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UnrealEngineUWP/Engine/Plugins/Experimental/MeshModelingToolsetExp/Source/MeshModelingToolsExp/Private/BakeRenderCaptureTool.cpp

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// Copyright Epic Games, Inc. All Rights Reserved.
#include "BakeRenderCaptureTool.h"
#include "TargetInterfaces/MaterialProvider.h"
#include "TargetInterfaces/MeshDescriptionProvider.h"
#include "TargetInterfaces/PrimitiveComponentBackedTarget.h"
#include "TargetInterfaces/StaticMeshBackedTarget.h"
#include "ToolTargetManager.h"
#include "DynamicMesh/MeshTransforms.h"
#include "ModelingToolTargetUtil.h"
#include "ModelingObjectsCreationAPI.h"
#include "EngineAnalytics.h"
#include "Sampling/MeshImageBakingCache.h"
#include "Sampling/MeshMapBaker.h"
#include "Sampling/RenderCaptureMapEvaluator.h"
#include "Image/ImageInfilling.h"
#include "Algo/NoneOf.h"
#include "Misc/ScopedSlowTask.h"
using namespace UE::Geometry;
#define LOCTEXT_NAMESPACE "UBakeRenderCaptureTool"
//
// Implementation details
//
class FSceneCapturePhotoSetSampler : public FMeshBakerDynamicMeshSampler
{
public:
FSceneCapturePhotoSetSampler(
FSceneCapturePhotoSet* SceneCapture,
TFunctionRef<bool(const FVector3d&, const FVector3d&)> VisibilityFunction,
const FDynamicMesh3* Mesh,
const FDynamicMeshAABBTree3* Spatial,
const FMeshTangentsd* Tangents)
:
FMeshBakerDynamicMeshSampler(Mesh, Spatial, Tangents),
SceneCapture(SceneCapture),
VisibilityFunction(VisibilityFunction)
{
check(SceneCapture != nullptr);
check(Mesh != nullptr);
check(Spatial != nullptr);
check(Tangents != nullptr);
}
virtual bool SupportsCustomCorrespondence() const override
{
return true;
}
// Warning: Expects that Sample.BaseSample.SurfacePoint and Sample.BaseNormal are set when the function is called
virtual void* ComputeCustomCorrespondence(const FMeshUVSampleInfo& SampleInfo, FMeshMapEvaluator::FCorrespondenceSample& Sample) const override
{
// Perform a ray-cast to determine which photo/coordinate, if any, should be sampled
int PhotoIndex;
FVector2d PhotoCoords;
SceneCapture->ComputeSampleLocation(Sample.BaseSample.SurfacePoint, Sample.BaseNormal, VisibilityFunction, PhotoIndex, PhotoCoords);
// Store the photo coordinates and index in the correspondence sample
Sample.DetailMesh = SceneCapture;
Sample.DetailTriID = PhotoIndex;
Sample.DetailBaryCoords.X = PhotoCoords.X;
Sample.DetailBaryCoords.Y = PhotoCoords.Y;
// This will be set to Sample.DetailMesh but we can already do that internally so it's kindof redundant
return SceneCapture;
}
virtual bool IsValidCorrespondence(const FMeshMapEvaluator::FCorrespondenceSample& Sample) const override
{
return Sample.DetailTriID != IndexConstants::InvalidID;
}
public:
FSceneCapturePhotoSet* SceneCapture = nullptr;
TFunctionRef<bool(const FVector3d&, const FVector3d&)> VisibilityFunction;
};
static FString BaseColorTexParamName = TEXT("BaseColor");
static FString RoughnessTexParamName = TEXT("Roughness");
static FString MetallicTexParamName = TEXT("Metallic");
static FString SpecularTexParamName = TEXT("Specular");
static FString EmissiveTexParamName = TEXT("Emissive");
static FString NormalTexParamName = TEXT("NormalMap");
static FString PackedMRSTexParamName = TEXT("PackedMRS");
class FRenderCaptureSettings
{
public:
enum class ETextureSizePolicy : uint8
{
TextureSize = 0,
TexelDensity = 1
};
/**
* Input options to Actor Approximation process
*/
struct FOptions
{
//
// Material approximation settings
//
int32 RenderCaptureImageSize = 1024;
// render capture parameters
double FieldOfViewDegrees = 45.0;
double NearPlaneDist = 1.0;
//
// Material output settings
//
// A new MIC derived from this material will be created and assigned to the generated mesh
UMaterialInterface* BakeMaterial = nullptr; // if null, will use /MeshModelingToolsetExp/Materials/FullMaterialBakePreviewMaterial_PackedMRS instead
bool bBakeBaseColor = true;
bool bBakeRoughness = true;
bool bBakeMetallic = true;
bool bBakeSpecular = true;
bool bBakeEmissive = true;
bool bBakeNormalMap = true;
bool bUsePackedMRS = true;
//
// Mesh settings
//
// Which UV layer of the Target mesh (the one we're baking to) should be used
int32 TargetUVLayer = 0;
};
/**
* Construct an FOptions from the provided FMeshApproximationSettings.
*/
static FOptions ConstructOptions(
const URenderCaptureProperties& RenderCaptureProperties,
const UBakeRenderCaptureInputToolProperties& InputMeshSettings)
{
//
// Construct options for ApproximateActors operation
//
FOptions Options;
Options.TargetUVLayer = InputMeshSettings.GetTargetUVLayerIndex();
Options.RenderCaptureImageSize = static_cast<int32>(RenderCaptureProperties.Resolution);
Options.bBakeBaseColor = RenderCaptureProperties.bBaseColorMap;
Options.bBakeRoughness = RenderCaptureProperties.bRoughnessMap;
Options.bBakeMetallic = RenderCaptureProperties.bMetallicMap;
Options.bBakeSpecular = RenderCaptureProperties.bSpecularMap;
Options.bBakeEmissive = RenderCaptureProperties.bEmissiveMap;
Options.bBakeNormalMap = RenderCaptureProperties.bNormalMap;
Options.bUsePackedMRS = RenderCaptureProperties.bPackedMRSMap;
Options.FieldOfViewDegrees = RenderCaptureProperties.CaptureFieldOfView;
Options.NearPlaneDist = RenderCaptureProperties.NearPlaneDist;
return Options;
}
};
static TUniquePtr<FSceneCapturePhotoSet> CapturePhotoSet(
const TArray<TObjectPtr<AActor>>& Actors,
const FRenderCaptureSettings::FOptions& Options,
bool bAllowCancel
)
{
TRACE_CPUPROFILER_EVENT_SCOPE(CapturePhotoSet);
FScopedSlowTask Progress(1.f, LOCTEXT("CapturingScene", "Capturing Scene..."));
Progress.EnterProgressFrame(1.f);
Progress.MakeDialog(bAllowCancel);
double FieldOfView = Options.FieldOfViewDegrees;
double NearPlaneDist = Options.NearPlaneDist;
FImageDimensions CaptureDimensions(Options.RenderCaptureImageSize, Options.RenderCaptureImageSize);
TUniquePtr<FSceneCapturePhotoSet> SceneCapture = MakeUnique<FSceneCapturePhotoSet>();
SceneCapture->SetAllowCancel(bAllowCancel);
SceneCapture->SetCaptureTypeEnabled(ERenderCaptureType::BaseColor, Options.bBakeBaseColor);
SceneCapture->SetCaptureTypeEnabled(ERenderCaptureType::WorldNormal, Options.bBakeNormalMap);
SceneCapture->SetCaptureTypeEnabled(ERenderCaptureType::Emissive, Options.bBakeEmissive);
if (Options.bUsePackedMRS)
{
SceneCapture->SetCaptureTypeEnabled(ERenderCaptureType::CombinedMRS, true);
SceneCapture->SetCaptureTypeEnabled(ERenderCaptureType::Roughness, false);
SceneCapture->SetCaptureTypeEnabled(ERenderCaptureType::Metallic, false);
SceneCapture->SetCaptureTypeEnabled(ERenderCaptureType::Specular, false);
}
else
{
SceneCapture->SetCaptureTypeEnabled(ERenderCaptureType::CombinedMRS, false);
SceneCapture->SetCaptureTypeEnabled(ERenderCaptureType::Roughness, Options.bBakeRoughness);
SceneCapture->SetCaptureTypeEnabled(ERenderCaptureType::Metallic, Options.bBakeMetallic);
SceneCapture->SetCaptureTypeEnabled(ERenderCaptureType::Specular, Options.bBakeSpecular);
}
SceneCapture->SetCaptureSceneActors(Actors[0]->GetWorld(), Actors);
// SceneCapture->SetEnableWriteDebugImages(true);
SceneCapture->AddStandardExteriorCapturesFromBoundingBox(
CaptureDimensions, FieldOfView, NearPlaneDist,
true, true, true, true, true);
return SceneCapture;
}
template <ERenderCaptureType CaptureType>
TSharedPtr<FRenderCaptureMapEvaluator<FVector4f>>
MakeColorEvaluator(const FSceneCapturePhotoSet::FSceneSample& DefaultSample, const FSceneCapturePhotoSet* SceneCapture)
{
TSharedPtr<FRenderCaptureMapEvaluator<FVector4f>> Evaluator = MakeShared<FRenderCaptureMapEvaluator<FVector4f>>();
switch (CaptureType) {
case ERenderCaptureType::BaseColor:
Evaluator->Channel = ERenderCaptureChannel::BaseColor;
break;
case ERenderCaptureType::Roughness:
Evaluator->Channel = ERenderCaptureChannel::Roughness;
break;
case ERenderCaptureType::Metallic:
Evaluator->Channel = ERenderCaptureChannel::Metallic;
break;
case ERenderCaptureType::Specular:
Evaluator->Channel = ERenderCaptureChannel::Specular;
break;
case ERenderCaptureType::Emissive:
Evaluator->Channel = ERenderCaptureChannel::Emissive;
break;
case ERenderCaptureType::WorldNormal:
Evaluator->Channel = ERenderCaptureChannel::WorldNormal;
break;
case ERenderCaptureType::CombinedMRS:
Evaluator->Channel = ERenderCaptureChannel::CombinedMRS;
break;
}
Evaluator->DefaultResult = DefaultSample.GetValue4f(CaptureType);
Evaluator->EvaluateSampleCallback = [&DefaultSample, SceneCapture](const FMeshMapEvaluator::FCorrespondenceSample& Sample)
{
const int PhotoIndex = Sample.DetailTriID;
const FVector2d PhotoCoords(Sample.DetailBaryCoords.X, Sample.DetailBaryCoords.Y);
const FVector4f SampleColor = SceneCapture->ComputeSample<CaptureType>(PhotoIndex, PhotoCoords, DefaultSample);
return SampleColor;
};
Evaluator->EvaluateColorCallback = [](const int DataIdx, float*& In)
{
const FVector4f Out(In[0], In[1], In[2], In[3]);
In += 4;
return Out;
};
return Evaluator;
}
//
// Tool Operator
//
class FRenderCaptureMapBakerOp : public TGenericDataOperator<FMeshMapBaker>
{
public:
UE::Geometry::FDynamicMesh3* BaseMesh = nullptr;
TSharedPtr<UE::Geometry::FMeshTangentsd, ESPMode::ThreadSafe> BaseMeshTangents;
FRenderCaptureSettings::FOptions Options;
int32 TextureImageSize;
EBakeTextureSamplesPerPixel SamplesPerPixel;
FSceneCapturePhotoSet* SceneCapture = nullptr;
// Begin TGenericDataOperator interface
virtual void CalculateResult(FProgressCancel* Progress) override;
// End TGenericDataOperator interface
};
// Bake textures onto the base/target mesh by projecting/sampling the set of captured photos
void FRenderCaptureMapBakerOp::CalculateResult(FProgressCancel*)
{
TRACE_CPUPROFILER_EVENT_SCOPE(FRenderCaptureMapBakerOp_CalculateResult);
check(BaseMesh != nullptr);
check(BaseMeshTangents.IsValid());
check(SceneCapture != nullptr);
FDynamicMeshAABBTree3 BaseMeshSpatial(BaseMesh, true);
double RayOffsetHackDist = (double)(100.0 * FMathf::ZeroTolerance * BaseMesh->GetBounds().MinDim() );
auto VisibilityFunction = [&BaseMeshSpatial, RayOffsetHackDist](const FVector3d& SurfPos, const FVector3d& ImagePosWorld)
{
FVector3d RayDir = ImagePosWorld - SurfPos;
double Dist = Normalize(RayDir);
FVector3d RayOrigin = SurfPos + RayOffsetHackDist * RayDir;
int32 HitTID = BaseMeshSpatial.FindNearestHitTriangle(FRay3d(RayOrigin, RayDir), IMeshSpatial::FQueryOptions(Dist));
return (HitTID == IndexConstants::InvalidID);
};
struct FInfillData
{
struct FSampleStats {
uint16 NumValid = 0;
uint16 NumInvalid = 0;
// The ==, !=, += operators and the Zero() function are required by the TMarchingPixelInfill implementation
bool operator==(const FSampleStats& Other) const
{
return (NumValid == Other.NumValid) && (NumInvalid == Other.NumInvalid);
}
bool operator!=(const FSampleStats& Other) const
{
return !(*this == Other);
}
FSampleStats& operator+=(const FSampleStats& Other)
{
NumValid += Other.NumValid;
NumInvalid += Other.NumInvalid;
return *this;
}
static FSampleStats Zero()
{
return FSampleStats{0, 0};
}
};
// Collect some sample stats per pixel, used to determine if a pixel requires infill or not
TImageBuilder<FSampleStats> SampleStats;
// The i-th element of this array indicates if the i-th evaluator needs infill
TArray<bool> EvaluatorNeedsInfill;
} InfillData;
InfillData.SampleStats.SetDimensions(FImageDimensions(TextureImageSize, TextureImageSize));
InfillData.SampleStats.Clear(FInfillData::FSampleStats{});
auto RegisterSampleStats = [&InfillData](bool bSampleValid, const FMeshMapEvaluator::FCorrespondenceSample& Sample, const FVector2d& UVPosition, const FVector2i& ImageCoords)
{
checkSlow(InfillData.SampleStats.GetDimensions().IsValidCoords(ImageCoords));
if (bSampleValid)
{
InfillData.SampleStats.GetPixel(ImageCoords).NumValid += 1;
}
else
{
InfillData.SampleStats.GetPixel(ImageCoords).NumInvalid += 1;
}
};
auto ComputeAndApplyInfill = [&InfillData](TArray<TUniquePtr<TImageBuilder<FVector4f>>>& BakeResults)
{
check(BakeResults.Num() == InfillData.EvaluatorNeedsInfill.Num());
if (BakeResults.IsEmpty() || Algo::NoneOf(InfillData.EvaluatorNeedsInfill))
{
return;
}
// Find pixels that need infill
TArray<FVector2i> MissingPixels;
FCriticalSection MissingPixelsLock;
ParallelFor(InfillData.SampleStats.GetDimensions().GetHeight(), [&MissingPixels, &MissingPixelsLock, &InfillData](int32 Y)
{
for (int32 X = 0; X < InfillData.SampleStats.GetDimensions().GetWidth(); X++)
{
const FInfillData::FSampleStats& Stats = InfillData.SampleStats.GetPixel(X, Y);
// TODO experiment with other classifications
if (Stats.NumInvalid > 0 && Stats.NumValid == 0)
{
MissingPixelsLock.Lock();
MissingPixels.Add(FVector2i(X, Y));
MissingPixelsLock.Unlock();
}
}
});
auto NormalizeFunc = [](FVector4f SumValue, int32 Count)
{
float InvSum = (Count == 0) ? 1.0f : (1.0f / Count);
return FVector4f(SumValue.X * InvSum, SumValue.Y * InvSum, SumValue.Z * InvSum, 1.0f);
};
auto DummyNormalizeStatsFunc = [](FInfillData::FSampleStats SumValue, int32 Count)
{
// The return value must be different from MissingValue below so that ComputeInfill works correctly
return FInfillData::FSampleStats{TNumericLimits<uint16>::Max(), TNumericLimits<uint16>::Max()};
};
TMarchingPixelInfill<FInfillData::FSampleStats> Infill;
// This must be the same as the value of exterior pixels, otherwise infill will spread the exterior values into the texture
FInfillData::FSampleStats MissingValue{0, 0};
Infill.ComputeInfill(InfillData.SampleStats, MissingPixels, MissingValue, DummyNormalizeStatsFunc);
for (int EvaluatorIndex = 0; EvaluatorIndex < BakeResults.Num(); EvaluatorIndex++)
{
if (InfillData.EvaluatorNeedsInfill[EvaluatorIndex])
{
Infill.ApplyInfill<FVector4f>(*BakeResults[EvaluatorIndex], NormalizeFunc);
}
}
};
Result->SetTargetMesh(BaseMesh);
Result->SetTargetMeshTangents(BaseMeshTangents);
Result->SetDimensions(FImageDimensions(TextureImageSize, TextureImageSize));
Result->SetSamplesPerPixel(static_cast<int32>(SamplesPerPixel));
Result->SetFilter(FMeshMapBaker::EBakeFilterType::BSpline);
Result->SetTargetMeshUVLayer(Options.TargetUVLayer);
Result->InteriorSampleCallback = RegisterSampleStats;
Result->PostWriteToImageCallback = ComputeAndApplyInfill;
FSceneCapturePhotoSetSampler Sampler(SceneCapture, VisibilityFunction, BaseMesh, &BaseMeshSpatial, BaseMeshTangents.Get());
Result->SetDetailSampler(&Sampler);
Result->SetCorrespondenceStrategy(FMeshMapBaker::ECorrespondenceStrategy::Custom);
// Pixels in the output textures which don't map onto the mesh have a light grey color (except the normal map which
// will show a color corresponding to a unit z tangent space normal)
const FVector4f InvalidColor(.42, .42, .42, 1);
const FVector3f DefaultNormal = FVector3f::UnitZ();
FSceneCapturePhotoSet::FSceneSample DefaultColorSample;
DefaultColorSample.BaseColor = FVector3f(InvalidColor.X, InvalidColor.Y, InvalidColor.Z);
DefaultColorSample.Roughness = InvalidColor.X;
DefaultColorSample.Specular = InvalidColor.X;
DefaultColorSample.Metallic = InvalidColor.X;
DefaultColorSample.Emissive = FVector3f(InvalidColor.X, InvalidColor.Y, InvalidColor.Z);
DefaultColorSample.WorldNormal = FVector4f((DefaultNormal + FVector3f::One()) * .5f, InvalidColor.W);
auto AddColorEvaluator = [this, &InfillData] (const TSharedPtr<FRenderCaptureMapEvaluator<FVector4f>>& Evaluator)
{
Result->AddEvaluator(Evaluator);
InfillData.EvaluatorNeedsInfill.Add(true);
};
if (Options.bBakeBaseColor)
{
AddColorEvaluator(MakeColorEvaluator<ERenderCaptureType::BaseColor>(DefaultColorSample, SceneCapture));
}
if (Options.bUsePackedMRS)
{
AddColorEvaluator(MakeColorEvaluator<ERenderCaptureType::CombinedMRS>(DefaultColorSample, SceneCapture));
}
else
{
if (Options.bBakeRoughness)
{
AddColorEvaluator(MakeColorEvaluator<ERenderCaptureType::Roughness>(DefaultColorSample, SceneCapture));
}
if (Options.bBakeMetallic)
{
AddColorEvaluator(MakeColorEvaluator<ERenderCaptureType::Metallic>(DefaultColorSample, SceneCapture));
}
if (Options.bBakeSpecular)
{
AddColorEvaluator(MakeColorEvaluator<ERenderCaptureType::Specular>(DefaultColorSample, SceneCapture));
}
}
if (Options.bBakeEmissive)
{
AddColorEvaluator(MakeColorEvaluator<ERenderCaptureType::Emissive>(DefaultColorSample, SceneCapture));
}
if (Options.bBakeNormalMap) {
TSharedPtr<FRenderCaptureMapEvaluator<FVector3f>> Evaluator = MakeShared<FRenderCaptureMapEvaluator<FVector3f>>();
Evaluator->Channel = ERenderCaptureChannel::WorldNormal;
Evaluator->DefaultResult = DefaultNormal;
Evaluator->EvaluateSampleCallback = [this, &DefaultColorSample](const FMeshMapEvaluator::FCorrespondenceSample& Sample)
{
const int32 TriangleID = Sample.BaseSample.TriangleIndex;
const FVector3d BaryCoords = Sample.BaseSample.BaryCoords;
const int PhotoIndex = Sample.DetailTriID;
const FVector2d PhotoCoords(Sample.DetailBaryCoords.X, Sample.DetailBaryCoords.Y);
const FVector4f NormalColor = SceneCapture->ComputeSample<ERenderCaptureType::WorldNormal>(PhotoIndex, PhotoCoords, DefaultColorSample);
// Map from color components [0,1] to normal components [-1,1]
const FVector3f WorldSpaceNormal(
(NormalColor.X - 0.5f) * 2.0f,
(NormalColor.Y - 0.5f) * 2.0f,
(NormalColor.Z - 0.5f) * 2.0f);
// Get tangents on base mesh
FVector3d BaseTangentX, BaseTangentY;
BaseMeshTangents->GetInterpolatedTriangleTangent(TriangleID, BaryCoords, BaseTangentX, BaseTangentY);
// Compute normal in tangent space
const FVector3f TangentSpaceNormal(
(float)WorldSpaceNormal.Dot(FVector3f(BaseTangentX)),
(float)WorldSpaceNormal.Dot(FVector3f(BaseTangentY)),
(float)WorldSpaceNormal.Dot(FVector3f(Sample.BaseNormal)));
return TangentSpaceNormal;
};
Evaluator->EvaluateColorCallback = [](const int DataIdx, float*& In)
{
// Map normal space [-1,1] to color space [0,1]
const FVector3f Normal(In[0], In[1], In[2]);
const FVector3f Color = (Normal + FVector3f::One()) * 0.5f;
const FVector4f Out(Color.X, Color.Y, Color.Z, 1.0f);
In += 3;
return Out;
};
Result->AddEvaluator(Evaluator);
// Note: No infill on normal map for now, doesn't make sense to do after mapping to tangent space!
// (should we build baked normal map in world space, and then resample to tangent space??)
InfillData.EvaluatorNeedsInfill.Add(false);
}
{
TRACE_CPUPROFILER_EVENT_SCOPE(FRenderCaptureMapBakerOp_CalculateResult_Bake);
Result->Bake();
}
}
//
// Tool Builder
//
const FToolTargetTypeRequirements& UBakeRenderCaptureToolBuilder::GetTargetRequirements() const
{
static FToolTargetTypeRequirements TypeRequirements({
UMeshDescriptionProvider::StaticClass(),
UPrimitiveComponentBackedTarget::StaticClass(),
UStaticMeshBackedTarget::StaticClass(), // FMeshSceneAdapter currently only supports StaticMesh targets
UMaterialProvider::StaticClass()
});
return TypeRequirements;
}
bool UBakeRenderCaptureToolBuilder::CanBuildTool(const FToolBuilderState& SceneState) const
{
const int32 NumTargets = SceneState.TargetManager->CountSelectedAndTargetable(SceneState, GetTargetRequirements());
return (NumTargets > 1);
}
UMultiSelectionMeshEditingTool* UBakeRenderCaptureToolBuilder::CreateNewTool(const FToolBuilderState& SceneState) const
{
return NewObject<UBakeRenderCaptureTool>(SceneState.ToolManager);
}
//
// Tool
//
void UBakeRenderCaptureTool::Setup()
{
TRACE_CPUPROFILER_EVENT_SCOPE(UBakeRenderCaptureTool::Setup);
Super::Setup();
InitializePreviewMaterials();
// Initialize base mesh
const FTransformSRT3d BaseToWorld = UE::ToolTarget::GetLocalToWorldTransform(Targets[0]);
PreviewMesh->ProcessMesh([this, BaseToWorld](const FDynamicMesh3& Mesh)
{
TargetMesh.Copy(Mesh);
TargetMeshTangents = MakeShared<FMeshTangentsd, ESPMode::ThreadSafe>(&TargetMesh);
TargetMeshTangents->CopyTriVertexTangents(Mesh);
// FMeshSceneAdapter operates in world space, so ensure our mesh transformed to world.
MeshTransforms::ApplyTransform(TargetMesh, BaseToWorld);
TargetSpatial.SetMesh(&TargetMesh, true);
});
// Initialize actors
const int NumTargets = Targets.Num();
Actors.Empty(NumTargets - 1);
for (int Idx = 1; Idx < NumTargets; ++Idx)
{
if (AActor* Actor = UE::ToolTarget::GetTargetActor(Targets[Idx]))
{
Actors.Add(Actor);
}
}
UToolTarget* Target = Targets[0];
// Setup tool property sets
Settings = NewObject<UBakeRenderCaptureToolProperties>(this);
Settings->RestoreProperties(this);
AddToolPropertySource(Settings);
Settings->MapPreview = BaseColorTexParamName; // We always bake the base color
Settings->WatchProperty(Settings->MapPreview, [this](FString) { UpdateVisualization(); GetToolManager()->PostInvalidation(); });
Settings->WatchProperty(Settings->SamplesPerPixel, [this](EBakeTextureSamplesPerPixel) { OpState |= EBakeOpState::Evaluate; });
Settings->WatchProperty(Settings->TextureSize, [this](EBakeTextureResolution) { OpState |= EBakeOpState::Evaluate; });
RenderCaptureProperties = NewObject<URenderCaptureProperties>(this);
RenderCaptureProperties->RestoreProperties(this);
AddToolPropertySource(RenderCaptureProperties);
RenderCaptureProperties->WatchProperty(RenderCaptureProperties->Resolution, [this](EBakeTextureResolution) { OpState |= EBakeOpState::Evaluate; });
RenderCaptureProperties->WatchProperty(RenderCaptureProperties->bBaseColorMap, [this](bool) { OpState |= EBakeOpState::Evaluate; });
RenderCaptureProperties->WatchProperty(RenderCaptureProperties->bNormalMap, [this](bool) { OpState |= EBakeOpState::Evaluate; });
RenderCaptureProperties->WatchProperty(RenderCaptureProperties->bMetallicMap, [this](bool) { OpState |= EBakeOpState::Evaluate; });
RenderCaptureProperties->WatchProperty(RenderCaptureProperties->bRoughnessMap, [this](bool) { OpState |= EBakeOpState::Evaluate; });
RenderCaptureProperties->WatchProperty(RenderCaptureProperties->bSpecularMap, [this](bool) { OpState |= EBakeOpState::Evaluate; });
RenderCaptureProperties->WatchProperty(RenderCaptureProperties->bPackedMRSMap, [this](bool) { OpState |= EBakeOpState::Evaluate; });
RenderCaptureProperties->WatchProperty(RenderCaptureProperties->bEmissiveMap, [this](bool) { OpState |= EBakeOpState::Evaluate; });
RenderCaptureProperties->WatchProperty(RenderCaptureProperties->CaptureFieldOfView, [this](float) { OpState |= EBakeOpState::Evaluate; });
RenderCaptureProperties->WatchProperty(RenderCaptureProperties->NearPlaneDist, [this](float) { OpState |= EBakeOpState::Evaluate; });
InputMeshSettings = NewObject<UBakeRenderCaptureInputToolProperties>(this);
InputMeshSettings->RestoreProperties(this);
AddToolPropertySource(InputMeshSettings);
InputMeshSettings->TargetStaticMesh = GetStaticMeshTarget(Target);
UpdateUVLayerNames(InputMeshSettings->TargetUVLayer, InputMeshSettings->TargetUVLayerNamesList, TargetMesh);
InputMeshSettings->WatchProperty(InputMeshSettings->TargetUVLayer, [this](FString) { OpState |= EBakeOpState::Evaluate; });
{
Settings->MapPreviewNamesList.Add(NormalTexParamName);
Settings->MapPreviewNamesList.Add(BaseColorTexParamName);
Settings->MapPreviewNamesList.Add(RoughnessTexParamName);
Settings->MapPreviewNamesList.Add(MetallicTexParamName);
Settings->MapPreviewNamesList.Add(SpecularTexParamName);
Settings->MapPreviewNamesList.Add(EmissiveTexParamName);
Settings->MapPreviewNamesList.Add(PackedMRSTexParamName);
}
ResultSettings = NewObject<UBakeRenderCaptureResults>(this);
ResultSettings->RestoreProperties(this);
AddToolPropertySource(ResultSettings);
SetToolPropertySourceEnabled(ResultSettings, true);
TargetUVLayerToError.Reset();
// Used to implement SceneCapture cancellation
ComputedRenderCaptureProperties = NewObject<URenderCaptureProperties>(this);
// Hide the render capture meshes since this baker operates solely in world space which will occlude the preview of
// the target mesh.
for (int Idx = 1; Idx < NumTargets; ++Idx)
{
UE::ToolTarget::HideSourceObject(Targets[Idx]);
}
// Make sure we trigger SceneCapture computation in UpdateResult
OpState |= EBakeOpState::Evaluate;
ComputedRenderCaptureProperties->NearPlaneDist = 0.f; // Arbitrary invalid value
SetToolDisplayName(LOCTEXT("ToolName", "Bake Render Capture"));
GetToolManager()->DisplayMessage(
LOCTEXT("OnStartTool", "Bake Render Capture. Select Bake Mesh (LowPoly) first, then select Detail Meshes (HiPoly) to bake. Assets will be created on Accept."),
EToolMessageLevel::UserNotification);
PostSetup();
}
void UBakeRenderCaptureTool::Render(IToolsContextRenderAPI* RenderAPI)
{
Super::Render(RenderAPI);
const float Brightness = VisualizationProps->Brightness;
const FVector BrightnessColor(Brightness, Brightness, Brightness);
PreviewMaterialRC->SetVectorParameterValue(TEXT("Brightness"), BrightnessColor);
PreviewMaterialPackedRC->SetVectorParameterValue(TEXT("Brightness"), BrightnessColor);
}
void UBakeRenderCaptureTool::OnShutdown(EToolShutdownType ShutdownType)
{
TRACE_CPUPROFILER_EVENT_SCOPE(UBakeRenderCaptureTool::Shutdown);
Super::OnShutdown(ShutdownType);
Settings->SaveProperties(this);
RenderCaptureProperties->SaveProperties(this);
InputMeshSettings->SaveProperties(this);
if (Compute)
{
Compute->Shutdown();
}
// Restore visibility of source meshes
const int NumTargets = Targets.Num();
for (int Idx = 1; Idx < NumTargets; ++Idx)
{
UE::ToolTarget::ShowSourceObject(Targets[Idx]);
}
if (ShutdownType == EToolShutdownType::Accept)
{
IStaticMeshBackedTarget* StaticMeshTarget = Cast<IStaticMeshBackedTarget>(Targets[0]);
UObject* SourceAsset = StaticMeshTarget ? StaticMeshTarget->GetStaticMesh() : nullptr;
const UPrimitiveComponent* SourceComponent = UE::ToolTarget::GetTargetComponent(Targets[0]);
CreateTextureAssetsRC(SourceComponent->GetWorld(), SourceAsset);
}
// Clear actors on shutdown so that their lifetime is not tied to the lifetime of the tool
Actors.Empty();
}
void UBakeRenderCaptureTool::CreateTextureAssetsRC(UWorld* SourceWorld, UObject* SourceAsset)
{
bool bCreatedAssetOK = true;
const FString BaseName = UE::ToolTarget::GetTargetActor(Targets[0])->GetActorNameOrLabel();
auto CreateTextureAsset = [this, &bCreatedAssetOK, &SourceWorld, &SourceAsset](const FString& TexName, FTexture2DBuilder::ETextureType Type, TObjectPtr<UTexture2D> Tex)
{
// See :DeferredPopulateSourceData
FTexture2DBuilder::CopyPlatformDataToSourceData(Tex, Type);
// TODO The original implementation in ApproximateActors also did the following, see WriteTextureLambda in ApproximateActorsImpl.cpp
//if (Type == FTexture2DBuilder::ETextureType::Roughness
// || Type == FTexture2DBuilder::ETextureType::Metallic
// || Type == FTexture2DBuilder::ETextureType::Specular)
//{
// UE::AssetUtils::ConvertToSingleChannel(Texture);
//}
bCreatedAssetOK = bCreatedAssetOK &&
UE::Modeling::CreateTextureObject(
GetToolManager(),
FCreateTextureObjectParams{ 0, SourceWorld, SourceAsset, TexName, Tex }).IsOK();
};
if (RenderCaptureProperties->bBaseColorMap && ResultSettings->BaseColorMap != nullptr)
{
const FString TexName = FString::Printf(TEXT("%s_%s"), *BaseName, *BaseColorTexParamName);
CreateTextureAsset(TexName, FTexture2DBuilder::ETextureType::Color, ResultSettings->BaseColorMap);
}
if (RenderCaptureProperties->bNormalMap && ResultSettings->NormalMap != nullptr)
{
const FString TexName = FString::Printf(TEXT("%s_%s"), *BaseName, *NormalTexParamName);
CreateTextureAsset(TexName, FTexture2DBuilder::ETextureType::NormalMap, ResultSettings->NormalMap);
}
if (RenderCaptureProperties->bEmissiveMap && ResultSettings->EmissiveMap != nullptr)
{
const FString TexName = FString::Printf(TEXT("%s_%s"), *BaseName, *EmissiveTexParamName);
CreateTextureAsset(TexName, FTexture2DBuilder::ETextureType::EmissiveHDR, ResultSettings->EmissiveMap);
}
if (RenderCaptureProperties->bPackedMRSMap && ResultSettings->PackedMRSMap != nullptr)
{
const FString TexName = FString::Printf(TEXT("%s_%s"), *BaseName, *PackedMRSTexParamName);
CreateTextureAsset(TexName, FTexture2DBuilder::ETextureType::ColorLinear, ResultSettings->PackedMRSMap);
}
else
{
if (RenderCaptureProperties->bMetallicMap && ResultSettings->MetallicMap != nullptr)
{
const FString TexName = FString::Printf(TEXT("%s_%s"), *BaseName, *MetallicTexParamName);
CreateTextureAsset(TexName, FTexture2DBuilder::ETextureType::Metallic, ResultSettings->MetallicMap);
}
if (RenderCaptureProperties->bRoughnessMap && ResultSettings->RoughnessMap != nullptr)
{
const FString TexName = FString::Printf(TEXT("%s_%s"), *BaseName, *RoughnessTexParamName);
CreateTextureAsset(TexName, FTexture2DBuilder::ETextureType::Roughness, ResultSettings->RoughnessMap);
}
if (RenderCaptureProperties->bSpecularMap && ResultSettings->SpecularMap != nullptr)
{
const FString TexName = FString::Printf(TEXT("%s_%s"), *BaseName, *SpecularTexParamName);
CreateTextureAsset(TexName, FTexture2DBuilder::ETextureType::Specular, ResultSettings->SpecularMap);
}
}
ensure(bCreatedAssetOK);
RecordAnalytics();
}
bool UBakeRenderCaptureTool::CanAccept() const
{
if ((OpState & EBakeOpState::Invalid) == EBakeOpState::Invalid)
{
return false;
}
if (RenderCaptureProperties->bBaseColorMap && ResultSettings->BaseColorMap == nullptr)
{
return false;
}
if (RenderCaptureProperties->bNormalMap && ResultSettings->NormalMap == nullptr)
{
return false;
}
if (RenderCaptureProperties->bEmissiveMap && ResultSettings->EmissiveMap == nullptr)
{
return false;
}
if (RenderCaptureProperties->bPackedMRSMap)
{
if (ResultSettings->PackedMRSMap == nullptr)
{
return false;
}
}
else
{
if (RenderCaptureProperties->bMetallicMap && ResultSettings->MetallicMap == nullptr)
{
return false;
}
if (RenderCaptureProperties->bRoughnessMap && ResultSettings->RoughnessMap == nullptr)
{
return false;
}
if (RenderCaptureProperties->bSpecularMap && ResultSettings->SpecularMap == nullptr)
{
return false;
}
}
return true;
}
TUniquePtr<TGenericDataOperator<FMeshMapBaker>> UBakeRenderCaptureTool::MakeNewOperator()
{
TUniquePtr<FRenderCaptureMapBakerOp> Op = MakeUnique<FRenderCaptureMapBakerOp>();
Op->BaseMesh = &TargetMesh;
Op->BaseMeshTangents = TargetMeshTangents;
Op->Options = FRenderCaptureSettings::ConstructOptions(*RenderCaptureProperties, *InputMeshSettings);
Op->TextureImageSize = static_cast<int32>(Settings->TextureSize);
Op->SamplesPerPixel = Settings->SamplesPerPixel;
Op->SceneCapture = SceneCapture.Get();
return Op;
}
void UBakeRenderCaptureTool::OnMapsUpdatedRC(const TUniquePtr<FMeshMapBaker>& NewResult)
{
// We do this to defer work I guess, it was like this in the original ApproximateActors implementation :DeferredPopulateSourceData
constexpr bool bPopulateSourceData = false;
TRACE_CPUPROFILER_EVENT_SCOPE(BakeRenderCaptureTool_Textures_BuildTextures);
const int32 NumEval = NewResult->NumEvaluators();
for (int32 EvalIdx = 0; EvalIdx < NumEval; ++EvalIdx)
{
FMeshMapEvaluator* BaseEval = NewResult->GetEvaluator(EvalIdx);
check(BaseEval->DataLayout().Num() == 1);
switch (BaseEval->DataLayout()[0])
{
case FMeshMapEvaluator::EComponents::Float4:
{
FRenderCaptureMapEvaluator<FVector4f>* Eval = static_cast<FRenderCaptureMapEvaluator<FVector4f>*>(BaseEval);
TUniquePtr<TImageBuilder<FVector4f>> ImageBuilder = MoveTemp(NewResult->GetBakeResults(EvalIdx)[0]);
if (ensure(ImageBuilder.IsValid()) == false) return;
switch (Eval->Channel)
{
case ERenderCaptureChannel::BaseColor:
ResultSettings->BaseColorMap = FTexture2DBuilder::BuildTextureFromImage(
*ImageBuilder,
FTexture2DBuilder::ETextureType::Color,
true,
bPopulateSourceData);
break;
case ERenderCaptureChannel::Roughness:
ResultSettings->RoughnessMap = FTexture2DBuilder::BuildTextureFromImage(
*ImageBuilder,
FTexture2DBuilder::ETextureType::Roughness,
false,
bPopulateSourceData);
break;
case ERenderCaptureChannel::Metallic:
ResultSettings->MetallicMap = FTexture2DBuilder::BuildTextureFromImage(
*ImageBuilder,
FTexture2DBuilder::ETextureType::Metallic,
false,
bPopulateSourceData);
break;
case ERenderCaptureChannel::Specular:
ResultSettings->SpecularMap = FTexture2DBuilder::BuildTextureFromImage(
*ImageBuilder,
FTexture2DBuilder::ETextureType::Specular,
false,
bPopulateSourceData);
break;
case ERenderCaptureChannel::Emissive:
ResultSettings->EmissiveMap = FTexture2DBuilder::BuildTextureFromImage(
*ImageBuilder,
FTexture2DBuilder::ETextureType::EmissiveHDR,
false,
bPopulateSourceData);
ResultSettings->EmissiveMap->CompressionSettings = TC_HDR_Compressed;
break;
case ERenderCaptureChannel::CombinedMRS:
ResultSettings->PackedMRSMap = FTexture2DBuilder::BuildTextureFromImage(
*ImageBuilder,
FTexture2DBuilder::ETextureType::ColorLinear,
false,
bPopulateSourceData);
break;
default:
ensure(false);
return;
}
} break; // Float4
case FMeshMapEvaluator::EComponents::Float3:
{
FRenderCaptureMapEvaluator<FVector3f>* Eval = static_cast<FRenderCaptureMapEvaluator<FVector3f>*>(BaseEval);
TUniquePtr<TImageBuilder<FVector4f>> ImageBuilder = MoveTemp(NewResult->GetBakeResults(EvalIdx)[0]);
if (ensure(ImageBuilder.IsValid()) == false) return;
if (ensure(Eval->Channel == ERenderCaptureChannel::WorldNormal) == false) return;
ResultSettings->NormalMap = FTexture2DBuilder::BuildTextureFromImage(
*ImageBuilder,
FTexture2DBuilder::ETextureType::NormalMap,
false,
bPopulateSourceData);
} break; // Float3
default:
ensure(false);
return;
}
}
GatherAnalytics(*NewResult);
UpdateVisualization();
GetToolManager()->PostInvalidation();
}
void UBakeRenderCaptureTool::InitializePreviewMaterials()
{
// EmptyColorMapWhite, EmptyColorMapBlack and EmptyNormalMap are defined in the base tool
{
FTexture2DBuilder Builder;
Builder.Initialize(FTexture2DBuilder::ETextureType::EmissiveHDR, FImageDimensions(16, 16));
Builder.Commit(false);
EmptyEmissiveMap = Builder.GetTexture2D();
}
{
FTexture2DBuilder Builder;
Builder.Initialize(FTexture2DBuilder::ETextureType::ColorLinear, FImageDimensions(16, 16));
Builder.Clear(FColor(0,0,0));
Builder.Commit(false);
EmptyPackedMRSMap = Builder.GetTexture2D();
}
{
FTexture2DBuilder Builder;
Builder.Initialize(FTexture2DBuilder::ETextureType::Roughness, FImageDimensions(16, 16));
Builder.Commit(false);
EmptyRoughnessMap = Builder.GetTexture2D();
}
{
FTexture2DBuilder Builder;
Builder.Initialize(FTexture2DBuilder::ETextureType::Metallic, FImageDimensions(16, 16));
Builder.Commit(false);
EmptyMetallicMap = Builder.GetTexture2D();
}
{
FTexture2DBuilder Builder;
Builder.Initialize(FTexture2DBuilder::ETextureType::Specular, FImageDimensions(16, 16));
Builder.Commit(false);
EmptySpecularMap = Builder.GetTexture2D();
}
{
UMaterial* Material = LoadObject<UMaterial>(nullptr, TEXT("/MeshModelingToolsetExp/Materials/BakeRenderCapturePreviewMaterial"));
check(Material);
if (Material != nullptr)
{
PreviewMaterialRC = UMaterialInstanceDynamic::Create(Material, GetToolManager());
PreviewMaterialRC->SetTextureParameterValue(TEXT("BaseColor"), EmptyColorMapWhite);
PreviewMaterialRC->SetTextureParameterValue(TEXT("Roughness"), EmptyRoughnessMap);
PreviewMaterialRC->SetTextureParameterValue(TEXT("Metallic"), EmptyMetallicMap);
PreviewMaterialRC->SetTextureParameterValue(TEXT("Specular"), EmptySpecularMap);
PreviewMaterialRC->SetTextureParameterValue(TEXT("Emissive"), EmptyEmissiveMap);
PreviewMaterialRC->SetTextureParameterValue(TEXT("NormalMap"), EmptyNormalMap);
}
}
{
UMaterial* Material = LoadObject<UMaterial>(nullptr, TEXT("/MeshModelingToolsetExp/Materials/FullMaterialBakePreviewMaterial_PackedMRS"));
check(Material);
if (Material != nullptr)
{
PreviewMaterialPackedRC = UMaterialInstanceDynamic::Create(Material, GetToolManager());
PreviewMaterialPackedRC->SetTextureParameterValue(TEXT("BaseColor"), EmptyColorMapWhite);
PreviewMaterialPackedRC->SetTextureParameterValue(TEXT("PackedMRS"), EmptyPackedMRSMap);
PreviewMaterialPackedRC->SetTextureParameterValue(TEXT("Emissive"), EmptyEmissiveMap);
PreviewMaterialPackedRC->SetTextureParameterValue(TEXT("NormalMap"), EmptyNormalMap);
}
}
}
void UBakeRenderCaptureTool::InvalidateComputeRC()
{
// Note: This implementation is identical to UBakeMeshAttributeMapsToolBase::InvalidateCompute but calls
// OnMapsUpdatedRC rather than OnMapsUpdated
if (!Compute)
{
// Initialize background compute
Compute = MakeUnique<TGenericDataBackgroundCompute<FMeshMapBaker>>();
Compute->Setup(this);
Compute->OnResultUpdated.AddLambda([this](const TUniquePtr<FMeshMapBaker>& NewResult) { OnMapsUpdatedRC(NewResult); });
}
Compute->InvalidateResult();
}
void UBakeRenderCaptureTool::UpdateResult()
{
if (OpState == EBakeOpState::Clean)
{
// Evaluation already launched/complete. Note that the Compute background compute updates ResultSettings when
// they are available by calling OnMapsUpdatedRC in its OnResultUpdated delegate.
return;
}
//
// create a set of spatially located render captures of the scene ("photo set").
//
if (*RenderCaptureProperties != *ComputedRenderCaptureProperties)
{
for (int Idx = 1; Idx < Targets.Num(); ++Idx)
{
UE::ToolTarget::ShowSourceObject(Targets[Idx]);
}
// Do not allow user-cancellation on the call that occurs when the Render Capture Tool starts up
const bool bAllowCancel = (bFirstEverSceneCapture == false);
SceneCapture.Reset();
FRenderCaptureSettings::FOptions Options = FRenderCaptureSettings::ConstructOptions(*RenderCaptureProperties, *InputMeshSettings);
SceneCapture = CapturePhotoSet(Actors, Options, bAllowCancel);
for (int Idx = 1; Idx < Targets.Num(); ++Idx)
{
UE::ToolTarget::HideSourceObject(Targets[Idx]);
}
if (SceneCapture->Cancelled())
{
// Restore the settings present before the change that invoked the scene capture recompute
RenderCaptureProperties->Resolution = ComputedRenderCaptureProperties->Resolution;
RenderCaptureProperties->bBaseColorMap = ComputedRenderCaptureProperties->bBaseColorMap;
RenderCaptureProperties->bNormalMap = ComputedRenderCaptureProperties->bNormalMap;
RenderCaptureProperties->bMetallicMap = ComputedRenderCaptureProperties->bMetallicMap;
RenderCaptureProperties->bRoughnessMap = ComputedRenderCaptureProperties->bRoughnessMap;
RenderCaptureProperties->bSpecularMap = ComputedRenderCaptureProperties->bSpecularMap;
RenderCaptureProperties->bPackedMRSMap = ComputedRenderCaptureProperties->bPackedMRSMap;
RenderCaptureProperties->bEmissiveMap = ComputedRenderCaptureProperties->bEmissiveMap;
RenderCaptureProperties->CaptureFieldOfView = ComputedRenderCaptureProperties->CaptureFieldOfView;
RenderCaptureProperties->NearPlaneDist = ComputedRenderCaptureProperties->NearPlaneDist;
// Silently make the above updates so we don't overwrite the change to OpState below and call this function again
RenderCaptureProperties->SilentUpdateWatched();
OpState = EBakeOpState::Clean;
return;
}
// Cache Settings used to compute this SceneCapture so we can restore them if the user cancels a SceneCapture recompute
ComputedRenderCaptureProperties->Resolution = RenderCaptureProperties->Resolution;
ComputedRenderCaptureProperties->bBaseColorMap = RenderCaptureProperties->bBaseColorMap;
ComputedRenderCaptureProperties->bNormalMap = RenderCaptureProperties->bNormalMap;
ComputedRenderCaptureProperties->bMetallicMap = RenderCaptureProperties->bMetallicMap;
ComputedRenderCaptureProperties->bRoughnessMap = RenderCaptureProperties->bRoughnessMap;
ComputedRenderCaptureProperties->bSpecularMap = RenderCaptureProperties->bSpecularMap;
ComputedRenderCaptureProperties->bPackedMRSMap = RenderCaptureProperties->bPackedMRSMap;
ComputedRenderCaptureProperties->bEmissiveMap = RenderCaptureProperties->bEmissiveMap;
ComputedRenderCaptureProperties->CaptureFieldOfView = RenderCaptureProperties->CaptureFieldOfView;
ComputedRenderCaptureProperties->NearPlaneDist = RenderCaptureProperties->NearPlaneDist;
bFirstEverSceneCapture = false;
}
FText ErrorMessage; // Empty message indicates no error
{
const int32 TargetUVLayer = InputMeshSettings->GetTargetUVLayerIndex();
if (FText* Message = TargetUVLayerToError.Find(TargetUVLayer); Message)
{
ErrorMessage = *Message;
}
else
{
const auto HasDegenerateUVs = [this]
{
FDynamicMeshUVOverlay* UVOverlay = TargetMesh.Attributes()->GetUVLayer(InputMeshSettings->GetTargetUVLayerIndex());
FAxisAlignedBox2f Bounds = FAxisAlignedBox2f::Empty();
for (const int Index : UVOverlay->ElementIndicesItr())
{
FVector2f UV;
UVOverlay->GetElement(Index, UV);
Bounds.Contain(UV);
}
return Bounds.Min == Bounds.Max;
};
if (TargetMesh.Attributes()->GetUVLayer(InputMeshSettings->GetTargetUVLayerIndex()) == nullptr)
{
ErrorMessage = LOCTEXT("TargetMeshMissingUVs", "The Target Mesh UV layer is missing");
}
else if (HasDegenerateUVs())
{
ErrorMessage = LOCTEXT("TargetMeshDegenerateUVs", "The Target Mesh UV layer is degenerate");
}
else
{
ErrorMessage = FText(); // No error
}
TargetUVLayerToError.Add(TargetUVLayer, ErrorMessage);
}
// If there are no UV layer errors check for missing tangent space error
if (ErrorMessage.IsEmpty() && RenderCaptureProperties->bNormalMap && ValidTargetMeshTangents() == false)
{
ErrorMessage = LOCTEXT("TargetMeshMissingTangentSpace", "The Target Mesh is missing a tangent space. Disable Normal Map capture to continue.");
}
}
// Calling DisplayMessage with an empty string will clear existing messages
GetToolManager()->DisplayMessage(ErrorMessage, EToolMessageLevel::UserWarning);
InvalidateResults();
const bool bIsInvalid = (ErrorMessage.IsEmpty() == false);
if (bIsInvalid)
{
const bool bWasValid = static_cast<bool>(OpState & EBakeOpState::Invalid) == false;
if (bWasValid)
{
UpdateVisualization(); // Clear the preview mesh material inputs
}
OpState = EBakeOpState::Invalid;
return;
}
InvalidateComputeRC();
OpState = EBakeOpState::Clean;
}
void UBakeRenderCaptureTool::UpdateVisualization()
{
if (Settings->MapPreview.IsEmpty())
{
return;
}
if (ResultSettings->PackedMRSMap)
{
TObjectPtr<UMaterialInstanceDynamic> Material = PreviewMaterialPackedRC;
PreviewMesh->SetOverrideRenderMaterial(Material);
if (VisualizationProps->bPreviewAsMaterial)
{
// We set all textures which were computed in the corresponding texture channels
Material->SetTextureParameterValue(FName(BaseColorTexParamName), ResultSettings->BaseColorMap ? ResultSettings->BaseColorMap : EmptyColorMapWhite);
Material->SetTextureParameterValue(FName(EmissiveTexParamName), ResultSettings->EmissiveMap ? ResultSettings->EmissiveMap : EmptyEmissiveMap);
Material->SetTextureParameterValue(FName(NormalTexParamName), ResultSettings->NormalMap ? ResultSettings->NormalMap : EmptyNormalMap);
Material->SetTextureParameterValue(FName(PackedMRSTexParamName), ResultSettings->PackedMRSMap);
}
else
{
// The BaseColor texture channel will be set according to the selected MapPreview
TObjectPtr<UTexture2D> BaseColorMap = EmptyColorMapWhite;
if (ResultSettings->BaseColorMap && Settings->MapPreview == BaseColorTexParamName)
{
BaseColorMap = ResultSettings->BaseColorMap;
}
else if (ResultSettings->EmissiveMap && Settings->MapPreview == EmissiveTexParamName)
{
BaseColorMap = ResultSettings->EmissiveMap;
}
else if (ResultSettings->NormalMap && Settings->MapPreview == NormalTexParamName)
{
BaseColorMap = ResultSettings->NormalMap;
}
else if (ResultSettings->PackedMRSMap && Settings->MapPreview == PackedMRSTexParamName)
{
BaseColorMap = ResultSettings->PackedMRSMap;
}
Material->SetTextureParameterValue(FName(BaseColorTexParamName), BaseColorMap);
Material->SetTextureParameterValue(FName(EmissiveTexParamName), EmptyEmissiveMap);
Material->SetTextureParameterValue(FName(NormalTexParamName), EmptyNormalMap);
Material->SetTextureParameterValue(FName(PackedMRSTexParamName), EmptyPackedMRSMap);
}
Material->SetScalarParameterValue(TEXT("UVChannel"), InputMeshSettings->GetTargetUVLayerIndex());
}
else
{
TObjectPtr<UMaterialInstanceDynamic> Material = PreviewMaterialRC;
PreviewMesh->SetOverrideRenderMaterial(Material);
if (VisualizationProps->bPreviewAsMaterial)
{
// We set all textures which were computed in the corresponding texture channels
Material->SetTextureParameterValue(FName(BaseColorTexParamName), ResultSettings->BaseColorMap ? ResultSettings->BaseColorMap : EmptyColorMapWhite);
Material->SetTextureParameterValue(FName(RoughnessTexParamName), ResultSettings->RoughnessMap ? ResultSettings->RoughnessMap : EmptyRoughnessMap);
Material->SetTextureParameterValue(FName(MetallicTexParamName), ResultSettings->MetallicMap ? ResultSettings->MetallicMap : EmptyMetallicMap);
Material->SetTextureParameterValue(FName(SpecularTexParamName), ResultSettings->SpecularMap ? ResultSettings->SpecularMap : EmptySpecularMap);
Material->SetTextureParameterValue(FName(EmissiveTexParamName), ResultSettings->EmissiveMap ? ResultSettings->EmissiveMap : EmptyEmissiveMap);
Material->SetTextureParameterValue(FName(NormalTexParamName), ResultSettings->NormalMap ? ResultSettings->NormalMap : EmptyNormalMap);
}
else
{
// The BaseColor texture channel will be set according to the selected MapPreview
TObjectPtr<UTexture2D> BaseColorMap = EmptyColorMapWhite;
if (ResultSettings->BaseColorMap && Settings->MapPreview == BaseColorTexParamName)
{
BaseColorMap = ResultSettings->BaseColorMap;
}
else if (ResultSettings->RoughnessMap && Settings->MapPreview == RoughnessTexParamName)
{
BaseColorMap = ResultSettings->RoughnessMap;
}
else if (ResultSettings->MetallicMap && Settings->MapPreview == MetallicTexParamName)
{
BaseColorMap = ResultSettings->MetallicMap;
}
else if (ResultSettings->SpecularMap && Settings->MapPreview == SpecularTexParamName)
{
BaseColorMap = ResultSettings->SpecularMap;
}
else if (ResultSettings->EmissiveMap && Settings->MapPreview == EmissiveTexParamName)
{
BaseColorMap = ResultSettings->EmissiveMap;
}
else if (ResultSettings->NormalMap && Settings->MapPreview == NormalTexParamName)
{
BaseColorMap = ResultSettings->NormalMap;
}
Material->SetTextureParameterValue(TEXT("BaseColor"), BaseColorMap);
Material->SetTextureParameterValue(TEXT("Roughness"), EmptyRoughnessMap);
Material->SetTextureParameterValue(TEXT("Metallic"), EmptyMetallicMap);
Material->SetTextureParameterValue(TEXT("Specular"), EmptySpecularMap);
Material->SetTextureParameterValue(TEXT("Emissive"), EmptyEmissiveMap);
Material->SetTextureParameterValue(TEXT("NormalMap"), EmptyNormalMap);
}
Material->SetScalarParameterValue(TEXT("UVChannel"), InputMeshSettings->GetTargetUVLayerIndex());
}
}
void UBakeRenderCaptureTool::InvalidateResults()
{
ResultSettings->BaseColorMap = nullptr;
ResultSettings->RoughnessMap = nullptr;
ResultSettings->MetallicMap = nullptr;
ResultSettings->SpecularMap = nullptr;
ResultSettings->PackedMRSMap = nullptr;
ResultSettings->EmissiveMap = nullptr;
ResultSettings->NormalMap = nullptr;
}
void UBakeRenderCaptureTool::RecordAnalytics() const
{
if (FEngineAnalytics::IsAvailable() == false)
{
return;
}
TArray<FAnalyticsEventAttribute> Attributes;
// General
Attributes.Add(FAnalyticsEventAttribute(TEXT("Bake.Duration.Total.Seconds"), BakeAnalytics.TotalBakeDuration));
Attributes.Add(FAnalyticsEventAttribute(TEXT("Bake.Duration.WriteToImage.Seconds"), BakeAnalytics.WriteToImageDuration));
Attributes.Add(FAnalyticsEventAttribute(TEXT("Bake.Duration.WriteToGutter.Seconds"), BakeAnalytics.WriteToGutterDuration));
Attributes.Add(FAnalyticsEventAttribute(TEXT("Bake.Stats.NumSamplePixels"), BakeAnalytics.NumSamplePixels));
Attributes.Add(FAnalyticsEventAttribute(TEXT("Bake.Stats.NumGutterPixels"), BakeAnalytics.NumGutterPixels));
// Input mesh data
Attributes.Add(FAnalyticsEventAttribute(TEXT("Input.TargetMesh.NumTriangles"), BakeAnalytics.MeshSettings.NumTargetMeshTris));
Attributes.Add(FAnalyticsEventAttribute(TEXT("Input.RenderCapture.NumMeshes"), BakeAnalytics.MeshSettings.NumDetailMesh));
Attributes.Add(FAnalyticsEventAttribute(TEXT("Input.RenderCapture.NumTriangles"), BakeAnalytics.MeshSettings.NumDetailMeshTris));
// Bake settings
Attributes.Add(FAnalyticsEventAttribute(TEXT("Settings.Image.Width"), static_cast<int32>(Settings->TextureSize)));
Attributes.Add(FAnalyticsEventAttribute(TEXT("Settings.Image.Height"), static_cast<int32>(Settings->TextureSize)));
Attributes.Add(FAnalyticsEventAttribute(TEXT("Settings.SamplesPerPixel"), static_cast<int32>(Settings->SamplesPerPixel)));
Attributes.Add(FAnalyticsEventAttribute(TEXT("Settings.TargetUVLayer"), InputMeshSettings->GetTargetUVLayerIndex()));
// Render Capture settings
Attributes.Add(FAnalyticsEventAttribute(TEXT("Settings.RenderCapture.Image.Width"), static_cast<int32>(RenderCaptureProperties->Resolution)));
Attributes.Add(FAnalyticsEventAttribute(TEXT("Settings.RenderCapture.Image.Height"), static_cast<int32>(RenderCaptureProperties->Resolution)));
Attributes.Add(FAnalyticsEventAttribute(TEXT("Settings.RenderCapture.BaseColorMap.Enabled"), RenderCaptureProperties->bBaseColorMap));
Attributes.Add(FAnalyticsEventAttribute(TEXT("Settings.RenderCapture.NormalMap.Enabled"), RenderCaptureProperties->bNormalMap));
Attributes.Add(FAnalyticsEventAttribute(TEXT("Settings.RenderCapture.MetallicMap.Enabled"), RenderCaptureProperties->bMetallicMap));
Attributes.Add(FAnalyticsEventAttribute(TEXT("Settings.RenderCapture.RoughnessMap.Enabled"), RenderCaptureProperties->bRoughnessMap));
Attributes.Add(FAnalyticsEventAttribute(TEXT("Settings.RenderCapture.SpecularMap.Enabled"), RenderCaptureProperties->bSpecularMap));
Attributes.Add(FAnalyticsEventAttribute(TEXT("Settings.RenderCapture.PackedMRSMap.Enabled"), RenderCaptureProperties->bPackedMRSMap));
Attributes.Add(FAnalyticsEventAttribute(TEXT("Settings.RenderCapture.EmissiveMap.Enabled"), RenderCaptureProperties->bEmissiveMap));
Attributes.Add(FAnalyticsEventAttribute(TEXT("Settings.RenderCapture.CaptureFieldOfView"), RenderCaptureProperties->CaptureFieldOfView));
Attributes.Add(FAnalyticsEventAttribute(TEXT("Settings.RenderCapture.NearPlaneDistance"), RenderCaptureProperties->NearPlaneDist));
FEngineAnalytics::GetProvider().RecordEvent(FString(TEXT("Editor.Usage.MeshModelingMode.")) + GetAnalyticsEventName(), Attributes);
constexpr bool bDebugLogAnalytics = false;
if constexpr (bDebugLogAnalytics)
{
for (const FAnalyticsEventAttribute& Attr : Attributes)
{
UE_LOG(LogGeometry, Log, TEXT("[%s] %s = %s"), *GetAnalyticsEventName(), *Attr.GetName(), *Attr.GetValue());
}
}
}
void UBakeRenderCaptureTool::GatherAnalytics(const FMeshMapBaker& Result)
{
if (!FEngineAnalytics::IsAvailable())
{
return;
}
BakeAnalytics.TotalBakeDuration = Result.BakeAnalytics.TotalBakeDuration;
BakeAnalytics.WriteToImageDuration = Result.BakeAnalytics.WriteToImageDuration;
BakeAnalytics.WriteToGutterDuration = Result.BakeAnalytics.WriteToGutterDuration;
BakeAnalytics.NumSamplePixels = Result.BakeAnalytics.NumSamplePixels;
BakeAnalytics.NumGutterPixels = Result.BakeAnalytics.NumGutterPixels;
}
void UBakeRenderCaptureTool::GatherAnalytics(FBakeAnalytics::FMeshSettings& Data)
{
if (FEngineAnalytics::IsAvailable() == false)
{
return;
}
Data.NumTargetMeshTris = TargetMesh.TriangleCount();
Data.NumDetailMesh = Actors.Num();
Data.NumDetailMeshTris = 0;
for (AActor* Actor : Actors)
{
check(Actor != nullptr);
TInlineComponentArray<UPrimitiveComponent*> PrimitiveComponents;
Actor->GetComponents(PrimitiveComponents);
for (UPrimitiveComponent* PrimitiveComponent : PrimitiveComponents)
{
if (UStaticMeshComponent* StaticMeshComponent = Cast<UStaticMeshComponent>(PrimitiveComponent))
{
if (StaticMeshComponent->GetStaticMesh() != nullptr)
{
// TODO We could also check GetNumNaniteTriangles here and use the maximum
Data.NumDetailMeshTris += StaticMeshComponent->GetStaticMesh()->GetNumTriangles(0);
}
}
}
}
}
#undef LOCTEXT_NAMESPACE