Files
UnrealEngineUWP/Engine/Plugins/Experimental/MeshModelingToolset/Source/ModelingComponents/Private/AssetUtils/Texture2DUtil.cpp
ryan schmidt 2fab582c78 GeometryProcessing:
- extend FImageAdapter to support reading
ModelingComponents::
- Add AssetUtils::ForceVirtualTexturePrefetch(), ::SaveDebugImage() variants to Texture2DUtil
- Add support for debug image writing to WorldRenderCapture and SceneCapturePhotoSet
- FWorldRenderCapture now computes more accurate bounds (visible Components instead of Actors), and does an explicit VirtualTexture prefetch before doing render capture
- FStaticMeshAssetOptions now exposes Nanite settings to allow UStaticMeshes to be created with Nanite already enabled (currently NaniteSettings.PositionPrecision defaults to max)
ApproximateActors:
- IGeometryProcessing_ApproximateActors::FOptions now has settings for enabling Nanite on generated meshes
- ApproximateActorsImpl applies these settings, also enables VT on generated textures if necessary
- FMeshApproximationSettings/FMeshApproximationTool updated w/ new Nanite settings
#rb none
#rnx
#jira none
[FYI] sebastien.lussier
#preflight 60b08323f51cd90001775b98

#ROBOMERGE-OWNER: ryan.schmidt
#ROBOMERGE-AUTHOR: ryan.schmidt
#ROBOMERGE-SOURCE: CL 16499613 in //UE5/Private-Frosty/...
#ROBOMERGE-BOT: STARSHIP (Private-Frosty -> Main) (v823-16466674)
#ROBOMERGE-CONFLICT from-shelf

[CL 16499647 by ryan schmidt in ue5-main branch]
2021-05-28 02:46:59 -04:00

345 lines
11 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "AssetUtils/Texture2DUtil.h"
#include "EngineModule.h"
#include "RendererInterface.h"
#include "RenderUtils.h"
#include "Misc/FileHelper.h"
#include "Misc/Paths.h"
#include "ExplicitUseGeometryMathTypes.h" // using UE::Geometry::(math types)
using namespace UE::Geometry;
static bool ReadTexture_PlatformData(
UTexture2D* TextureMap,
FImageDimensions& Dimensions,
TImageBuilder<FVector4f>& DestImage)
{
// Read from PlatformData
// UBlueprintMaterialTextureNodesBPLibrary::Texture2D_SampleUV_EditorOnly() shows how to read from PlatformData
// without converting formats if it's already uncompressed. And can read PF_FloatRGBA. Would make sense to do
// that when possible, and perhaps is possible to convert to PF_FloatRGBA instead of using TC_VectorDisplacementmap?
//
// Note that the current code cannot run on a background thread, UpdateResource() will call FlushRenderingCommands()
// which will check() if it's on the Game Thread
check(TextureMap->PlatformData);
int32 Width = TextureMap->PlatformData->Mips[0].SizeX;
int32 Height = TextureMap->PlatformData->Mips[0].SizeY;
Dimensions = FImageDimensions(Width, Height);
DestImage.SetDimensions(Dimensions);
int64 Num = Dimensions.Num();
// convert built platform texture data to uncompressed RGBA8 format
TextureCompressionSettings InitialCompressionSettings = TextureMap->CompressionSettings;
bool bWasSRGB = TextureMap->SRGB;
#if WITH_EDITOR
TextureMipGenSettings InitialMipGenSettings = TextureMap->MipGenSettings;
#endif
TextureMap->CompressionSettings = TextureCompressionSettings::TC_VectorDisplacementmap;
TextureMap->SRGB = false;
#if WITH_EDITOR
TextureMap->MipGenSettings = TextureMipGenSettings::TMGS_NoMipmaps;
#endif
TextureMap->UpdateResource();
// lock texture and represet as FColor
const FColor* FormattedImageData = reinterpret_cast<const FColor*>(TextureMap->PlatformData->Mips[0].BulkData.LockReadOnly());
// maybe could be done more quickly by row?
for (int32 i = 0; i < Num; ++i)
{
FColor ByteColor = FormattedImageData[i];
DestImage.SetPixel(i, FVector4f(ByteColor.ReinterpretAsLinear()));
}
// restore built platform texture data to initial state
TextureMap->PlatformData->Mips[0].BulkData.Unlock();
TextureMap->CompressionSettings = InitialCompressionSettings;
TextureMap->SRGB = bWasSRGB;
#if WITH_EDITOR
TextureMap->MipGenSettings = InitialMipGenSettings;
#endif
TextureMap->UpdateResource();
return true;
}
#if WITH_EDITOR
static bool ReadTexture_SourceData(
UTexture2D* TextureMap,
FImageDimensions& Dimensions,
TImageBuilder<FVector4f>& DestImage)
{
FTextureSource& TextureSource = TextureMap->Source;
int32 Width = TextureSource.GetSizeX();
int32 Height = TextureSource.GetSizeY();
Dimensions = FImageDimensions(Width, Height);
DestImage.SetDimensions(Dimensions);
int64 Num = Dimensions.Num();
TArray64<uint8> SourceData;
TextureMap->Source.GetMipData(SourceData, 0, 0, 0);
ETextureSourceFormat SourceFormat = TextureSource.GetFormat();
int32 BytesPerPixel = TextureSource.GetBytesPerPixel();
const uint8* SourceDataPtr = SourceData.GetData();
// code below is derived from UBlueprintMaterialTextureNodesBPLibrary::Texture2D_SampleUV_EditorOnly()
if ((SourceFormat == TSF_BGRA8 || SourceFormat == TSF_BGRE8))
{
check(BytesPerPixel == sizeof(FColor));
for (int32 i = 0; i < Num; ++i)
{
const uint8* PixelPtr = SourceDataPtr + (i * BytesPerPixel);
FColor PixelColor = *((FColor*)PixelPtr);
FLinearColor FloatColor = (TextureMap->SRGB) ?
FLinearColor::FromSRGBColor(PixelColor) :
PixelColor.ReinterpretAsLinear();
DestImage.SetPixel(i, FVector4f(FloatColor));
}
}
else if ((SourceFormat == TSF_RGBA16 || SourceFormat == TSF_RGBA16F))
{
check(BytesPerPixel == sizeof(FFloat16Color));
for (int32 i = 0; i < Num; ++i)
{
const uint8* PixelPtr = SourceDataPtr + (i * BytesPerPixel);
DestImage.SetPixel(i, FVector4f( ((const FFloat16Color*)PixelPtr)->GetFloats() ));
}
}
else if (SourceFormat == TSF_G8)
{
check(BytesPerPixel == 1);
for (int32 i = 0; i < Num; ++i)
{
const uint8* PixelPtr = SourceDataPtr + (i * BytesPerPixel);
uint8 PixelColor = *PixelPtr;
float PixelColorf = float(PixelColor) / 255.0f;
FLinearColor FloatColor = (TextureMap->SRGB) ?
FLinearColor::FromSRGBColor(FColor(PixelColor, PixelColor, PixelColor, 255)) :
FLinearColor(PixelColorf, PixelColorf, PixelColorf, 1.0);
DestImage.SetPixel(i, FVector4f(FloatColor));
}
}
return true;
}
#endif
bool UE::AssetUtils::ReadTexture(
UTexture2D* TextureMap,
FImageDimensions& Dimensions,
TImageBuilder<FVector4f>& DestImage,
bool bPreferPlatformData)
{
if (ensure(TextureMap) == false) return false;
#if WITH_EDITOR
bool bHasVTData = TextureMap->GetPlatformData()->VTData != nullptr;
bool bHasMips = TextureMap->GetPlatformData()->Mips.Num() != 0;
ensure(bHasVTData != bHasMips); // should be one or the other
if (TextureMap->Source.IsValid() && (bPreferPlatformData == false || bHasMips == false))
{
return ReadTexture_SourceData(TextureMap, Dimensions, DestImage);
}
#endif
return ReadTexture_PlatformData(TextureMap, Dimensions, DestImage);
}
bool UE::AssetUtils::ConvertToSingleChannel(UTexture2D* TextureMap)
{
if (ensure(TextureMap) == false) return false;
#if WITH_EDITOR
bool bHasVTData = TextureMap->GetPlatformData()->VTData != nullptr;
bool bHasMips = TextureMap->GetPlatformData()->Mips.Num() != 0;
ensure(bHasVTData != bHasMips); // should be one or the other
if (ensure(TextureMap->Source.IsValid()) && bHasVTData == false)
{
FTextureSource& TextureSource = TextureMap->Source;
int32 Width = TextureSource.GetSizeX();
int32 Height = TextureSource.GetSizeY();
int64 Num = Width * Height;
ETextureSourceFormat SourceFormat = TextureSource.GetFormat();
if (SourceFormat == TSF_G8)
{
return true; // already single channel
}
if (SourceFormat != TSF_BGRA8 && SourceFormat != TSF_BGRE8)
{
ensureMsgf(false, TEXT("ConvertToSingleChannel currently only supports RGBA8 textures"));
return false;
}
TArray64<uint8> NewSourceData;
NewSourceData.SetNum(Width * Height);
TArray64<uint8> SourceData;
TextureMap->Source.GetMipData(SourceData, 0, 0, 0);
int32 BytesPerPixel = TextureSource.GetBytesPerPixel();
check(BytesPerPixel == sizeof(FColor));
const uint8* SourceDataPtr = SourceData.GetData();
for (int32 i = 0; i < Num; ++i)
{
const uint8* PixelPtr = SourceDataPtr + (i * BytesPerPixel);
FColor PixelColor = *((FColor*)PixelPtr);
NewSourceData[i] = PixelColor.R;
}
TextureSource.Init(Width, Height, 1, 1, TSF_G8, &NewSourceData[0]);
TextureMap->UpdateResource();
return true;
}
return false;
#else
ensureMsgf(false, TEXT("ConvertToSingleChannel currently requires editor-only SourceData"));
return false;
#endif
}
bool UE::AssetUtils::ForceVirtualTexturePrefetch(FImageDimensions ScreenSpaceDimensions, bool bWaitForPrefetchToComplete)
{
// Prefetch all virtual textures so that we have content available
if (UseVirtualTexturing(GMaxRHIFeatureLevel))
{
const FVector2D ScreenSpaceSize(ScreenSpaceDimensions.GetWidth(), ScreenSpaceDimensions.GetHeight());
ENQUEUE_RENDER_COMMAND(AssetUtils_ForceVirtualTexturePrefetch)(
[ScreenSpaceSize](FRHICommandListImmediate& RHICmdList)
{
GetRendererModule().RequestVirtualTextureTiles(ScreenSpaceSize, -1);
GetRendererModule().LoadPendingVirtualTextureTiles(RHICmdList, GMaxRHIFeatureLevel);
});
if (bWaitForPrefetchToComplete)
{
FlushRenderingCommands();
}
return true;
}
return false;
}
bool UE::AssetUtils::SaveDebugImage(
const TArray<FColor>& Pixels,
FImageDimensions Dimensions,
FString DebugSubfolder,
FString FilenameBase,
int32 UseFileCounter)
{
static int32 CaptureIndex = 0;
#if WITH_EDITOR
// Save capture result to a file to ease debugging
TRACE_CPUPROFILER_EVENT_SCOPE(AssetUtils_SaveDebugImage);
FString DirectoryPath = FPaths::ConvertRelativePathToFull(FPaths::ProjectIntermediateDir());
if (DebugSubfolder.Len() > 0)
{
DirectoryPath = FPaths::Combine(DirectoryPath, DebugSubfolder);
}
int32 FileCounter = (UseFileCounter > 0) ? UseFileCounter : CaptureIndex++;
FString Filename = FString::Printf(TEXT("%s-%04d.bmp"), *FilenameBase, FileCounter);
FString FilePath = FPaths::Combine(DirectoryPath, Filename);
return FFileHelper::CreateBitmap(*FilePath, Dimensions.GetWidth(), Dimensions.GetHeight(), Pixels.GetData());
#else
return false;
#endif
}
bool UE::AssetUtils::SaveDebugImage(
const TArray<FLinearColor>& Pixels,
FImageDimensions Dimensions,
bool bConvertToSRGB,
FString DebugSubfolder,
FString FilenameBase,
int32 UseFileCounter )
{
static int32 CaptureIndex = 0;
#if WITH_EDITOR
// Save capture result to a file to ease debugging
TRACE_CPUPROFILER_EVENT_SCOPE(AssetUtils_SaveDebugImage);
FString DirectoryPath = FPaths::ConvertRelativePathToFull(FPaths::ProjectIntermediateDir());
if (DebugSubfolder.Len() > 0)
{
DirectoryPath = FPaths::Combine(DirectoryPath, DebugSubfolder);
}
int32 FileCounter = (UseFileCounter > 0) ? UseFileCounter : CaptureIndex++;
FString Filename = FString::Printf(TEXT("%s-%04d.bmp"), *FilenameBase, FileCounter);
FString FilePath = FPaths::Combine(DirectoryPath, Filename);
TArray<FColor> ConvertedColor;
ConvertedColor.Reserve(Pixels.Num());
for (const FLinearColor& LinearColor : Pixels)
{
ConvertedColor.Add(LinearColor.ToFColor(bConvertToSRGB));
}
return FFileHelper::CreateBitmap(*FilePath, Dimensions.GetWidth(), Dimensions.GetHeight(), ConvertedColor.GetData());
#else
return false;
#endif
}
bool UE::AssetUtils::SaveDebugImage(
const FImageAdapter& Image,
bool bConvertToSRGB,
FString DebugSubfolder,
FString FilenameBase,
int32 UseFileCounter)
{
static int32 CaptureIndex = 0;
#if WITH_EDITOR
// Save capture result to a file to ease debugging
TRACE_CPUPROFILER_EVENT_SCOPE(AssetUtils_SaveDebugImage);
FString DirectoryPath = FPaths::ConvertRelativePathToFull(FPaths::ProjectIntermediateDir());
if (DebugSubfolder.Len() > 0)
{
DirectoryPath = FPaths::Combine(DirectoryPath, DebugSubfolder);
}
int32 FileCounter = (UseFileCounter > 0) ? UseFileCounter : CaptureIndex++;
FString Filename = FString::Printf(TEXT("%s-%04d.bmp"), *FilenameBase, FileCounter);
FString FilePath = FPaths::Combine(DirectoryPath, Filename);
FImageDimensions Dimensions = Image.GetDimensions();
int64 N = Dimensions.Num();
TArray<FColor> ConvertedColor;
ConvertedColor.Reserve(N);
for ( int64 i = 0; i < N; ++i )
{
FLinearColor LinearColor = (FLinearColor)Image.GetPixel(i);
ConvertedColor.Add(LinearColor.ToFColor(bConvertToSRGB));
}
return FFileHelper::CreateBitmap(*FilePath, Dimensions.GetWidth(), Dimensions.GetHeight(), ConvertedColor.GetData());
#else
return false;
#endif
}