// Copyright Epic Games, Inc. All Rights Reserved. /*============================================================================== VolumeTexturePreview.h: Implementation for previewing Volume textures. ==============================================================================*/ #include "VolumeTexturePreview.h" #include "Shader.h" #include "GlobalShader.h" #include "SimpleElementShaders.h" #include "ShaderParameterUtils.h" #include "PipelineStateCache.h" #include "Editor.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(FRHICommandList& RHICmdList, const FTexture* TextureValue, int32 SizeZ, const FMatrix& ColorWeightsValue, float GammaValue, float MipLevel, float Opacity, const FRotator& TraceOrientation) { FRHIPixelShader* ShaderRHI = RHICmdList.GetBoundPixelShader(); SetTextureParameter(RHICmdList, ShaderRHI, InTexture, InTextureSampler, TextureValue); if (GEditor && GEditor->Bad) { SetTextureParameter(RHICmdList, ShaderRHI, BadTexture, BadTextureSampler, GEditor->Bad->Resource); } else { SetTextureParameter(RHICmdList, ShaderRHI, BadTexture, GWhiteTexture->TextureRHI); } SetShaderValue(RHICmdList, ShaderRHI, ColorWeights, ColorWeightsValue); const int32 MipSizeZ = MipLevel >= 0 ? FMath::Max(SizeZ >> FMath::FloorToInt(MipLevel), 1) : SizeZ; FVector4 PackedParametersValue(GammaValue, MipLevel, (float)MipSizeZ, Opacity); SetShaderValue(RHICmdList, ShaderRHI, PackedParameters, PackedParametersValue); int32 NumTilesX = 0; int32 NumTilesY = 0; GetBestFitForNumberOfTiles(MipSizeZ, NumTilesX, NumTilesY); SetShaderValue(RHICmdList, ShaderRHI, NumTilesPerSideParameter, FVector4((float)NumTilesX, (float)NumTilesY, 0, 0)); SetShaderValue(RHICmdList, ShaderRHI, TextureComponentReplicate, TextureValue->bGreyScaleFormat ? FLinearColor(1, 0, 0, 0) : FLinearColor(0, 0, 0, 0)); SetShaderValue(RHICmdList, ShaderRHI, TextureComponentReplicateAlpha, TextureValue->bGreyScaleFormat ? FLinearColor(1, 0, 0, 0) : FLinearColor(0, 0, 0, 1)); const FVector TextureDimension((float)TextureValue->GetSizeX(), (float)TextureValue->GetSizeY(), (float)SizeZ); const float OneOverMinDimension = 1.f / FMath::Max(TextureDimension.GetMin(), 1.f); SetShaderValue(RHICmdList, ShaderRHI, TraceVolumeScalingParameter, FVector4(TextureDimension.X * OneOverMinDimension, TextureDimension.Y * OneOverMinDimension, TextureDimension.Z * OneOverMinDimension, TextureDimension.GetMax() * OneOverMinDimension * .5f) // Extent ); SetShaderValue(RHICmdList, ShaderRHI, TextureDimensionParameter, FVector(TextureDimension.X, TextureDimension.Y, TextureDimension.Z)); SetShaderValue(RHICmdList, ShaderRHI, TraceViewMatrixParameter, FMatrix(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 VertexShader(GetGlobalShaderMap(InFeatureLevel)); TShaderRef PixelShader; if (bViewModeAsDepthSlices) { TShaderMapRef TileShader(GetGlobalShaderMap(InFeatureLevel)); PixelShader = TileShader; } else { TShaderMapRef 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::GetRHI(); } FMatrix ColorWeights = 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; } SetGraphicsPipelineState(RHICmdList, GraphicsPSOInit, EApplyRendertargetOption::ForceApply); VertexShader->SetParameters(RHICmdList, InTransform); PixelShader->SetParameters(RHICmdList, Texture, SizeZ, ColorWeights, InGamma, MipLevel, Opacity, TraceOrientation); }