in a very boring thumbnail OutWidth = 192; OutHeight = 192; return; } if (Texture != nullptr) { OutWidth = FMath::TruncToInt(Zoom * (float)Texture->GetSurfaceWidth()); OutHeight = FMath::TruncToInt(Zoom * (float)Texture->GetSurfaceHeight()); } else { OutWidth = OutHeight = 0; } } void UTextureThumbnailRenderer::Draw(UObject* Object, int32 X, int32 Y, uint32 Width, uint32 Height, FRenderTarget*, FCanvas* Canvas, bool bAdditionalViewFamily) { UTexture* Texture = Cast(Object); if (Texture != nullptr && Texture->Resource != nullptr) { UTexture2D* Texture2D = Cast(Texture); // Take the alpha channel into account for textures that have one. // This provides a much better preview than just showing RGB, // Because the RGB content in areas with an alpha of 0 is often garbage that will not be seen in normal conditions. // Non-UI textures often have uncorrelated data in the alpha channel (like a skin mask, specular power, etc) so we only preview UI textures this way. const bool bUseTranslucentBlend = Texture2D && Texture2D->HasAlphaChannel() && ((Texture2D->LODGroup == TEXTUREGROUP_UI) || (Texture2D->LODGroup == TEXTUREGROUP_Pixels2D)); UTextureCube* TextureCube = Cast(Texture); UTexture2DArray* Texture2DArray = Cast(Texture); UTextureRenderTargetCube* RTTextureCube = Cast(Texture); UTextureLightProfile* TextureLightProfile = Cast(Texture); const bool bIsVirtualTexture = Texture->IsCurrentlyVirtualTextured(); TRefCountPtr BatchedElementParameters; if (TextureCube || RTTextureCube) { // is released by the render thread when it was rendered BatchedElementParameters = new FMipLevelBatchedElementParameters((float)0); // If the thumbnail is square then make it 2:1 for cubes. if (Width == Height) { Height = Width / 2; Y += Height / 2; } } else if (Texture2DArray) { bool bIsNormalMap = Texture2DArray->IsNormalMap(); bool bIsSingleChannel = true; BatchedElementParameters = new FBatchedElementTexture2DPreviewParameters(0, 0, bIsNormalMap, bIsSingleChannel, false, false, true); } else if (TextureLightProfile) { BatchedElementParameters = new FIESLightProfileBatchedElementParameters(TextureLightProfile->Brightness); } else if (Texture2D && Texture2D->IsNormalMap()) { BatchedElementParameters = new FNormalMapBatchedElementParameters(); } if (bUseTranslucentBlend) { // If using alpha, draw a checkerboard underneath first. const int32 CheckerDensity = 8; auto* Checker = UThumbnailManager::Get().CheckerboardTexture; Canvas->DrawTile( 0.0f, 0.0f, Width, Height, // Dimensions 0.0f, 0.0f, CheckerDensity, CheckerDensity, // UVs FLinearColor::White, Checker->Resource); // Tint & Texture } // Use A canvas tile item to draw FCanvasTileItem CanvasTile(FVector2D(X, Y), Texture->Resource, FVector2D(Width, Height), FLinearColor::White); CanvasTile.BlendMode = bUseTranslucentBlend ? SE_BLEND_Translucent : SE_BLEND_Opaque; CanvasTile.BatchedElementParameters = BatchedElementParameters; if (bIsVirtualTexture && Texture->Source.GetNumBlocks() > 1) { // Adjust UVs to display entire UDIM range, acounting for UE4 inverted V-axis // We're not actually rendering a VT here, but the editor-only texture we're using is still using the UDIM tile layout // So we use inverted Y-axis, but then normalize back to [0,1) const FIntPoint BlockSize = Texture->Source.GetSizeInBlocks(); const float RcpBlockSizeY = 1.0f / (float)BlockSize.Y; CanvasTile.UV0.Y = (1.0f - (float)BlockSize.Y) * RcpBlockSizeY; CanvasTile.UV1.Y = RcpBlockSizeY; } CanvasTile.Draw(Canvas); if (TextureLightProfile) { float Brightness = TextureLightProfile->Brightness; // Brightness in Lumens FText BrightnessText = FText::AsNumber(Brightness); FCanvasTextItem TextItem(FVector2D(5.0f, 5.0f), BrightnessText, GEngine->GetLargeFont(), FLinearColor::White); TextItem.EnableShadow(FLinearColor::Black); TextItem.Scale = FVector2D(Width / 128.0f, Height / 128.0f); TextItem.Draw(Canvas); } if (bIsVirtualTexture) { auto VTChars = TEXT("VT"); int32 VTWidth = 0; int32 VTHeight = 0; StringSize(GEngine->GetLargeFont(), VTWidth, VTHeight, VTChars); float PaddingX = Width / 128.0f; float PaddingY = Height / 128.0f; float ScaleX = Width / 64.0f; // Text is 1/64'th of the size of the thumbnails float ScaleY = Height / 64.0f; // VT overlay FCanvasTextItem TextItem(FVector2D(Width - PaddingX - VTWidth * ScaleX, Height - PaddingY - VTHeight * ScaleY), FText::FromString(VTChars), GEngine->GetLargeFont(), FLinearColor::White); TextItem.EnableShadow(FLinearColor::Black); TextItem.Scale = FVector2D(ScaleX, ScaleY); TextItem.Draw(Canvas); } } }