// Copyright Epic Games, Inc. All Rights Reserved. #include "SlateMaterialShader.h" #include "MaterialDomain.h" #include "Materials/Material.h" #include "RHIStaticStates.h" #include "ShaderParameterUtils.h" IMPLEMENT_TYPE_LAYOUT(FSlateMaterialShaderVS); IMPLEMENT_TYPE_LAYOUT(FSlateMaterialShaderPS); FSlateMaterialShaderVS::FSlateMaterialShaderVS(const FMaterialShaderType::CompiledShaderInitializerType& Initializer) : FMaterialShader(Initializer) { ViewProjection.Bind(Initializer.ParameterMap, TEXT("ViewProjection")); } void FSlateMaterialShaderVS::ModifyCompilationEnvironment(const FMaterialShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment) { // Set defines based on what this shader will be used for OutEnvironment.SetDefine( TEXT("USE_MATERIALS"), 1 ); OutEnvironment.SetDefine( TEXT("NUM_CUSTOMIZED_UVS"), Parameters.MaterialParameters.NumCustomizedUVs ); OutEnvironment.SetDefine(TEXT("HAS_SCREEN_POSITION"), (bool)Parameters.MaterialParameters.bHasVertexPositionOffsetConnected); FMaterialShader::ModifyCompilationEnvironment( Parameters, OutEnvironment ); } bool FSlateMaterialShaderVS::ShouldCompilePermutation(const FMaterialShaderPermutationParameters& Parameters) { return Parameters.MaterialParameters.MaterialDomain == MD_UI; } void FSlateMaterialShaderVS::SetViewProjection(FRHIBatchedShaderParameters& BatchedParameters, const FMatrix44f& InViewProjection ) { SetShaderValue(BatchedParameters, ViewProjection, InViewProjection ); } void FSlateMaterialShaderVS::SetMaterialShaderParameters(FRHIBatchedShaderParameters& BatchedParameters, const FSceneView& View, const FMaterialRenderProxy* MaterialRenderProxy, const FMaterial* Material) { SetViewParameters(BatchedParameters, View, View.ViewUniformBuffer); FMaterialShader::SetParameters(BatchedParameters, MaterialRenderProxy, *Material, View); } bool FSlateMaterialShaderPS::ShouldCompilePermutation(const FMaterialShaderPermutationParameters& Parameters) { return Parameters.MaterialParameters.MaterialDomain == MD_UI; } void FSlateMaterialShaderPS::ModifyCompilationEnvironment(const FMaterialShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment) { // Set defines based on what this shader will be used for OutEnvironment.SetDefine( TEXT("USE_MATERIALS"), 1 ); OutEnvironment.SetDefine( TEXT("NUM_CUSTOMIZED_UVS"), Parameters.MaterialParameters.NumCustomizedUVs); FMaterialShader::ModifyCompilationEnvironment( Parameters, OutEnvironment ); } FSlateMaterialShaderPS::FSlateMaterialShaderPS(const FMaterialShaderType::CompiledShaderInitializerType& Initializer) : FMaterialShader(Initializer) { ShaderParams.Bind(Initializer.ParameterMap, TEXT("ShaderParams")); ShaderParams2.Bind(Initializer.ParameterMap, TEXT("ShaderParams2")); GammaAndAlphaValues.Bind(Initializer.ParameterMap, TEXT("GammaAndAlphaValues")); DrawFlags.Bind(Initializer.ParameterMap, TEXT("DrawFlags")); AdditionalTextureParameter.Bind(Initializer.ParameterMap, TEXT("ElementTexture")); TextureParameterSampler.Bind(Initializer.ParameterMap, TEXT("ElementTextureSampler")); } void FSlateMaterialShaderPS::SetBlendState(FGraphicsPipelineStateInitializer& GraphicsPSOInit, const FMaterial* Material) { EBlendMode BlendMode = Material->GetBlendMode(); switch (BlendMode) { default: case BLEND_Opaque: GraphicsPSOInit.BlendState = TStaticBlendState<>::GetRHI(); break; case BLEND_Masked: GraphicsPSOInit.BlendState = TStaticBlendState<>::GetRHI(); break; case BLEND_Translucent: GraphicsPSOInit.BlendState = TStaticBlendState::GetRHI(); break; case BLEND_Additive: // Add to the existing scene color GraphicsPSOInit.BlendState = TStaticBlendState::GetRHI(); break; case BLEND_Modulate: // Modulate with the existing scene color GraphicsPSOInit.BlendState = TStaticBlendState::GetRHI(); break; case BLEND_AlphaComposite: // Blend with existing scene color. New color is already pre-multiplied by alpha. GraphicsPSOInit.BlendState = TStaticBlendState::GetRHI(); break; case BLEND_AlphaHoldout: // Blend by holding out the matte shape of the source alpha GraphicsPSOInit.BlendState = TStaticBlendState::GetRHI(); break; }; } void FSlateMaterialShaderPS::SetParameters(FRHIBatchedShaderParameters& BatchedParameters, const FSceneView& View, const FMaterialRenderProxy* MaterialRenderProxy, const FMaterial* Material, const FShaderParams& InShaderParams) { SetShaderValue(BatchedParameters, ShaderParams, (FVector4f)InShaderParams.PixelParams); SetShaderValue(BatchedParameters, ShaderParams2, (FVector4f)InShaderParams.PixelParams2); SetViewParameters(BatchedParameters, View, View.ViewUniformBuffer); FMaterialShader::SetParameters(BatchedParameters, MaterialRenderProxy, *Material, View); } void FSlateMaterialShaderPS::SetAdditionalTexture(FRHIBatchedShaderParameters& BatchedParameters, FRHITexture* InTexture, const FSamplerStateRHIRef SamplerState ) { SetTextureParameter(BatchedParameters, AdditionalTextureParameter, TextureParameterSampler, SamplerState, InTexture ); } void FSlateMaterialShaderPS::SetDisplayGammaAndContrast(FRHIBatchedShaderParameters& BatchedParameters, float InDisplayGamma, float InContrast) { FVector4f InGammaValues(2.2f / InDisplayGamma, 1.0f / InDisplayGamma, 0.0f, InContrast); SetShaderValue(BatchedParameters, GammaAndAlphaValues, InGammaValues); } void FSlateMaterialShaderPS::SetDrawFlags(FRHIBatchedShaderParameters& BatchedParameters, bool bDrawDisabledEffect) { FVector4f InDrawFlags((bDrawDisabledEffect ? 1.f : 0.f), 0.f, 0.f, 0.f); SetShaderValue(BatchedParameters, DrawFlags, InDrawFlags); } #define IMPLEMENT_SLATE_VERTEXMATERIALSHADER_TYPE(bUseInstancing) \ typedef TSlateMaterialShaderVS TSlateMaterialShaderVS##bUseInstancing; \ IMPLEMENT_MATERIAL_SHADER_TYPE(template<>, TSlateMaterialShaderVS##bUseInstancing, TEXT("/Engine/Private/SlateVertexShader.usf"), TEXT("Main"), SF_Vertex); /** Instancing vertex shader */ IMPLEMENT_SLATE_VERTEXMATERIALSHADER_TYPE(true); /** Non instancing vertex shader */ IMPLEMENT_SLATE_VERTEXMATERIALSHADER_TYPE(false); #define IMPLEMENT_SLATE_MATERIALSHADER_TYPE(ShaderType) \ typedef TSlateMaterialShaderPS TSlateMaterialShaderPS##ShaderType; \ IMPLEMENT_MATERIAL_SHADER_TYPE(template<>, TSlateMaterialShaderPS##ShaderType, TEXT("/Engine/Private/SlateElementPixelShader.usf"), TEXT("Main"), SF_Pixel); IMPLEMENT_SLATE_MATERIALSHADER_TYPE(Custom) IMPLEMENT_SLATE_MATERIALSHADER_TYPE(Default); IMPLEMENT_SLATE_MATERIALSHADER_TYPE(Border); IMPLEMENT_SLATE_MATERIALSHADER_TYPE(GrayscaleFont); IMPLEMENT_SLATE_MATERIALSHADER_TYPE(ColorFont); IMPLEMENT_SLATE_MATERIALSHADER_TYPE(SdfFont); IMPLEMENT_SLATE_MATERIALSHADER_TYPE(MsdfFont);